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== FEATS == You must qualify for any Prerequisites required by the Feat in its description. Unless otherwise noted you can only take a Feat once. Species abilities stack with Feats (i.e. Natural weapon would increase Brawlers base damage by +1 dice step, etc.) * '''Acrobatic Strike''', ''Prerequisite'': Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack Action against this opponent has Advantage (but only the first one). * '''Action Surge''', ''Prerequisite'': Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again. * '''Actor'''. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked. * '''Armor Proficiency (Heavy)''', ''Prerequisite'': Proficiency with Armor (Medium). You gain proficiency with heavy armor. * '''Armor Proficiency (Light)''': You gain proficiency with light armor. * '''Armor Proficiency (Medium)''', ''Prerequisite'': Proficiency with Armor (Light). You gain proficiency with medium armor. * '''Athlete'''. When you are prone you only require 5 feet of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 5 feet, rather than the normal 10 feet and you have Advantage with the ability check to try. * '''Bantha Rush''', ''Prerequisite'': Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 5 feet in any direction as a Bonus Action. You can’t use bantha rush on an opponent with an imposed Speed of 0, and you can’t move your opponent into a solid object or into another creature’s fighting space. * '''Bolt Storm''', ''Prerequisite'': Strength 13+, Weapon Proficiency (Rifles or Heavy Weapons). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapons. Whenever you use an Autofire weapon feature you can change the area of effect from a 10 x 10 foot area to either a 20 x 20 foot area or a 5 x 30 foot straight line area. With Heavy Autofire weapon you can change the 20 x 20 foot area to either 30 x 30 foot area or a 10 x 30 foot area instead. * '''Bravery'''. You are hard to scare. You gain advantage on any save that would impose the Frightened condition onto you and when trying to recover from that condition. * '''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3. Also when you take an Attack action with a melee attack you can spend a Bonus action to make an Improvised Weapons or Unarmed Attack as part of your Attack action. * '''Brutal Critical''', ''Prerequisite'': Improved Critical, level 5+. You roll one additional +1d(x) weapon damage die when determining the extra damage for a critical hit. * '''Careful Shot''', ''Prerequisite'': Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you attack check and Damage result within the weapons base range. These effects do not stack with the extra damage provided by Deadly Aim or Double-Tab feats. Nor can you use it with weapon property of Autofire. * '''Charger'''. If you move at least 10 feet before you make a melee attack you can use bonus Action and if you succeed one melee attack deals a +1d weapon dice of damage to the damage roll. * '''Charging Fire''', ''Prerequisite'': level 4+. When you take the Dash Action, you can take a normal Attack Action at the end of your movement as a Bonus action if you are making weapon ranged attacks. * '''Concentrating Fire'''. You know how to work within a unit to combine your fire against your enemies. You grant +2 damage to an adjacent ally who is firing at the same foe with a range weapon attack. If both adjacent attackers have this feat they grant each other +4 damage against the same foe with ranged weapon attacks. * '''Crush''', ''Prerequisite'': Pin. If you successful pin an opponent with a grappling attack, you immediately deal bludgeoning damage equal to your unarmed or natural weapon damage, whichever is greater, as a free action. You cannot push, throw opponent or trip any targets while you are using pin. * '''Cutting Words'''. You are good at insulting your enemies, causing them to become distracted or angry in combat. As a Bonus action against a target that you can see and make an opposed Charisma (Persuasion) or Charisma (Intimidate) skill check verse one target’s Wisdom (Insight) check. It must see and hear and also understand you. If you win, that creature is at Disadvantage on its next Attack roll (but only one if it can attack multiple times). * '''Cybernetic Surgery''', ''Prerequisite'': Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a '''DC15''' Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a successful separate surgery is used to remove it. * '''Danger Sense'''. You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits. * '''Deadly Aim''', ''Prerequisite'': Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim or Double Tap feats. Nor can you use it with a weapon property of Autofire. * '''Determined'''. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with. * '''Disarming Strike''', ''Prerequisite'': Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save DC against the damage that you dealt with your successful strike (add your Intelligence modifier to this DC). On a failed save, it drops one object of your choice at its feet. * '''Dogfighter''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are a skilled vehicle operator and know how to get your vehicle out of harm’s way. When you are operating a vehicle that you are proficient with add your proficiency bonus to the vehicle’s Armor Class total. You cannot use this ability when the vehicle is stationary, stunned or disable. * '''Do Science on it!''' You can double your proficiency bonus on any one Intelligence based class skill that you are proficient with even if you have Skill Expertise with already with it (i.e. then triple your proficiency bonus with it). You must complete a shot or long rest before you can use this ability again. * '''Double Attack''', ''Prerequisite'': level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn. * '''Double Tap'''. You can fire two rounds in quick succession with a pistol or rifle. With a weapon range attack action your take a -2 penalty to the attack check and if you successfully hit you deal an additional +1d(x) weapon type dice of damage. Your weapon must have at least two rounds in order to use this feature. You cannot combined this with the Deadly Aim or Careful Shot feats. * '''Dreadful Rage''', ''Prerequisite'': Rage trait or feat. While raging you gain Resistance to bludgeoning, piercing, slashing and weapon energy types of damage. [[File:StarWars.TwoHand.jpg | 250px | right]] * '''Dual Weapon''', ''Prerequisite'': Dexterity 13+. You gain a +1 to your Armor Class in melee combat while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons even when the one of the weapons is not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one. * '''Duel Weapon Mastery''', ''Prerequisite'': Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you add your ability modifier bonus to damage with your bonus attack. * '''Durable''', ''Prerequisite'': Constitution 13+. Your minimum hit point recover is twice your Constitution bonus on Hit dice rolls during a short or long rest and with your Second Wind. Re-roll any 1’s on these results and you regain one addition Hit Dice (up to max) back after each long rest. * '''Exotic Weapon Proficiency'''. Chose one exotic weapon, such as a bowcaster rifle or atlati, and gain proficiency bonus with that weapon. Extra Rage, Prerequisite: Rage trait. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you can rage one additional time per long rest. * '''Extra Rage''', ''Prerequisite'': Rage trait or feat. You can use your Rage trait or feat a second time before taking a long rest, after you have taken a short rest. You can take this feat multiple times, each time allowing you to use your rage one additional time after a short rest but before a long rest. * '''Extra Second Wind'''. You can take a Second Wind one additional time per long rest. You can take this feat one additional time allowing you to take up to three Second Winds per long rest. * '''Far Shot''', ''Prerequisite'': Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300). * '''Feinting Attack''', ''Prerequisite'': Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest. * '''First Aid''', ''Prerequisite'': Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same '''DC''' that cause the condition. Success removes the condition. If the check exceeds the '''DC''' by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. The first, as an Action heals a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest. * '''Force Secret''', ''Prerequisite'': Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret. * '''Force Sensitivity''', ''Prerequisite'': cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description. * '''Force Technique''', ''Prerequisite'': Force Sensitivity feat, level 6+. You gain understanding of the Force. Pick two Force Technique that you can now use. You can take this feat multiple times, each time gaining two new Force Techniques. * '''Force Training''', ''Prerequisite'': Force Sensitivity feat. The first time you take this feat you learn 3 Force Powers and gain Force Energy Points. You can take this feat more than once, each time after the first time you learn 3 new additional Force Powers. See the Force for full description. * '''Force Warrior''', ''Prerequisite'': Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution saves to maintain your Concentration with a Force Power when you take damage. * '''Frigging love Science'''. As a bonus action you have Advantage on any one of the following skill checks – Computer Use, Galactic Lore, Investigation, Medicine, Mechanic, Nature, Religion or Technology. You must complete a short or long rest to use this ability again. You can take this feat again, each time allowing you to use this ability before requiring a rest. * '''Full Throttle''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You have Advantage with a Vehicle check when attempting the ‘Dash’ and/or ‘Increase Speed’ maneuvers. * '''Gimmick''', ''Prerequisite'': Proficiency with Intelligence (Computer Use). You halve the time required to improve a computer systems attitude towards you and you increase you the amount of information that you would normally gain with a check by +5 over your result. * '''Goading Attack'''. You can attempt to goad a target into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and any weapon attack rolls by the target against any other target that is not you are at Disadvantage until the start of your next turn. * '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again. * '''Heavy Melee-Weapon Expert''', ''Prerequisite'': Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice. * '''Hot Wire''', ''Prerequisite'': Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the '''DC''' of the skill check by +5 the repairs do not go away at the end of the encounter. * '''Improved Critical''', ''Prerequisite'': level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target). * '''Improved Damage Threshold'''. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition. * '''Improved Mobility''', ''Prerequisite'': Dexterity 13+, Mobility. When you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. All creatures that can make opportunity attacks against you, do so at Disadvantage if you moved at least 15 feet from where you started that round. * '''Improved Second Wind''', ''Prerequisite'': Heroic level 3+. When you use Second Wind ability you regain +2d(x) of your best HD to the recovery. * '''Linguist'''. You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence '''DC20''' check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this roll (in addition to the new languages). * '''Lucky''', ''Prerequisite'': Heroic character levels. Your maximum number of Destiny Points per level increases by three and you gain three additional Destiny Points each time you level. You also can spend two Destiny dies a round instead of only one. * '''Lunging Attack'''. When making a melee weapon attack on your turn, increase your reach by 5 feet (to 10ft base) for one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 5 feet. * '''Maneuvering Attack'''. When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your successful attack. * '''Martial Arts'''. Your unarmed strike increases to 1d4 bludgeoning damage and when you take a melee attack Action you can spend a Bonus action to make an additional unarmed martial strike attack. * '''Martial Arts Expert''', ''Prerequisite'': Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action). * '''Martial Arts Master''', ''Prerequisite'': Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class. * '''Medic'''. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a '''DC10''' check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20+. A creature must complete a long rest before it can benefit from this use again. * '''Menacing Attack'''. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save '''DC''' verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round. * '''Melee Defense''', ''Prerequisite'': Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus. * '''Mighty Swing''', ''Prerequisite'': Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat. * '''Mobility''', ''Prerequisite'': Dexterity 13+. If you make a melee attack against any creatures in your round, you don’t provoke opportunity attacks from that creature until the start of your next turn, whether you hit or not. * '''Not a Soldier'''. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage. * '''Outwit and Outthink'''. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest. * '''Over Watch'''. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon if targets enter the area. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons) * '''Pack Tactics'''. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks. * '''Parry''', ''Prerequisite'': Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers. * '''Pin.''' If you succeed on a grappling attack (5th ed. pg. 199), the target also suffers the Restrained condition (PHB pg. 292) until the end of your next turn. You cannot push, throw opponent or trip any targets while you are using pin. * '''Point Blank Shot'''. You gain +1 to attack rolls and damage rolls with ranged weapons against targets within the weapons base range. * '''Pistoleer''', ''Prerequisite'': Proficiency with Pistols. Being in melee range of another creature doesn’t impose disadvantage on you ranged attacks made with a pistol. Also when take the Attack action while using a pistol you can use a Bonus action to make an additional attack again with a loaded pistol. Note that you can gain the benefits of this feat when using a rifle carbine when the stock is ‘folded’. * '''Power Attack''', ''Prerequisite'': Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, by lowering your attack bonus, you increase your melee damage by twice that amount with a successful hit (i.e. taking a -2 to attack gains +4 bonus to melee damage). You can’t lower your attack bonus more than your base proficiency bonus, and these penalties and bonuses apply until the start of your next round. You cannot combine this with Might Swing feat. * '''Precise Shot''', ''Prerequisite'': Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks. * '''Pursuit''', ''Prerequisite'': Dexterity 13+. You are trained to keep your enemies close. When an opponent moves out of melee with you provoking an Opportunity Attack, you can can also move up to your base Speed to remain in melee combat with the opponent as part of your reaction. If the creature can move without providing an OA you cannot use this feature. If the creature moves faster than you do you then it is no longer in melee with you at the end of your reaction (but you still move up to your Base Speed closer to it). In all cases you must move towards the retreating foe. * '''Quick Draw'''. You can draw or stow any number of one handed items or weapons on your action, instead of normally only being able to draw or stow one. You also gain +1d4 insight bonus to your Dexterity (Initiative) skill. * '''Rage''', ''Prerequisite'': Constitution 13+. You have little control of yourself in combat and can can fly into a rage as a Bonus Action. While raging you gains Advantage on Strength ability and skill checks and gain a rage bonus on melee damage rolls equal to their proficiency bonus. But you cannot use skills that require patience and concentration (ranged attacks and most skills except Acrobatics, Initiative, Intimidate, and Perception). This rage last a number of rounds equal to 5 + your Constitution modifier. At the end of the rage you gains one level Exhaustion. You must complete a long rest before he can use this feat again. * '''Reckless Attack''', ''Prerequisite'': level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn. * '''Relentless Rage''', ''Prerequisite'': Constitution 13+, Rage trait or feat, level 10+. Your rage keeps you fighting when you should be down. If you drop to 0 hit points while you are using your Rage trait or feat, make a '''DC10''' Constitution save. If you succeed you instead drop to your Constitution modifier plus ½ your Heroic level in hit points. Each time you use this feature after the first time, increase the '''DC''' by +5. If you fail the save you fall to 0 Hit Points and are unconscious. After you finish a short or long rest, the '''DC''' resets at 10. * '''Savage'''. You are an expert with non-advanced weapons. Gain +1 to attack and +2 to damage with all simple and martial weapons from the PHB and “primitive” exotic and simple weapons listed in the Gear section (non-Energy ball Atlati, Cesta and Gaderffi Sticks, etc.). * '''Shake it Off''', ''Prerequisite'': Constitution 13+. You make your recover check vs. the Reeling condition at the beginning of your round, not at the end. If you make it you are no longer at Disadvantage to your attack, skill and ability checks that round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks that round. Or if you fail you can instead use your Action to try and recover on your turn with Advantage. * '''Sharper Words''', ''Prerequisite'': Cutting Words, Heroic level 5+. You are really good at insulting people or causing them to become flustered with your words. As an Action, you make opposed Charisma (Persuasion) or Charisma (Intimidate) skill check verse the Wisdom (Insight) check of all targets within 50 foot distance from you that you can see and whom can see and hear and understand you. Any targets that you succeed against are at a Disadvantage on their next Attack roll (only one) and all Skill checks until the start of your next turn. Note that any target can choose to spend a Destiny Point to ignore this effect as a Reaction. * '''Sidestep''', ''Prerequisite'': Dexterity 13+. As a Reaction, you can subtract 1d10 + your Dexterity modifier + Character level in damage from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to decide). * '''Skill Expertise''', ''Prerequisite'': Proficiency with the Skill. You apply your Proficiency bonus twice with this one skill that you are proficient with. You can take this feat multiple times, each time it applies to a different skill you are proficient with. * '''Skill Proficiency'''. You gain your Proficiency bonus with two skills that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with two new, previously untrained skills that you were not trained with before. * '''Slippery'''. You are hard to pin down. You gain advantage on any opposed check verse any check that imposes or to escape the Grabbed condition on you. This has no effect on the Restrained. * '''Sniper''', ''Prerequisite'': Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim maneuver, as an action you make a single weapon ranged attack at advantage so long as your target is at least 100 feet away from you. If both the dice rolled to make this attack would have resulted in a success, add +2d weapon damage die to the final damage (i.e. an blaster rifle that deals 3d8 damage deals 5d8 damage and 7d8 with a critical hit). This feat cannot be used with weapon properties of Autofire. You also cannot apply either the Deadly Aim or Double-Tap or Point Blank Shot feats with this attack. It can be combined with the Careful Aim feat. * '''Stoic'''. ''Prerequisite'': Proficiency in the same saving throw. Pick a saving throw that you are proficient with and add +2 to your saving throw total with it. You can take this feat multiple times, each time it applies to a different saving throw that you are proficient with. * '''Strong in the Force''', ''Prerequisite'': Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one. * '''Superior Critical''', ''Prerequisite'': Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target). * '''Suppressing Fire'''. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE (i.e. 10x10ft as 20x20ft) have their Speed reduced by ½ until the start of your next turn. * '''Surgical Expertise''', ''Prerequisite'': Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc. * '''Suspicious'''. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition. * '''Sweep''', ''Prerequisite'': Strength 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack. * '''Take a Knee'''. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement (Speed 0), you can make one additional weapon range attack as part of your Attack action. You cannot use the weapon features Autofire or use a thrown weapon with this feat. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ verses Melee attacks until the start of your next turn. * '''Tech Specialist''', ''Prerequisite'': Proficient with Intelligence (Technology). You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the '''DC''' but generally a simple bonus like a +1 equipment to attack or a skill or +2 equipment bonus to damage is a '''DC15''', plus 500 credits. The GM may allow better quality bonuses but the character would need extra time and a dedicated work shop to create such things (for greater bonuses) * '''Throw Opponent''', ''Prerequisite'': Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use crush, pin or push feats against the same target in that you throw in the same attack. * '''Throwing Expert'''. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn. * '''Toughness'''. You gain +5 hit points. You can take this feat more than once, each time gaining +5 HP. * '''Tracer''', ''Prerequisite'': Proficiency with Intelligence (Computer Use). You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to the Holonet when search out information. * '''Trip'''. When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a free contested ability check of your Strength (Athletics) or Dexterity (Acrobatics) check verse your opponents Strength (Athletics) or Dexterity (Acrobatics) check; whichever is better. If you win, the target falls prone. You cannot use the crush or pin feats against the same target that you use trip in the same attack. * '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn. [[File:StarWars.Starfighter.jpg | 700px]] * '''Vehicle Combat''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to suffer only ½ the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable. * '''Weapon Focus''', ''Prerequisite'': Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon. * '''Weapon Proficiency'''. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons. * '''Whirlwind Attack''', ''Prerequisite'': Dexterity 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target that you wish (can miss friends if you wish) that is within your melee reach. You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack. * '''Z-G Training'''. You are no longer at a disadvantage with any ability or attack check in zero gravity situations. You can still be sent tumbling when not anchored and making a weapon attack but you are not at disadvantage when making your Dexterity (Acrobatics) check to recover.
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