| Feats | Requirements | Can Take Multiple Times | Description | |||||
| Demolitionist | Grit 4 | No | You gain an extra damage die when attacking with an explosive | |||||
| Healthy | Grit 5 | Yes | You gain an extra 2 health for each point in Grit you have | |||||
| Indomidable | Grit 6 | Yes | When you fall to 0 HP, instead fall to 1. Max per day = number of times taking this feat | |||||
| Modified Shields | Intellect 4 | No | Using 1 cybernetic part, you can modify shields, giving a bonus hp equal to your Intellect | |||||
| Strategist | Intellect 5 | No | Whenever an ally flips over their Luck Token due to a Critical Miss or the Dm Critically hitting them, you may also flip over your Token | |||||
| Nerd Power! | Intellect 6 | Yes | The critical hit chance is reduced by one | |||||
| Racoon Friend | Reflex 4 | No | You have observed the local nocturnal wildlife long enough, you gain darkvision out to 30 ft | |||||
| Pistol Expery | Reflex 5 | Yes | You may add a damage die to your pistol attacks | |||||
| Sharpshooter | Reflex 6 | No | You may add your luck stat to all Chaotic weapon attacks | |||||
| Favored | Luck 4 | Yes | You gain an extra Luck token | |||||
| She was a Fairy | Luck 5 | No | You may add your full luck to all checks of one stat, instead of the regular amount | |||||
| Luck-Touched | Luck 6 | No | You may flip a Luck Token to automatically succeed a skill check instead of gaining advantage | |||||
| Diplomat | Human | No | You may double your stat bonus for social type checks | |||||
| Alert | Human | No | You gain advantage on Initiative checks | |||||
| Rooted | Leshy | No | You may spend an action to become rooted to the ground, making you immune to knockback, and all damage you take is reduced by 1 per attack. Spend an action to become unrooted | |||||
| Thorny | Leshy | Yes | Your body grows more thorns. Anyone who hits you with a melee attack takes 2 damage | |||||
| Intellectual | Korgian | No | Unnaturally smart, you gain 2 point in Intellect | |||||
| Iron Deposits | Korgian | No | You ignore 1 additional point of damage every attack roll | |||||
| Handyrat | Ratfolk | No | You may add double your Intellect stat for any tool check | |||||
| Scrapy | Ratfolk | No | If you are attacking someone within 5 ft or you who is larger than you, you gain additional damage equal to your Grit modifier | |||||
| Hacker | Cybergene | No | When attempting to hack, the DC is 5 less for you. | |||||
| Hulking | Cybergene | No | You are so large, your allies are shielded from attacks. Attacks against anyone within 5 ft behind you are at dissadvantage | |||||
| Friendly | Infested | No | You no longer have dissadvantage to social Reflex checks, and you gain 1 Luck point | |||||
| Undead Vitality | Infested | No | Whenever you fall to 0 hp, make a DC5 Grit check. If successful, instead fall to 1. Every subsequent time you fall to 0 hp, you must increase the DC by 5. | |||||
| Fluffy | Shoony | No | You are not affected by extreme heat or cold, and gain an additional 1 HP per Grit point | |||||
| Perceptive | Shoony | No | You have advantage on initiative rolls | |||||
| Armored Shell | Scarab | No | You take 1 less damage per attack | |||||
| Web Shooter | Scarab | No | You hail from Aracnidial decent. You gain a web attack that deals 0 damage, but reduces the speed of the targets by 1/2. Range 30 ft, AOE 10ft diameter. Crit reduces speed to 0, hits on a 8 or higher | |||||
| Run and Gun | Heavy Artillery | No | Once per turn, you can move and attack as a single action. You can choose when to take your attack as you move. | |||||
| Rage | Heavy Artillery | No | You may use your bonus action to give a War Cry, causing anyone within 30 ft of you to taget you on a failed DC12 Intellect check. If an enemy succeds, they are immune to this ability until the next day | |||||
| Precision Modding | Gunner | No | Ability 1 Enhancement: When modding, take the positives and negatives from different mods. Mods must be from the same weapon. | |||||
| Hot Hands | Gunner | No | When you swap weapons with your bonus action, you may add your Reflex modifier to the attack roll | |||||
| Look I Found a Gas Mask | Doctor | No | Ability 1 Enhancement: You can choose to be affected by your diffusers, or ignore their effects at will. | |||||
| Improved Critical | Doctor | Yes | When you roll on the Critical Wound Table, you may modify your roll with a +/-2 | |||||
| Wraith | Recon Officer | No | Ability 2 Enhancement: When activating your cloak, you turn completely invisible and gain full cover until the start of your next turn, when it reverts back to normal half cover. | |||||
| Mirage | Recon Officer | No | Ability 2 Enhancement: When your cloaking breaks, it activates a holographic copy of you running in another direction. All enemies targeting you must succeed a DC15 Intellect check, or target the copy instead. The copy lasts until the start of your next turn. | |||||
| Specialized Diversity | Assault Specialist | No | Copy an Ability 3 from a different class | |||||
| Speed-Walking | Assault Specialist | No | Ability 3 Enhancement: You may take the move action as part of the Teleport Bonus action/action | |||||
| Fence Gun | Engineer | No | Ability 2 Enhancement: You have manufactured a fence gun contraption, allowing you to launch your fences into position from up to 60 feet away. The fences automatically assemble themselves by the start of your next turn. | |||||
| Super!Super!Super!Super!Super!Super!Super!Super!Super!Super!Super!Sup- | Engineer | No | Ability 3 Enhancement: You can now super-supercharge as a bonus action, allowing you to double the shield value of a supercharged ally. When attempting to do so, flip a coin: heads succeeds, tails fails and shatters their shield down to zero. You can only have one super-supercharged ally at a time. | |||||
| Nu-Uh | Maverick | No | Once per turn, you may reduce the damage you would take from one multi-target attacks that include you as a target. Your Luck modifier is the damage reduction. | |||||
| Maverick | No | |||||||
| Commander | Strategist | No | Ability 3 Enhancement: When you use your bonus action, you now give the ally an extra action, and may make them use the action right away, if the ally is willing | |||||
| Strategist | No | |||||||
| No | ||||||||
| No | ||||||||
| No | ||||||||
| No | ||||||||
| Adrenaline Junkie | Highest Stat: Grit | No | When you would normally take damage, you can instead force yourself though the pain and not take the damage until the end of your next turn. You can do this a number of times equal to your Grit stat but can only have one charge of damage buffered at a time. You regain all uses after a rest. | |||||
| Mentalist | Highest Stat: Intellect | No |
You've cyberneticaly upgrades your brain! You may use a bonus
action to make a contested Intellect check against an target
creature to read it's thoughts and potentially alter their
thoughts. You may convince the target to take an action that
isn't directly contrary to their motivations. After succeeding
the check, a target becomes immune to this ability for 24
hours.
You can do this a number of times equal to your Intellect stat,
and regain all uses after a rest. See DM for clarification. |
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| Opportunist | Highest Stat: Reflex | No | Whenever an enemy rolls a Critical Failure when attacking, you may use a Reaction to attack the target once. You can do this a number of times equal to your Reflex stat, and regain this ability after a rest. | |||||
| Fate Changer | Highest Stat: Luck | No | When rolling double d20s (advantage/disadvantage) you can choose to keep the roll you don't use and set it in the middle of the table. Any ally, including yourself, can then take that roll instead of rolling, consuming the die. You can only have one such die available at a time, and may remove or replace it whenever you like. | |||||