🥇 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.