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.
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.