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general feats

titan grip

  • Prerequisite: Strength 13+

  • +1 str

  • When you successfully shove or grapple a creature, it takes damage equal to your Strength modifier

evasive footwork

  • Prerequisite: Dexterity 15+

  • When you succeed on a Dexterity saving throw:

  • Take no damage instead of half

  • Prerequisite: Constitution 13+

  • +1 faith

  • Gain advantage on saving throws against being frightened or charmed

  • Once per long rest, reroll a failed Constitution save

iron will

  • Prerequisite: Intelligence 15+

  • 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

  • Prerequisite: Wisdom 15+

  • You cannot be surprised

  • Once per turn, you may impose disadvantage on a creature’s Deception check or Stealth check against you

read the room

double tap

  • +1 Dex

  • Once per turn, when you hit with a firearm, you may roll damage twice and take the higher result

  • Requires firearm proficiency

bountiful luck

  • +1 luck

  • You can let an ally within 30 ft of you to reroll a 1 on a d20.

improved damage threshold

  • +1 Con

  • Once per round, reduce damage from a single source by PB

  • If damage is reduced to 0, you may move 5 ft

mobility

  • +1 Dex

  • Opportunity attacks against you are made at disadvantage

  • When you Dash, you may Disengage

  • +1 Dex or Str

  • Your weapon attacks score a critical hit on a 19–20

improved critical

durable

  • +1 Con

  • for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.

keen mind

  • +1 int

  • you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.

  • +1 luck

  • You can reroll one d20 or force to reroll an attack roll against you (3/long rest).

lucky

unstoppable

  • +1 Con

  • When reduced to 0 HP, drop to 1 HP instead

  • Once per Long Rest

commanding voice

  • Enemies within 10 feet have disadvantage on saves against being frightened by you

  • Allies within the aura gain advantage on their first saving throw each combat

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