Feats

Feats

ALERT:

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 hidden from you.

ATHLETE:

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.

ACTOR:

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.

CHARGER:

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).​

​​DAGGER MASTERY:

Requires: Proficiency in Daggers or Vibro-Knifes, Dexterity 15

  • You can score a critical hit with Daggers or Vibro-knifes on a roll of 19-20

  • The damage die of your Dagger is increased to 1d6, the damage die of your Vibro-knife is increased to 1d8.

  • Attacking with Daggers or Vibro-knifes, at long range doesn't impose disadvantage on the attack rolls.

DEMOLITIONS EXPERT

Prerequisite: Proficiency in Demolition's Kit, Intelligence 13
You enjoy making things go boom, you have a natural inclination and knowledge of explosives and explosive material, you know how to create the most devastation with an explosive device and to ensure your foes will have a difficult time escaping the blast. 

  • You can add double your proficiency bonus to Intelligence checks in regards to recalling information about explosives and other incendiary devices.
  • You can add double your proficiency bonus to checks you make with your Demolition's Kit.
  • Creating Grenades and other Explosive devices only takes you half the amount of time than normal.
  • When you attempt to disarm an explosive or incendiary device and roll a natural 1, you can reroll the dice, and must use the new result.

You can spend 1 minute altering and improving the structure of a grenade or other explosive device to give it one or more of the following benefits, you cannot pick the same benefit more the once:

  • The devices explosive radius is reduced or increased by 10'ft
  • The device will explode after a delay set to your choosing, a minimum of 1 round, and a maximum of 1 hour.
  • The devices' DC saving throw is increased by 1.
  • The device can be set to trigger on a remote detonator, so long as you are within 1 mile of the explosive device and within range of the signal, you can use an Action to trigger the remote detonator and explode the device.

DURABLE:

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).

FAMOUS ARTISAN:

• You gain proficiency in two sets of artisan's tools and two skills of your choice.
• If you work between adventures by crafting using your artisan's tools, you can earn enough to support a wealthy lifestyle instead of a modest one.

FORCE EXPERT:

Prerequisite: The ability to cast at least one force power

You have practiced using the force in the midst of combat, learning techniques that grant you the following benefits

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a force power when you take damage.

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a force power at the creature, rather than making an opportunity attack. The force power must have a casting time of 1 action and must target only that creature.

FORCE-HUNTER:

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

  • When a creature within 5 feet of you uses the force, you can use your reaction to make a melee weapon attack against that creature.

  • When you damage a creature that is concentrating on a force-power, that creature has disadvantage on the saving throw it makes to maintain its concentration.

  • You have advantage on saving throws against force-powers cast by creatures within 5 feet of you.

  • When you make a ranged weapon attack at a force user, it cannot use its reaction to Deflect.

FORCE SENSTIVIE:

Prerequisite: Wisdom 13 or higher

You have an innate connection to the force, born as a Force-Sensitive, able to use it in several ways even without formal training. You gain the following benefits:

  • You gain proficiency in your choice of Wisdom (Light-side Force) or Charisma (Dark-side Force).

  • You know the "Move Object" force talent.

in addition, you gain 4 Force Points. You can expend these Force Points to cast the following Force Powers, you regain the use of your Force Points after a short or long rest.

    • Mind Trick

    • Shock

    • ​Force Push

    • Jump

GOURMAND:

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • Increase your Constitution Score by 1, to a maximum of 20.

  • You gain proficiency with Cook's Utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

  • During a Short Rest, you can prepare a quick simple meal to embolden your allies and invigorate their spirits. You can make a DC 15 Cooking check, if successful make a number of these bite-sized meals to feed up to 6 people, when a creature spends its time eating this simple snack, it gains hit points equal to your Character Level + your Cooking modifier. You must have suitable food, cook's utensils, and other supplies on hand in order to create these snacks.

  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. You can make a DC 15 Cooking check, if successful, the meal serves up to 6 people, and each person who eats it gains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution Saving Throws against Disease for the next 24 hours.

GRAPPLER:

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.

GREATER CONCENTRATION:

Prerequisite: Must be a Acolyte or Padawan and have a Wisdom of 15 or higher.

  • You may now concentrate on an additional force power, but can only do so if the force power is 5th-level or lower.


​HEAVY ARMOR MASTER:

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.

  • You gain a +1 bonus to your AC while wearing Heavy Armor.

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-modified weapons is reduced by 3.

INSPIRING LEADER:

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:

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

LIGHTSABER FORM TRAINING:

Prerequisite: Proficiency with Lightsabers, Dexterity or Strength 13 or Higher

  • Your Strength or Dexterity increases by 1 (your choice), to a maximum of 20.

  • You train to adopt one of the Seven Lightsaber Forms of combat, practicing one of the ancient Lightsaber Forms, as your specialty. Choose one of the following options. This counts as a Fighting Style, You can't take the same Fighting style option more than once, even if you later get to choose again, or are choosing one from a different source or feature.

  • 1.) Shii-Cho​

  • 2.) Makashi​

  • 3.) Soresu​

  • 4.) Ataru​

  • 5.) Shien​

  • 6.) Niman

  • 7.) Juyo

LINGUIST:

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 magic to decipher it.

MARTIAL ADEPT:

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Vanguard archetype in the Soldier class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

MEDIUM ARMOR MASTER:

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

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • 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 AC if you have a Dexterity of 16 or higher.

MOBILE:

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.

OBSERVANT:

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.

PISTOL EXPERT:

Prerequisite: Proficiency with Pistols, Dexterity 15 or higher
Thanks to extensive practice with pistols, you gain the following benefits with a pistol:

  • Your Dexterity Score increases by 1 to a maximum of 20.

  • You can reload your Pistol as a bonus action.

  • When you make an attack with a Pistol, you gain a +2 bonus to that attack roll.

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your pistol weapon attacks ignore half cover and three-quarters cover. 

RESILIENT

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.

Rifle Mastery

Prerequiste: Proficiency with Rifles, Dexterity 15 or higher
Thanks to extensive practive with rifles, you gain the following benefits with a rifle:

  • Your Dexterity Score Increases by 1 to a maxiumum of 20:
  • You can reload your Rifle as a bonus action
  • When you make an attack with a Rifle, you gain a +2 to damage.
  • Being within 5 feet of a hstile creature doest impose disadvantage on your rifle weapon attack rolls.
  • Whenever you roll a 1 or 2 on the damage roll you can reroll the die, you must take the new roll.

SAVAGE ATTACKER:

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.


SHIELD MASTER:

You use primitive shields not just for protection but also for offense. You gain the following benefits while you are wielding a primitive shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your primitive shield.

  • If you aren't incapacitated, you can add your primitive shield's AC bonus to any Dexterity saving throw you make against a force power or other harmful effect that targets only you.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

SKULKER:

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.

SNIPER ELITE:

You have mastered sniper weapons and can make shots that others find impossible. You gain the following benefits with a sniper rifle:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your sniper rifle attacks ignore half cover and three-quarters cover.

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to gain a +5 to the attack roll. If the attack hits, you take -5 to the attack's damage.

STANDARD BEARER:

Prerequisite: Past or current affiliation with a militant faction, organization, or other such group that has a symbol or heraldic icon associated with it.

You hold the honor of carrying the flag of your unit, regiment, army or whatever organization you are associated with. The flag inspires your allies who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points, is immune to psychic, poison, and energy damage, and can be carried upright in one hand. A creature can topple the standard or upright it as an action. While you or any of your allies are within 20 feet of the upright standard, they gain the following benefits:

  • You can reduce incoming damage by 1.

  • At the start of each of your turns, you gain 3 temporary hit points.

  • You and allies within range of the Standard, have advantage on saves against being Frightened.

You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed.
Creatures cannot damage or topple your standard while you are within 5 feet of it, not incapacitated, or if you are holding it.

STARSHIP DESIGNER

Prerequisites: Proficient in Mechanics, Intelligence 13 or higher

You can design a starship from scratch. Doing so takes a minimum of 30 days and a DC 25 Mechanics check, adding 1 to the DC and 1 day to the time for every additional 100,000 credits of the design's final cost beyond the first 100,000 credits (even a genius starship designer can spend years working out the blueprints for a Star Destroyer). Other characters trained in the Mechanics skill may assist your Mechanics check. Also, if any assisting character also has the Starship Designer feat, divide the starship's cost by the number of characters who have this feat (including the primary designer) when determining the time required. 

When making modifications to starships, you never treat the work as though it were a non-standard modification, even if it normally would be. Additionally, you can make custom modifications to starships. Each of these modifications has a base cost of 5,000 credits (multiplied by the starship size cost modifier) and requires a DC 25 Mechanics check. On a failed check, the modification fails; you must spend half again as much time and money to make a second attempt, and you gain a +2 bonus on your Mechanics check for each attemot after the first. Installation of a custom modification normally takes one day per 5,000 credis of the final cost. The same system can be customized multiple times, but doing so becomes increasingly difficult and expensive. For every previous custom modification on a given system, increase the DC by 5 and the base cost by 10,000 credits. No system can be customized more than three times. Multiple benefits from successive customizations stack. Typical customizations are described below. The Gamemaster may allow other modifications.

  • Add Emplacement: You add 1 unused emplacement point to a starship.
  • Improve Hull: You add a number of hit points to a starship equal to 1/2 its Strength score (rounded down).
  • Improve Hyperdrive: You can reengineer a hyperdrive to improve its class by 1 step. The hyperdrive obeys all the restrictions of its new class.
  • Improve Shields: The SR of the shields is increased by 5.
  • Improve Weapons: You grant one weapon a +1 bonus on attack rolls.

SUPPRESSING FIRE

Prerequisite: Dexterity 13+, Proficiency in Rifles

  • You have become skilled with burst-fire weapons, covering larger areas and creating coordinated suppressing fire to hinder your foes movement to provide cover for your allies. When you make a "Burst-fire" attack you can increase the radius to a 10'ft wide radius, in addition, creatures that fail their saving throw against such an attack, also have their movement speed reduced by half until the end of your next turn.

The Heavy

Prerequisite: Proficency in Heavy armor and Heavy weapons, Str 13
You spend most of your time carrying around your massive weapons and in your heavy armor its as if your living in your armor and brandishing your heavy weaponry as if its second nature. While you are in heavy armor and wielding a heavy weapon you gain the following benefits:

  • You are resistant to bludgeoning, slashing and piercing damage.
  • You have advantage on stregnth based checks.
  • You can make a melee weapon attack with your heavy weapon dealing 1d10+STR bludgeoning damage.
  • Your massive size grants you the ability to shield your allies. As an action you can shield an ally within 5ft of you giving them 3/4 cover until the start of your next turn or if they move.

TRAINING:

Prerequisite: Intelligence 13

  • ​You may choose any 3 from Armors, Weapons, Skills or Toolkits. You gain proficiency in your 3 choices. This feat allows an individual to learn how to use a Robot Control Interface (RCI) or the rare and elegant Lightsaber, something that normally only Specialist: Droid: Engineers and Padawans can use respectively.

  • This Feat can be taken multiple times, allowing an individual to choose new choices each time.

WEAPON MASTER:

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 simple or martial weapons, blasters or pistols of your choice.