You can make only one additional attack per round with this feat. When you are overburdened, your speed is reduced to 10 feet. D. Benefit: As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weaponâs range increment. All characters have certain abilities that donât directly stem from their races, classes, or skills. Whenever you jump, double the height and distance you can jump. Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). D. Benefit: The DC of spells you cast increases by 1. You can attempt to allow multiple allies to use Stealth to hide, but you take a â5 penalty to your Bluff check for every ally after the first, and on a failed check no ally can attempt to hide. I'm not sure why you would also want dragonborn? You are more resistant to mental effects. You are particularly adept at a certain skill. ===. * This is a combat feat and can be selected as a soldier bonus feat. D. Benefit: You gain proficiency in heavy armor (see page 242). (UA: Feats for Races) Prerequisite: Halfling Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The foe takes a â2 penalty to the saving throw against this grenade, and the grenadeâs explosion has half its normal area. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. D. Prerequisites: Dex 15. I'm working on the long-long-long-long-long overdue update for the Goblin Defense Fund, and the 4E fun I thought it might be helpful to present some interesting, fun, yet hopefully balanced racial feats for our favorite oppressed humanoids. You know how to use advanced melee weapons. D. Benefit: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability. FEATS All characters have certain abilities that don’t directly stem from their races, classes, or skills. You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. You can move, fire a ranged weapon, and move again before your foes can react. These are much the same in Starfinder … You have increased training in a particular weapon type, making it easier to hit your target. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. None of the feat trees in the core book seem interesting (yay mobility? I have reviewed material and love the idea of being a Summoner, bring out a bunch of meat shields or ranger attackers … Dungeons and Dragons (D&D) Fifth Edition (5e) Feats, A comprehensive list of all official character feats for Fifth Edition. You can stop foes that try to move past you. You leave fewer openings when making a ranged attack. Prerequisites: Athletics 5 ranks. 3rd Party Highlights: The Divine Curator (Name’s Games) Kevin Glusing 3rd Party Highlights: Alternate Race Options (Little Red Goblin Games) Kevin Glusing 3rd Party Highlights: Unchained Ninja (Everybody Games) Kevin Glusing The Magic Shoppe: Snake Inspired Items Michael Vail-Steele; RPG Kickstarter You Should Back: (Press Release) The Dungeon Kim Frandsen Your wounds quickly stabilize when youâre grievously wounded. The undead can attempt a Will save for half damage, at your usual connection power DC. Through careful study, you have developed methods to make your spells harder to resist. You canât use this ability if you are the one to instigate combat or if you are unaware at the start of combat. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. A feat may have more than one prerequisite. If a set of special weapons are all different models of the same weapon, proficiency in one such weapon grants proficiency with all weapons in the set. You put yourself in dangerâs path to save your allies. Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. Prerequisites: Unable to cast spells or use spell-like abilities. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Benefit: You have 2 additional Resolve Points in your pool. The following format is used for all feat descriptions. D, Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Benefit: You gain proficiency in small arms (see Weapon Proficiency on page 243). When making an unarmed strike without your hands, you canât use such attacks for combat maneuvers or similar abilitiesâonly to deal damage. D. Benefit: You can spend 1 RP to reroll a failed Will save (see page 243). Unless he has some distinct abilities that … You arenât flat-footed against melee attacks from creatures you canât see, and you can withdraw from creatures you canât perceive. Decide if you are providing covering fire or harrying fire. Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you canât use this feat to attempt to redirect attacks from that creature for 24 hours. You gain a +3 insight bonus to checks involving the chosen skill. The feats presented here are summarized on Table 6–1. Prerequisites: Str 13, base attack bonus +1. You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can use your melee weapon to deflect attacks. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. D. Benefit: You gain a +4 bonus to your melee attack roll for Stand Still. You have a significant natural psychic ability. D, Benefit: Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You gain a +1 bonus to attack rolls with that weapon type. When you select a feat for your character, it can represent advanced training, an arcane ability gained from a strange machine on an abandoned alien planet, a knack picked up during your youth, or nearly anything the GM agrees is reasonable for the campaign.PREREQUISITES Some feats have prerequisites. You are swift of foot and can make enormous leaps. D, Prerequisites: Deflect Projectiles, base attack bonus +16. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You can never have specialization in grenades. These abilities, called feats, represent specialized talents that can come from a wide range of possible sources. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. You can adjust your fighting style to match specific conditions during combat. D Normal: You can move only before or after an attack, not both. D, Prerequisites: Great Fortitude, character level 5th. Reactions and Attacks of Opportunity: In Starfinder, attacks of opportunity are a subset of a new type of action called You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. FEAT DESCRIPTIONS The following format is used for all feat descriptions. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. You know how to get full value out of weapon types your class doesnât normally use. Such a character retains the class features and abilities of a 5th-level soldier—his bonus feats, style techniques, armor and weapon proficiencies, and other class features—but also gains the class features and abilities of a 1st-level technomancer, such as the ability to cast 1st-level technomancer spells and the technomancer’s spell cache class feature. You canât take 10 on this check. You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks. D, Prerequisites: Intelligence 15, character level 5th, no levels in technomancer. Others are combat feats, which are feats that can be selected as a bonus feat by a soldier. D. Benefit: You can spend 1 RP to reroll a failed Fortitude save (see page 243). Prerequisites: Ability to cast 2nd-level spells. The barricade is temporary and not particularly durable. Prerequisites: Computers 3 ranks, Intimidate 3 ranks. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action. D, Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. This entry is absent if a feat has no prerequisites. D, Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. I felt Pathfinder (and 3.5 before it) was starting to limit what a character could do because they didn't have the feats for it. Sorcerer and Psionic 5e Feats for Dungeons and Dragons 5th Edition. D. Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab. The sheer variety of builds would be astonishing. D, Prerequisites: Ability to cast spells, character level 3rd. Your magical power flows into your weapons. This bonus stacks with the bonus from Spell Penetration. D, Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoyâs surgeon expertise talent), you cannot use this feat to use that ability more quickly. If the special weapon you choose is a melee special weapon, you must have proficiency in basic melee weapons. Your clarity of thought allows you to resist mental attacks. Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. Equipment. You have trained to make your unarmed attacks lethal and strike with kicks, head-butts, and similar attacks. You know how to use powered armor. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. If not having the feat causes no particular drawback, this entry is absent. Character Creation Ability Scores Character Advancement Health and Resolve Alignment I have reviewed recommendations, for Starfinder unfortunately, there isn't as much as other games. Benefit: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. === Combat Casting (Combat) You leave fewer openings when casting a spell. D. Benefit: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. Because 5e is SUPER complex and is easily a 6 in complexity, but somehow I doubt Starfinder is less complicated than 5e. You use your numerous limbs to lay down a hail of fire. Character Creation. Description. You can be so subtle not even the people you threaten are entirely sure you threatened them. D. Benefit: Reduce your targetâs energy resistances and damage reduction by 5 against your spell damage. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. D. Normal: You can move only before or after an attack with a ranged weapon, not both. There are a few corporations that run everything which reminds me of Starfinder in that way. Its effects donât stack. These skills become class skills for you. Where's the point blank shot, or the weird background ones that say my dad was a vesk, or some feat that lets my starship have a cloak or whatever? Feats. She can gain a feat at the same level at which she gains its prerequisites. D. Benefit: Reduce your targetâs energy resistances and damage reduction by 5 against your weapon attacks. D Normal: Using Bluff to create a distraction allows only you to attempt a Stealth check to hide. FEATS All characters have certain abilities that don’t directly stem from their races, classes, or skills. Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. The ally must use the new roll. D. Benefit: When youâre using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. However, Starfinder seems to have a huge lack of class guides, or they just do not get updated for years. You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you. D, Prerequisites: Dex 15, Mobility or trick attack class feature. D, Prerequisites: Base attack bonus +1, four or more arms. Certain classes were able to make two attacks in Pathfinder as … You can move, cast a spell, and move again before foes react. Feat Name: The feat’s name is followed by a basic description of what the feat does. 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