Bonus Feats
Equipment
Armor Proficiency:
Armor is worn on the head and body. Wookiees and droids cannot wear armor, so these feats are unavailable to them.
- Light: You gain proficiency in Light Armor
- Medium: You gain Proficiency in Medium Armor. You must be proficient in Light armor before you can take this Bonus Feat.
- Heavy: You gain proficiency in Heavy Armor. You must be proficient in Light armor before you can take this Bonus Feat.
Implant:
This feat allows use of cybernetic implants, which can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Only one implant may be used at a time. Droids cannot use implants, so this feat is unavailable to them.
- Level I Implant: You gain proficiency in Level I implants.
- Level II Implant: You gain proficiency in Level II implants. Required level 6 and Level I Implant.
- Level III Implant: You gain proficiency in Level III implants. Required level 15 and Level II Implant.
Weapon Proficiency
These feats give a character basic training in the use each weapon type. Otherwise, a character can not equip them.
- Blaster Rifle
- Blaster Pistol
- Heavy Weapons
- Martial Weapons
- Grenades
- Shields
Weapon Focus:
Weapon Focus feats are only granted by equipping the following if the equivalent Weapon Proficiency feat has been granted or selected. Lightsabers do not count as melee weapons in regard to these feats. You gain a +1 to attack rolls. You can only take this feat once per weapon.
- Blaster Pistol
- Blaster Rifle
- Heavy Weapons
- Melee Weapons
- Lightsaber
Weapon Specialization:
Weapon Specialization feats are only granted by equipping the following if the equivalent Weapon Proficiency and Weapon Focus feats have been granted or selected. Lightsabers do not count as melee weapons in regard to these feats. Selected weapon gains a +2 to damage rolls.
Required level 4
- Blaster Pistol
- Blaster Rifle
- Heavy Weapons
- Melee Weapons
- Lightsaber
Passive
A Few Maneuvers
When piloting Colossal or smaller vehicles grant a +2 to AC to avoid Missiles and Torpedo's.
Advantageous Cover
While you have 3/4 cover you have advantage on Dexterity Saving Throws against area of effect damaging effects. If you succeed you take no damage, if you fail you take only half damage.
Angled Throw
Required: Intelligence of 13 or higher
When throwing things such as weapons or grenades, you can add five times your Intelligence modifier to the number of feet you can throw. If the thing you are throwing has a short and long range, you do not get disadvantage for using long range.
Astromech Symbiosis
Prerequisites: Proficiency in Mechanics
When piloting a ship with an astromech that is assisting you, you gain a +2 to all Piloting checks..
Backup Drive
Prerequisites: Proficiency in Computer Use
You always have a backup plan. When using the Computer Use skill, you can create a backup of any data you're working with. If something goes wrong, you can restore the backup as an action.
Cornered
If you become cornered and there are no available spaces to move, you gain a +2 to attack rolls against enemies who threaten you.
Covert Operatives
Required: Proficient in Stealth
You gain a +1 to stealth and gain an additional +1 for each ally within 60ft of you that has this Bonus Feat.
Crossfire
If you miss with a Ranged attack you may hit any target in a line up to the weapons range. It hits the first target if any whose AC is equal to or lower then your attack roll.
Cut the Red Tape
Required: Proficient in History
You may use a History check instead of a Persuasion check to gather Information.
Data Miner
Prerequisites: Proficiency in Computer Use
You have a knack for finding useful information in large data sets. When using the Computer Use skill to search databases or the holonet, you can find information twice as quickly as normal.
Disturbing Presence
Required: Proficient in Deception
You can use Deception to move through occupied space against a targets Insight. This feature is used the same way as Tumble and Overrun.
Droid Companion
Prerequisites: Proficiency in Robot Control Interface or Mechanics
When a Droid ally is assisting you, you gain a +2 to all Investigation (itelligence) checks..
Dueling:
Bonuses apply when focusing on using single one-handed weapon and nothing in the other hand in battle due to the efficiency of this form of combat. This applies to both ranged and melee weapons, but it does not apply when using a blaster rifle, heavy weapon or any other two handed weapon. These bonuses dont apply while wielding a melee weapon with two hands.
This feat is not available to Droids.
- Dueling: You gain a +1 to your Attack Rolls
- Improved Dueling: You gain an additional +1 to your Attack Rolls and gain a +1 to your AC. Required level 6 and Dueling.
- Master Dueling: You gain an additional +1 to your Attack Rolls and gain an additional +1 to your AC. Required level 15 and Improved Dueling.
Expert Haggler
Required: Charisma 13 or higher
You reduce the DC to all checks made to haggle by 5. In addition, when you Haggle over items you know the current value of the item you are trying to buy/sell.
Extra Second Wind
Required: Second Wind
You can use an additional Second Wind. If you dont have Second Wind, you gain one use of it. If you gain Second Wind in this manner you finish a Long rest before you can use it again. You can only choose this feature once.
Fast Surge
You can use your Second Wind as a Free Action instead of a bonus action.
Feat of Strength
Required: Stregnth of 15 or higher
You can take 15 on a Strength check or Strength based skill check if you did not perform any actions, bonus actions or movement on your previous turn.
Fight Through The Pain
Required: Constitution of 17 or higher
You can reduce the damage you take equal to your Constitution Modifier. You can use this ability a number of times equal to your constitution modifier. Regaining all uses after a long rest. This has no effect if you have resistance against the same damage.
Follow Through
When you reduce an enemy to 0 hit points you can move an additional amount of feet equal to your walking speed.
Force of Personality
Required: Charisma of 13 or higher
You can use your Charisma in place for any checks or saves that require Wisdom.
Hyperblazer
Required: Proficient in Astronavigation
You calculate hyperspace routes twice as fast.
Jury Rig
Prerequisites: Proficiency in Mechanics
You have learned how to take something that isnt working and get it up and running. You can spend 1 hour on a Atmospheric Vehicle of size Huge or smaller and Space Vehicles of size Large or smaller to attempt to get it up and running. At the end of the hour make a Mechanics check DC equal to 10 + 1 for every 5% of Hit Points missing. You must also expend a number of credits in Parts equal to 5% of its total repair cost. On a success, the vehicle will run for a number of hours equal to your Intelligence modifier. On a Failure, the vehicle can no longer be affected by this Bonus Feat by anyone.
Multitasker
Prerequisites: Proficiency in Computer Use
You are skilled at managing multiple tasks on a computer. When using the Computer Use skill, you can effectively perform two tasks at once without penalty, as long as the system you're working with has the necessary capabilities.
Piloting Skills
Prerequisites: Proficiency in Atmospheric and/or Space Vehicles
You have trained in the ability to Pilot vehicles better then the average Wedge. The benefit affects the Proficiency you have to fulfill the prerequisite. If you have both, it affects both. Each of these skills must be taken individually.
Evasive: Gain a +2 to AC for ships you are Piloting.
Spiral: Gain a +2 to Saving Throws for ships you are Piloting.
Expert: Gain a +2 to Ability Checks for ships you are Piloting.
Recall
Required: Proficient in History
You can reroll any History or Intelligence check taking the better of the two results.
Risk Taker
Required: Proficient in Athletics
You fall only if you fail a Climb check by 10 or more. Additionally, if you make a Jump check and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can use your reaction to add twice your Constitution Modifier to the distance. However, you must land in the first available safe square, landing hard on your side prone.
Technical Experts
Required: Proficient in Mechanics
You gain a +1 bonus to Mechanics and gain an additional +1 for each ally within 60ft of you that has this Bonus Feat.
Unified Squadron
Required: Proficient in Space Vehicles
You gain a +1 to Piloting checks and gain an additional +1 for each ally vehicle within 30 squares of you that have this Bonus Feat.
Two-Weapon Fighting:
When you take the Attack action and attack with a weapon that your holding in one hand, you can use a bonus action to attack with a different weapon that your holding in the other hand. You dont add your ability modifier to the damage of the off hand attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon instad of making a melee attack with it.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.
- Dual-Rend: When you hit the same creature with both of your melee weapons on your turn the creature takes an additional 1d8 weapon damage. Required level 6.
- Double Up: When you hit the same creature with both of your ranged weapons on your turn the creature takes an additional 1d8 weapon damage. Required level 6.
Toughness:
Vitality bonus is retroactive for levels previously gained. Damage is subtracted after any shield and Energy Resistance.
- Toughness: +1 Hit Point per level.
- Improved Toughness: You gain an additional +1 Hit Point per level and gain a damage threshold of 2. Required level 6 and Toughness.
- Master Toughness: You gain a +5 to all Constitution Saving Throws and gain a damage threshold of 6. Required level 15 and Improved Toughness.
Conditioning:
- Conditioning: +1 bonus to all saving throws.
- Improved Conditioning: +2 bonus to all saving throws. This feat replaces the bonus you gained from Conditioning. Required level 6 and Conditioning.
- Master Conditioning: +3 bonus to all saving throws. This feat replaces the bonus you gained from Improved Conditioning. Required level 15 and Improved Conditioning.
Caution:
- Caution: +1 to Demolitions and Stealth Checks
- Improved Caution: +2 to Demolitions and Stealth Checks. This replaces the previous Caution feat. Required level 6 and Caution.
- Master Caution: +3 to Demolitions and Stealth Checks. This replaces the previous Improved Caution feat. Required level 15 and Imrpoved Caution.
Empathy:
- Empathy: +1 to Persuasion. Perception and Medicine Checks
- Improved Empathy: +2 to Persuasion. Perception and Medicine . This replaces the previous Empathy feat. Required level 6 and Empathy.
- Master Empathy: +3 to Persuasion. Perception and Medicine This replaces the previous Imrpved Empathy feat. Required level 15 and Imrpoved Empathy.
Gear Head:
- Gear Head: +1 to Mechanics, Security and Slice Checks
- Improved Gear Head: +2 to Mechanics, Security and Slice Checks. This replaces the previous Gear Head feat. Required level 6 and Gear Head.
- Master Gear Head: +3 to Mechanics, Security and Slice Checks. This replaces the previous Improved Gear Head feat. Requireed level 15 and Improved Gear Head.
Finesse: Lightsaber
- You are able to use strength or dexterity whichever is higher when using a Lightsaber, You must use the same modifier for each attack and damage.
Force
These require some use of the force ability or levels in a class that grants you use of the force.
Channel
Prerequisites: At least 1 Force Point
You can meditate to recover lost Force Points. During a short rest, you can recover a number of Force Points equal to your Wisdom or Charisma Modifier.
Jedi Texts
Prerequisites: Acolyte or Padawan
You have studied well while in the Jedi Academy searching out and learning through all the texts you could get your hands on or you have spent extra time in the Sith Library studying on what your enemies history is.
Beginning Texts: You gain a +2 to all History checks about information on Jedi.
Scholar Texts: You gain a +6 instead. (Requires level 6 and the Beginning Texts)
Master Texts: You gain a +10 instead. (Requires level 12 and Scholar Texts)
One With The Force
Prerequisites: Proficiency in Light or Dark Side Force, Wisdom or Charisma of 16
When you make a Ability Check, you can add your Wisdom or Charisma Modifier (depending on which Prerequisite you fulfilled).. These ability checks can only be ones that add your Strength, Dexterity or Constitution modifier too. Examples: Initiative, Acrobatics, Athletics
Reactive Sense
Prerequisites: Proficiency in Light or Dark Side Force, Wisdom or Charisma of 16
When the Force is used within 120ft of you, you learn which direction it came from and how far away it was.
Resilient Force User
Prerequisites: Acolyte, Padawan or Force Sensitive and Level 11
You have adapted to many forms of the Force. You have Advantage on Saving Throws against Force abilities and Force Powers.
Sith Tomes
Prerequisites: Acolyte or Padawan
You have spent extra time in the Sith Library studying all that you can get your hands on to learn as much as you can about the history of the Sith or you have spent time in the Jedi Archives trying to understand those who have fallen to the darkside.
Beginning Tomes: You gain a +2 on all History checks that involve information on the Sith.
Scholar Tomes: You gain a +6 instead. (Requires level 6 and Beginning Tomes)
Master Tomes: You gain a +10 instead. (Requires level 12 and Scholar Tomes)
Actions
Using any of these feats requires an action to use, unless otherwise noted.
Acrobatic Dodge:
Required: Proficient in Acrobatics
When an attack you can see misses you, you can use your Reaction to move up to half your movement speed not provoking any opportunity attacks from that creature. You can use this ability a number of times equal to your Dexterity Modifier. You regain all uses on a short or long rest.
Acrobatic Strike:
Required: Proficient in Acrobatics
As a bonus action you can attempt to Tumble through a hostile creatures space, if you successfully tumble past a creature you gain advantage on the next attack roll against that creature before the end of the round.
Athletic Strike
Required: Proficient in Athletics
As a bonus action you can attempt to Overrun through a hostile creatures space, if you successfully overrun a creature, you gain advantage on the next attack roll against that creature before the end of the round.
Bantha Rush:
Required: Str 13
Strike out with a strong melee attack to push your opponent away from you. When you hit with a melee attack you can attempt to push the creature away. The target must make a Athletics check contested against the damage of the attack. On a failure the target is pushed back 5 feet from you.
Combat Trickery
Required: Proficient in Deception
You can use a bonus action to attempt to make an enemy miss you giving them disadvantage on the attack roll. Make a Deception check contested against their Insight. On a success they have disadvantage on you until the start of your next turn. If you fail they have advantage against you instead. You can use this a number of times equal to your Charisma Madifier. You regain all expended use on a short or long rest.
Knife Trick
Required: Trained in any knife or blade
If you have a concealed knife or blade, you threaten as though armed with a melee weapon. When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person and make a single attack against the target, you gain a +10 to damage to the attack.
Opportunistic Retreat
Whenever an opponent provokes an attack of opportunity from you, you can use your reaction to sacrifice the attack to move a number of feet equal to your speed in the opposite direction. Moving in this way does not provoke attacks of opportunity.
Sadistic Strike
When you kill a creature who is prone or unarmed, all enemies within line of sight must make a Wisdom saving throw, the DC equal to 8 + proficiency + Charisma modifier. On failure they are frightened until the end of your next turn.
Scavenger
You can spend 10 minutes x Size Multiplier scavenging materials from other vehicles or objects. When you do so, you make a Perception check to determine the value of the parts that can be scavengable. You produce raw materials equal in value to the result of your Perception check x the size of the object. Tiny 1, Small 2, Medium 5, Large 30, Huge 100. You may only attempt to scavenge once per vehicle or object.
Power Attack:
This feat uses an action and only applies to melee weapons and lightsabers.
Penalties last until the start of your next turn and can stack each time you use them.
This feat is not available to droids.
- Power Attack: -3 to attack and +7 to damage.
- Improved Power Attack: The damage increases to +11 instead. Required level 6 and Power Attack.
- Master Power Attack: The damage increases to +15 instead. Required level 15 and Improved Power Attack.
Flurry:
This feat uses an action and allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons.
Penalties last until the start of your next turn and can stack each time you use them.
This feat is not available to droids.
- Flurry: You gain -3 to hit and -3 AC until the start of your next turn. You can make one additional weapon attack this turn.
- Improved Flurry: Reduces the penalty to -2. Required level 6 and Flurry.
- Master Flurry: Reduces the penalty to -1. Required level 15 and Improved Flurry.
Critical Strike:
This feat uses an action and increases the critical threat range of melee attacks(ex. a +1 makes your critical range 19-20, a +2 gives you a 18-20, a +3 gives you a 17-20). If you already have an ability or modification to adjust your critical range this ability increases it (ex. a modification gives you a crit range of 19-20 a +1 would change it to a 18-20 instead.). If the attack critically hits the target must make a Constitution Saving throw, the save DC 8 + Proficiency + Weapon Ability Modifier. On a failed save the target is stunned until the start of your next turn. Penalties last until the start of your next turn and can stack each time you use them.
- Critical Strike: You gain a -3 to your AC until the start of your next turn, Critical chance range is increased by 1.
- Improved Critical Strike: Penalty is reduced to -2 AC, You gain an additional +1 to your Critical Chance. Required level 6 and Critical Strike.
- Master Critical Strike: Penalty is reduced to -1 AC, You gain an additional +1 to your Critical Chance.. Required level 15 and Improved Critical Strike.
Power Blast:
This feat uses your action and only applies to ranged weapons. Penalties last until the start of your next turn and can stack each time you use them.
- Power Blast: You gain a -3 to attack rolls and a +7 to damage.
- Improved Power Blast: The damage increases to a +11 instead. Required level 6 and Power Blast.
- Master Power Blast: The damage increases to +15 instead. Required level 15 and improved Power Blast.
Rapid Shot:
This feat uses an action and allows a character to make an extra ranged weapon attack during the turn. This is made with the main hand when wielding two blaster pistols. Penalties last until the start of your next turn and can stack each time you use them.
- Rapid Shot: You gain a -3 to attack rolls and -3 to your AC until the start of your next turn.
- Improved Rapid Shot: Reduces the penalty to -2. Required level 6 and Rapid Shot.
- Master Rapid Shot: Reduces the penalty to -1. Required level 15 and Improved Rapid Shot.
Sniper Shot:
This feat uses an action and increases the critical threat range of ranged attacks (ex. a +1 makes your critical range 19-20, a +2 gives you a 18-20, a +3 gives you a 17-20). If you already have an ability or modification to adjust your critical range this ability increases it (ex. a modification gives you a crit range of 19-20 a +1 would change it to a 18-20 instead.).If the attack critical the target must make a Constitution Saving throw, the save DC 8 + Proficiency + Weapon Ability Modifier. On a failed save the target is stunned until the start of your next turn. Penalties last until the start of your next turn and can stack each time you use them.
- Sniper Shot: You gain a -3 to your AC until the start of your next turn. Your critical chance range is increased by 1.
- Improved Sniper Shot: Penalty is reduced to -2 AC instead, You gain an additional +1 to your critical chance range. Required level 6 and Sniper Shot.
- Master Sniper Shot: Penalty is reduced to -1 AC instead, You gain an additional +1 to your critical chance range.. Required level 15 and Improved Sniper Shot.