Starting Feats v1

by TheTranMan

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🥇 Starting Feats 🥇

Alert

Prerequisites: 1st-Level


Always on the lookout for danger, you gain the following benefits:

  • You can't be Surprised while you are conscious.
  • You gain Proficiency with Initiative, and you can add your Proficiency Bonus to your Initiative Roll.

Crafter

Prerequisites: 1st-Level


You are adept at crafting things, granting you the following benefits:

  • You gain Tool Proficiency with three different Artisan's Tools of your choice.
  • When you craft an item using a tool with which you have Tool Proficiency with, the crating time is reduced by half.

Deftly Athletic

Prerequisite: 1st-Level


You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up only uses 5 feet of your movement.
  • Climbing doesn't cost you extra movement.

Durable

Prerequisite: 1st-Level


Hardy and resilient, when you roll a Hit Die to regain Hit Points, you add double your Constitution modifier, rather than just once, to the result.

Mariner

Prerequisites: 1st-Level


You've spent an exorbitant amount of time in water, gaining the following benefits:

  • You gain a Swimming Speed equal to your Movement Speed.
  • You have advantage on Ability Checks and Saving Throws related to swimming.
  • You can hold your breath for up to 1 hour.

Resilient

Prerequisites: 1st-Level


You gain Proficiency in a Saving Throw in an Ability Score of your choice.

Squat Speed

Prerequisite: 1st-Level, Dwarf or a small race


You are uncommonly nimble for your race. You gain the following benefits:

  • You increase your walking speed by 5.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Tavern Brawler

Prerequisites: 1st-Level


Accustomed to brawling, you gain the following benefits:

  • Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • You gain Proficiency with Improvised Weapons, and deal double damage dice with them.

Tough

Prerequisites: 1st-Level


Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

Vigorous

Prerequisites: 1st-Level


You gain additional bonus Hit Dice equal to your Proficiency Bonus, which are your Class's Hit Die (the higher dice if multi-classed). You always regain both of these dice at the end of a long rest in addition to the normal number of hit dice you would regain. Your maximum hit points are not affected.

Biolance Starting Feats

Ace Pilot

Prerequisites: 1st-Level


You're experienced with piloting vehicles. You gain the following benefits:

  • You gain Proficiency with one Vehicle of your Choice. If you are already Proficient with that Vehicle, you instead gain Expertise with them.
  • Whenever you make an Intelligence (History or Investigation) or Wisdom (Perception) check related to vehicles, you are considered to have expertise in those skills.
  • Instead of spending an Action to move your Vehicle, you can use all of your Movement Speed.
  • You and your Vehicle ignore Difficult Terrain.

Engineer Intellect

Prerequisites: 1st-Level


You're experienced with engineering. You gain the following benefits:

  • You gain Proficiency with the Engineering skill. If you are already Proficient with Engineering, you instead gain Expertise.
  • You deal double damage to objects and structures, being able to expose their weaknesses. This does not count towards Vehicles.

Expert Hacker

Prerequisites: 1st-Level


You're an expert hacker. You gain the following benefits:

  • You gain Proficiency with Hacking Tools. If you are already Proficient with Hacking Tools, you instead gain Expertise in them.
  • You can activate the Hacking Tools as a bonus action, instead of as an action.

Mechwarrior

Prerequisites: 1st-Level


You're an experienced mech pilot. You gain the following benefits:

  • You gain Proficiency with Mech Suits. If you are already Proficient with Mechs, you instead gain Expertise with them.
  • Whenever you Heal any amount of Hit Points, your Mech Suit regains the same amount of Hit Points.

Scientific Intuition

Prerequisites: 1st-Level


You're experienced with science. You gain the following benefits:

  • You gain Proficiency with the Science skill. If you are already Proficient with Science, you instead gain Expertise.
  • If you ever roll below a 10, treat that roll as a 10 instead.

Technician

Prerequisites: 1st-Level


You're experienced with technology. You gain the following benefits:

  • You gain Proficiency with the Tech Use skill. If you are already Proficient with Tech Use, you instead gain Expertise.
  • You can activate Machines and use them quickly, being able to use them as a Bonus Action.
 

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