Feats (Project Moon Supplement)
Feats[edit]
The following feats are available to characters with levels in the Fixer class. In addition, you may pick any standard DND feat that's not magical (unless your GM allows it).
Background Feats[edit]
You were born with a supremely powerful body for any number of reasons, such as being artificially created by a powerful Wing for a greater purpose, or you were born for this world’s undoing, this trait has been reinforced to withstand very powerful attacks from all sources. You'll gain 5 additional hit points towards your hit point maximum whenever you gain a level in your class. Additionally, when you gain a level, your Strength, Dexterity and Constitution scores increase by 1 up to your maximums for those stats, although your Dexterity and Constitution scores can only benefit from this once. In addition, your Strength score limit is increased to 22. In addition, you gain proficiency in Constitution saving throws and the Beyond Fast and Sin Affinity feats.
You were born and raised in the backstreets, a place where crime is commonplace, and courtesy is a rare commodity. As it is, you know your way around backstreets and similar environments. You gain advantage on any and all checks meant to traverse the backstreets. Additionally, you gain advantage on perception checks to see if there are any known syndicates in the area by looking for markings or symbols.
You have been connected to an Engine which chains and contains multiple possibilities. Of which you can link yourself to not only other versions of yourself, but also abnormalities. This way you can manipulate their energy to use for E.G.O. attacks. You gain the Sin Affinity Feat and the E.G.O Weapon Feat. Your first E.G.O. Weapon must be based on the user's past, however every one after will be based on an abnormality, this is at the cost of not gaining any tools of the trade. You will gain a new E.G.O. Weapon every time you would gain a tool of the trade. Work with your DM to make these E.G.O. Weapons in a way that works with your character’s backstory and personality.
You gain the benefits of one extra affiliation passively (Example : If you picked lobotomy corporation remnant you can also be part of the middle and gain the benefits of both as you level up) |
Body Feats[edit]
Prerequisites: Must have at least 15 Strength or more. Prerequisites: Must have at least 15 Strength or more. You have been born unnaturally strong, capable of destroying walls with just sheer brute force. You will gain the following benefits:
Prerequisites: Must have a 17 Strength score or more, Athlete History The strength you now possess is capable of matching upper rank fixers and abnormalities. You gain the following benefits:
Prerequisites: Must have at least 15 Dexterity or more You have an innate speed advantage over others of your kind or have trained intensely on your agility. You will gain the following benefits:
Prerequisites: Must have a 17 Dexterity score or more, Beyond Fast Even by the supernatural standards of the city and it's fixers, your agility is a trait that makes you just as fearsome as any other. You will gain the following benefits:
Prerequisite: Must have 15 Constitution or more. You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
Prerequisites: You must have 17 Constitution or more, Strong Body Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
Prerequisites: You must have at least 15 on your Constitution score. Your resilience is no joke, enabling you to survive much more than normal Fixers during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12. |
Martial Arts Feats[edit]
Prerequisite: Must have a Strength score of 16 or higher You fight like a beast on the battlefield, focusing on throwing your opponents around. You gain the two following Slams: Brute Slam. Once per turn as part of an unarmed strike, you may make a grapple attempt against a creature. If you succeed, you may pick up the creature and slam them against a solid surface within 10 ft. of you, such as the ground or a wall, dealing another roll of your martial arts die in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever you take the Attack action against a creature you are currently grappling with, you may forgo an attack to violently slam the creature into the ground. You make a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, your opponent is driven into the earth beneath you ending your grapple early, taking bludgeoning damage equal to two rolls of your martial arts damage dice and being knocked prone. On a failure, the creature escapes from your iron grasp, causing your grapple to end early and the creature may move an additional 5 ft. away from you as part of their successful check. If you score a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of your martial arts damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of your next turn.
Prerequisite: Must have a Dexterity score of 16 or higher You've adopted a quick, swift and mobile fighting style, using your environment to your advantage.
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Weapons Feats[edit]
Prerequisites: Must have at least 15 Dexterity. Prerequisites: Must have at least 15 Dexterity or more. With your continued use of ranged weapons, you've developed a knack for aiming for vital spots. For 2 Light, you may use any of the following features. On hit they must make a constitution saving throw. On failure they suffer one of the following effects.
Affiliation Feats[edit]
Sin Feats[edit]
E.G.O Feats[edit]
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