Martial Feats
These feats are for adventurers who seek to bolster their prowess in martial combat.
You're adept at making yourself seem to be less of a threat than you actually are. You gain the following benefits. Increase your Charisma score by 1, to a maximum of 20. When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker's reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.
You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.
You have trained with firearms long enough that you have been able to use them to their best capacity. You gain the following benefits.
Exotic Weapon Master
You can choose this feat multiple times. You gain proficiency in an exotic weapon of your choice. You can also instead train with an instructor to gain this feat instead.Firearm Proficiency
You gain proficiency in Simple Firearms. You can also instead train with an instructor to gain proficiency in a single firearm instead.Assassin Duelist
- +1 to Dex up to a max of 20
- While Dual wielding you can attack with your off hand weapon as part of your attack action. If you use this feature you can’t attack with your off hand weapon as a bonus action.
- All light weapons are treated as if they have finesse.
Find The Titan's Weakness
You can spot the weaknesses in a foe’s defenses. You gain the following benefits.- Increase your Wisdom score by 1, to a maximum of 20.
- As an action, you analyze the defenses of one Large or larger creature you can see. Your next attack against that creature is made with advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.
Unthreatening
Prerequisite: Charisma 13 or higherYou're adept at making yourself seem to be less of a threat than you actually are. You gain the following benefits. Increase your Charisma score by 1, to a maximum of 20. When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker's reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.
Cornered Combatant
You’ve gained an almost animalistic wrath when you’re pushed to your limits. In tough circumstances, your adrenaline bolsters your strength so you can live to see another day.- Your Strength score increases by 1, to a maximum of 20.
- You have a +1 to damage rolls made while you have less than half of your maximum hit points.
Dragonrider
Prerequisite: Strength or Dexterity of 15 or higherYou have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.
- During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature's Dexterity (Acrobatics). If you win, you enter the creature's space and are considered to be riding it. If you lose, you don't enter the creature's space and your movement ends.
- While you're riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.
- The creature's attacks against a rider are made with disadvantage.
- The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.
Firearm Master
Prerequisite: Proficiency with Simple FirearmsYou have trained with firearms long enough that you have been able to use them to their best capacity. You gain the following benefits.
- You gain proficiency in Martial Firearms
- Attacking a target within 5 feet with a firearm does not impose disadvantage on the attack roll
- If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
- You are able to reload a firearm in your offhand even when you are wielding a weapon in your main hand
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