Feats
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have an 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
Always on the lookout for danger, you gain the following benefits:
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls
against you as a result of being hidden from you.
Battle Hacker
Prerequisite: The ability to cast at least one tech
You have practiced casting spells 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 tech when you take damage.
- You can perform the somatic components of techs even when you
have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity
attack from you, you can use your reaction to cast a tech at the creature, rather than making an
opportunity attack. The tech must have a casting time of 1 action and must target only that
creature.
Bike Ganger
You are a dangerous foe to face while mounted. While you are mounted and aren't
incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted
creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you
instead.
- If your mount is subjected to an effect that allows it to make
Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
Boosted Wi-Fi
Prerequisite: The ability to cast at least one tech
You have learned techniques to enhance your attacks with certain kinds of techs,
gaining the following benefits:
- When you cast a tech that requires you to make an attack roll,
the tech's range is doubled.
- Your ranged tech attacks ignore half cover and three-quarters
cover.
- You learn one trick that requires an attack roll. Choose the
trick from the Influencer, Ordinator, Shut-In, Source Coder, Streamer, or Techwizard tech list. Your
techcasting ability for this cantrip depends on the tech list you chose from: Charisma for Influencer,
Source Coder, and Streamer; Wisdom for Ordinator or Shut-In; or Intelligence for Techwizard.
Bunker Braver
Alert to the hidden traps and secret doors found in bunkers, car parks and
datacenters, you gain the following benefits:
- 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.
- You can search for traps while traveling at a normal pace,
instead of only at a slow pace.
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).
Code Cracker
You have studied cyphers and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of
20.
- 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 tech to decipher it.
Crusher
You are practiced in the art of crushing your enemies, granting you the following
benefits:
- Increase your Strength or Constitution by 1, to a maximum of
20.
- Once per turn, when you hit a creature with an attack that deals
bludgeoning 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 bludgeoning damage to a
creature, attack rolls against that creature are made with advantage until the start of your next
turn.
Defensive Duelist
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 AC
for that attack, potentially causing the attack to miss you.
Doc
You are an able physician, allowing you to mend wounds quickly and get your allies
back in the fight. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature,
that creature also regains 1 hit point.
- As an action. you can spend one use of a healer's kit to
tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again
until it finishes a short or long rest.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC 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.
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).
Engram Addict
Your exposure to bizarre engram technology has changed you, granting you the
following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a
maximum of 20.
- You learn the Digitized Dash tech and one 1st-level tech of your
choice. The 1st-level tech must be from the Observation or Conception school of tech. You can cast each
of these techs without expending a tech slot. Once you cast either of these techs in this way, you
can't cast that tech in this way again until you finish a long rest. You can also cast these techs
using tech slots you have of the appropriate level. The techs' techcasting ability is the ability
increased by this feat.
Fighting Initiate
Prerequisite: Proficiency with a military weapon
Your military training has helped you develop a particular style of fighting. As a
result, you learn one Fighting Style option of your choice from the Ronin class. If you already have a
style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can
replace this feat's fighting style with another one from the Ronin class that you don't have.
Fry Cook
Time 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.
Ghetto Go Getter
Your time in the Undercities has changed you, granting you the following
benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a
maximum of 20.
- You learn the Cloak tech and one 1st-level tech of your choice.
The 1st-level tech must be from the Deception or Biochemistry school of technology. You can cast each of
these techs without expending a tech slot. Once you cast either of these techs in this way, you
can't cast that tech in this way again until you finish a long rest. You can also cast these techs
using tech slots you have of the appropriate level. The techs' techcasting ability is the ability
increased by this feat.
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.
Great Weapon Master
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.
Hacker Smacker
You have practised techniques in melee combat against techcasters, gaining the
following benefits.
- When a creature within 5 feet of you casts a tech, you can use
your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a tech, that
creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against techs cast by
creatures within 5 feet of you.
Hacker Wannabe
Choose a class: Influencer, Ordinator, Shut-In, Source Coder, Streamer, or
Techwizard. You learn two tricks of your choice from that class's tech list. In addition, choose one
1st-level tech to learn from that same list. Using this feat, you can cast the tech once at its lowest
level, and you must finish a long rest before you can cast it in this way again.
Your techcasting ability for these techs depends on the class you chose: Charisma for
Influencer, Source Coder, or Streamer; Wisdom for Ordinator or Shut-In; or Intelligence for
Techwizard.
Heavily Armored
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
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, bludgeoning, piercing, and
slashing damage that you take from non high-end weapons is reduced by 3.
Helping Hand Hacker
You've attained a mastery over the Hovering Helping Hands, granting you the
following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a
maximum of 20.
- You learn the Hovering Helping Hand trick. You can cast it
without verbal or somatic components, and you can make the helping hand invisible. If you already know
this tech, its range increases by 30 feet when you cast it. Its techcasting ability is the ability
increased by this feat.
- As a bonus action, you can try to shove one creature you can see
with the helping hand within 30 feet of you. When you do so, the target must succeed on a Strength
saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat)
or be moved 5 feet toward or away from you. A creature can willingly fail this save.
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.
Jock
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.
Lightly Armored
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.
Lucky
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.
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 Tactician archetype in the Ronin 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).
- You gain one superiority die, which is a d6 (this die is added
to any superiority dice you have from another source). 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.
Mechanist Wannabe
You've learned some of a mechanist's inventiveness:
- You learn one trick of your choice from the Mechanist tech list,
and you learn one 1st-level tech of your choice from that list. Intelligence is your techcasting ability
for these techs.
- You can cast this feat's 1st-level tech without a tech slot,
and you must finish a long rest before you can cast it in this way again. You can also cast the tech
using any tech slots you have.
- You gain proficiency with one type of mechanic's tools of
your choice, and you can use that type of tool as a techcasting focus for any tech you cast that uses
Intelligence as its techcasting ability.
Medium Armor Master
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 AC if you have a Dexterity of 16 or higher.
Metatechnician
Prerequisite: Techcasting or Vibe Tech feature
You've learned how to exert your will on your techs to alter how they
function:
- You learn two Metatech options of your choice from the Source
Coder class. You can use only one Metatech option on a tech when you cast it, unless the option says
otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace
one of these Metatech options with another one from the Source Coder class.
- You gain 2 executable points to spend on Metatech (these points
are added to any executable points you have from another source but can be used only on Metatech). You
regain all spent executable points when you finish a long rest.
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.
Moderately Armored
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 shields.
Nightclub Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at
hand, you gain the following benefits:
- Increase your Strength or Consititution 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.
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, 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.
Piercer
You have achieved a penetrating precision in combat, 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
piercing damage, you can re-roll one of the attack's damage dice, and you must use the new
roll.
- When you score a critical hit that deals piercing damage to a
creature, you can roll one additional damage die when determining the extra piercing damage the target
takes.
Pistol Expert
You have a quick hand and keen eye when employing firearms, granting you the
following benefits:
- You ignore the loading property of firearms with which you are
proficient.
- Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls with firearms.
- When you use the Attack action and attack with a one handed
weapon, you can use a bonus action to attack with a pistol or revolver you are holding.
Poisoner
For reasons that are definitely not malicious, you learn to 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 50 gp worth of
materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once
applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit
with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, 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.
Polearm Master
You gain the following benefits:
- When you take the Attack action and attack with only a polearm,
you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses
the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4,
and it deals bludgeoning damage.
- While you are wielding a polearm or quarterstaff, other
creatures provoke an opportunity attack from you when they enter the reach you have with that
weapon.
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.
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.
Sentinel
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.
Setup Wizard
Prerequisite: Intelligence or Wisdom of 13 or higher
You have acquired a number of techs that you can cast as scripts. These techs are
recorded on a script reader, which you must have in hand while casting one of them.
- When you choose this feat, you acquire a script reader holding
two 1st-level techs of your choice. Choose one of the following classes: influencer, ordinator, shut-in,
source-coder, streamer, or techwizard. You must choose your techs from that class's tech list, and
the techs you choose must have the script tag. The class you choose also must have the script tag. The
class you choose also determines your techcasting ability for these techs: Charisma for influencer,
source coder, or streamer; Wisdom for ordinator or shut-in; or Intelligence for techwizard.
- If you come across a tech in stored form, such as a burner or a
techwizard's cyberdeck, you might be able to add it to your script reader. The tech must be on the
tech list for the class you chose, the tech's level can be no higher than half your level (rounded
up), and it must have the script tag. The process of copying the tech into your script reader takes 2
hours per level of the tech, and costs 50 gp per level. The cost represents the material components you
expend as you experiment with the tech to master it.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You
gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your
ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters
cover.
- Before you make an attack with a ranged weapon that you are
proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add
+10 to the attack's damage.
Shield Master
You use shields not just for protection but also for offense. You gain the following
benefits while you are wielding a 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 shield.
- If you aren't incapacitated, you can add your shield's
AC bonus to any Dexterity saving throw you make against a tech 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.
Skill Expert
You have honed your proficiency with particular skills, granting you the following
benefits:
- Increase one ability score of your choice by 1, to a maximum of
20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain
expertise with that skill, which means your proficiency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn't already benefiting from a feature, such as
Expertise, that doubles your proficiency bonus.
Skilled
You gain proficiency in any combination of three skills or tools of your
choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are an 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.
Slasher
You've learned where to cut to have the greatest results, 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
slashing damage, you can reduce the speed of the target by 10 feet until the start of your next
turn.
- When you score a critical hit that deals slashing damage to a
creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all
attack rolls.
Streaming Strategy
Prerequisite: Techcasting or Vibe Tech feature
Studying Streamer techniques, you've learned to mimic their entertaining
approach to combat: you learn one Partnership Program option of your choice from the Streamer class. If the
Program has a prerequisite, you can choose that invocation only if you're a Streamer and only if you
meet the prerequisite.
Whenever you gain a level, you can replace the Program with another one from the
Streamer class.
Surge Slinger
Prerequisite: The ability to cast at least one tech
When you gain this feat, choose one of the following damage types: acid, cold, fire,
lightning, or thunder.
- Techs you cast ignore resistance to damage of the chosen type.
In addition, when you roll damage for a Tech 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.
Tough
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
Watch Owner
You're smart enough to wear a watch. The watch can track time, direction,
and you can remember details 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.
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 weapons of your choice. Each one
must be a civilian or a military weapon.
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