Feats

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

NAMENOTESDETAILS
Actor+1 Charisma, skilled at mimicry and dramatics

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alert+5 Initiative, can't be surprised, no advantage for hidden attackers

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Athlete+1 Strength or Dexterity - you have undergone extensive physical training

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
ChargerMake a melee attack or shove after the Dash action

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

  • If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Defensive DuelistAdd your proficiency bonus to your DR as a reaction
Prerequisite: Dexterity 13 or higher.

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your DR for that attack, potentially causing the attack to miss you.

Dual Wielder+1 DR bonus, wield heavier weapons, draw or stow two weapons at once

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to DR while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
ExplorerYou are alert to the hidden traps and secret doors found in many dungeons
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Durable+1 Constitution, minimum Con modifier x2 on spent Hit Dice

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Force AdeptSpells you cast ignore resistance to damage of the chosen type
Prerequisite: The ability to cast at least one force power
 

 When you gain this feat, choose one of the following damage types: force, kinetic, mind, or lightning.

  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.
GrapplerHold your own in close-quarters grappling
Prerequisite: Strength 13 or higher.
 

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Great Weapon MasterYou've learned to put the weight of a weapon to your advantage

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Heavily Armored+1 Strength, proficiency with heavy armor
Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
Heavy Armor Master+1 Strength, damage reduction from weapons
Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, kinetic, fire, cold, acid, and energy damage that you take from weapons is reduced by 3.
Inspiring LeaderInspire your companions to grant temporary hit points
Prerequisite: Charisma 13 or higher.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind+1 Intelligence, track time, direction, and detail with uncanny precision

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
Lightly Armored+1 Strength or Dexterity, proficiency with light armor

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.
Linguist+1 Intelligence, additional languages, create written ciphers

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use the force to decipher it.
LuckyYou have inexplicable luck

You have inexplicable luck that seems to kick in at just the right moment.

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.
Jedi HunterYou have practiced techniques useful in melee combat against force users

You have practiced techniques useful in combat against force users, gaining the following benefits:

  • When a creature within 5 feet of you casts a force power, you can use your reaction to make a weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Force SensitiveYou learn basic spells from a chosen classChoose a class: Consular, Guardian, or Sentinel. You learn two lesser force powers of your choice from that class's spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
  • Your spellcasting ability for these spells is wisdom.
Medium Armor MasterYou have practiced moving in medium armor
Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your DR if you have a Dexterity of 16 or higher.
MobileYou are exceptionally speedy and agile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored+1 Strength or Dexterity, proficiency with medium armor and shield generators
Prerequisite: Proficiency with light armor
 

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shield generators.
Observant+1 Intelligence or Wisdom, quick to notice details of your environment

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Resilient+1 stat and proficiency with saving throws to a chosen ability score

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.
Savage AttackerReroll damage dice for melee weapon attacksOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Combat ProwessTake advantage of every drop in any enemy's guard

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
SkilledGain proficiency in 3 additional skillsYou gain proficiency in any combination of three skills or tools of your choice.
SkulkerYou are expert at slinking through shadows
Prerequisite: Dexterity 13 or higher.
 

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Cantina Brawler +1 Strength or Constitution, improved improvised weapons

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
ToughGain +2 hit points per character levelYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Weapon Master+1 Strength or Dexterity, 4 additional weapon proficiencies

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
Chef+1 Constitution or Wisdom, you are a master of the culinary artsTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:
  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
FighterYou are practiced in fighting othersYou are practiced in the art of fighting, granting you the following benefits:
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals kinetic damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals kinetic damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
PistoleerYou have a quick hand and keen eyeYou have a quick hand and keen eye when employing pistols, granting you the following benefits:
  • Increase your Dexterity score by 1, to a maximum of 20.
  • Pistols you fire may generate an additional 2 heat before requiring a cool-down.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
PoisonerYou prepare and deliver deadly poisons You can prepare and deliver deadly poisons, gaining the following benefits:
  • When you make a damage roll, you ignore resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 500 credits worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Practiced ExpertYou have honed your proficiency with skills or toolsYou have honed your proficiency with particular skills or tools, gaining the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one skill or tool of your choice
  • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Tandem TacticianHelp as a bonus action, help benefitsYour presence in a scrap tends to elevate your comrades. You gain the following benefits:
  •  You can use the Help action as a bonus action.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
TrackerYou have spent time stalking creaturesYou have spent time stalking creatures and hones your skills, gaining the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the hunter's mark technology. You can weave it once without expending a charge, and you must finish a long rest before you can weave it in this way again. Wisdom is your technology ability for the tech.
  • You have advantage on Intelligence (Survival) checks to track creatures.

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