general feats
titan grip
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Prerequisite: Strength 13+
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+1 str
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When you successfully shove or grapple a creature, it takes damage equal to your Strength modifier
evasive footwork
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Prerequisite: Dexterity 15+
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When you succeed on a Dexterity saving throw:
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Take no damage instead of half
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Prerequisite: Constitution 13+
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+1 faith
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Gain advantage on saving throws against being frightened or charmed
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Once per long rest, reroll a failed Constitution save
iron will
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Prerequisite: Intelligence 15+
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Once per long rest, you may declare a reasonable piece of equipment or tool
you “prepared earlier” -
The item must be mundane and reasonably portable
prepared for anything
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Prerequisite: Wisdom 15+
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You cannot be surprised
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Once per turn, you may impose disadvantage on a creature’s Deception check or Stealth check against you
read the room
double tap
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+1 Dex
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Once per turn, when you hit with a firearm, you may roll damage twice and take the higher result
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Requires firearm proficiency
bountiful luck
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+1 luck
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You can let an ally within 30 ft of you to reroll a 1 on a d20.
improved damage threshold
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+1 Con
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Once per round, reduce damage from a single source by PB
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If damage is reduced to 0, you may move 5 ft
mobility
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+1 Dex
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Opportunity attacks against you are made at disadvantage
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When you Dash, you may Disengage
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+1 Dex or Str
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Your weapon attacks score a critical hit on a 19–20
improved critical
durable
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+1 Con
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for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.
keen mind
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+1 int
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you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.
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+1 luck
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You can reroll one d20 or force to reroll an attack roll against you (3/long rest).
lucky
unstoppable
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+1 Con
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When reduced to 0 HP, drop to 1 HP instead
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Once per Long Rest
commanding voice
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Enemies within 10 feet have disadvantage on saves against being frightened by you
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Allies within the aura gain advantage on their first saving throw each combat