NAME | NOTES | DETAILS |
---|---|---|
Actor | +1 Charisma, skilled at mimicry and dramatics | Skilled at mimicry and dramatics, you gain the following benefits:
|
Alert | +5 Initiative, can't be surprised, no advantage for hidden attackers | Always on the lookout for danger, you gain the following benefits:
|
Athlete | +1 Strength or Dexterity - you have undergone extensive physical training | You have undergone extensive physical training to gain the following benefits:
|
Charger | Make 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.
|
Defensive Duelist | Add 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:
|
Explorer | You are alert to the hidden traps and secret doors found in many dungeons |
|
Durable | +1 Constitution, minimum Con modifier x2 on spent Hit Dice | Hardy and resilient, you gain the following benefits:
|
Force Adept | Spells 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.
|
Grappler | Hold 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:
|
Great Weapon Master | You'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:
|
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:
|
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:
|
Inspiring Leader | Inspire 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.
|
Lightly Armored | +1 Strength or Dexterity, proficiency with light armor | You have trained to master the use of light armor, gaining the following benefits:
|
Linguist | +1 Intelligence, additional languages, create written ciphers | You have studied languages and codes, gaining the following benefits:
|
Lucky | You have inexplicable luck | You have inexplicable luck that seems to kick in at just the right moment.
|
Jedi Hunter | You have practiced techniques useful in melee combat against force users | You have practiced techniques useful in combat against force users, gaining the following benefits:
|
Force Sensitive | You learn basic spells from a chosen class | Choose a class: Consular, Guardian, or Sentinel. You learn two lesser force powers of your choice from that class's spell list.
|
Medium Armor Master | You have practiced moving in medium armor | Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
|
Mobile | You are exceptionally speedy and agile | You are exceptionally speedy and agile. You gain the following benefits:
|
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:
|
Observant | +1 Intelligence or Wisdom, quick to notice details of your environment | Quick to notice details of your environment, you gain the following benefits:
|
Resilient | +1 stat and proficiency with saving throws to a chosen ability score | Choose one ability score. You gain the following benefits:
|
Savage Attacker | Reroll damage dice for melee weapon attacks | Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. |
Combat Prowess | Take 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:
|
Skilled | Gain proficiency in 3 additional skills | You gain proficiency in any combination of three skills or tools of your choice. |
Skulker | You are expert at slinking through shadows | Prerequisite: Dexterity 13 or higher.
You are expert at slinking through shadows. You gain the following benefits:
|
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:
|
Tough | Gain +2 hit points per character level | Your 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:
|
Chef | +1 Constitution or Wisdom, you are a master of the culinary arts | Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
|
Fighter | You are practiced in fighting others | You are practiced in the art of fighting, granting you the following benefits:
|
Pistoleer | You have a quick hand and keen eye | You have a quick hand and keen eye when employing pistols, granting you the following benefits:
|
Poisoner | You prepare and deliver deadly poisons | You can prepare and deliver deadly poisons, gaining the following benefits:
|
Practiced Expert | You have honed your proficiency with skills or tools | You have honed your proficiency with particular skills or tools, gaining the following benefits:
|
Tandem Tactician | Help as a bonus action, help benefits | Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
|
Tracker | You have spent time stalking creatures | You have spent time stalking creatures and hones your skills, gaining the following benefits:
|

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.