New Feats

Feats now fall into two categories: Normal (feats that work exactly as they would normally) and Reaction Feats (Proc Feats). As with feats in the original book/system, you can take these in place of your class feature “Ability Score Improvement”.

New Normal Feats

Feat Name Description
Improved Tactical Training Possibly receive up to 20% cover
Techie You are well-versed in the world of technology and are adept at repairing modern machinery and devices.
Wired You are well-versed in computers and their use and are an expert hacker.
Cyber Resilience All Constitution Costs are halved for Cybernetics
Mending Reach Cure Wounds line is now a ranged spell attack instead of melee
Maiming Reach Inflict Wounds line is now a ranged spell attack instead of melee

Improved Tactical Training

You’ve trained yourself to find and move to cover while using ranged weapons (bows and firearms). You gain the following benefits.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your reload time for any firearm is halved. Thus, a Standard Action becomes a Bonus Action, 2 Standard Actions become 1, etc. This can only count for reloading Pistols, SMGs, Rifles, LMGs, and Mini-Guns.
  • You can also move while performing Burst Fire or any of the Full Auto options without incurring disadvantage. Without this feat, you would need to stand still for Burst Fire or Full Auto options or incur disadvantage.
  • Make a Perception check DC 15. If you meet the DC of 15, you gain 5% cover (all cover rules apply). For every point you get over the DC of 15, you gain an extra 5% up to 20%. This is done at the beginning of your turn and lasts a number of rounds equal to your Wisdom modifier. At the end of this time, you may roll again, but you must take the new result and the new result will last a number of rounds equal to your Wisdom modifier.

Techie

You are well-versed in the world of technology and are adept at repairing modern machinery and devices. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in any 3 modern tools detailed in the New Uses for Old Skills section
    When repairing damaged machinery or devices, the amount you heal doubles, thus for every 5 over the DC you roll 2d6 instead of 1d6 to “heal the machine or device”.

Wired

You are well-versed in computers and their use and are an expert hacker. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • If not granted as a class feature, you gain the skill Computer Use and the ability to use it to hack other computers as detailed in Computer Use and IT HelpDesk. If your class grants this already, you gain an additional +2 to any checks for Computer Use and the time taken for each roll is halved rounded up. So, if each roll takes a week, with this feat it only takes 4 days. If each roll takes 1 hour, with this feat it only takes 30 minutes. And so on.

Cyber Resilience

Something in you makes you more resistant to the effects of Cybernetics. You gain the following benefits.

  • Increase your Constitution score by 1, to a maximum of 20.
  • All Constitution Costs for Cybernetics are halved, rounded up.

Mending Reach

You are able to extend the reach of your healing spells so much so that you do not need to touch your intended target. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Instead of a melee spell attack, any time you cast Cure Wounds, you make a ranged spell attack. The range of Cure Wounds is your casting ability modifier times 10 in feet.

Maiming Reach

You are able to extend the reach of your harmful spells so much so that you do not need to touch your intended target. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Instead of a melee spell attack, any time you case Inflict Wounds, you make a ranged spell attack. The range of Inflict wounds is your casting ability modifier times 10 in feet.

New Reaction Feats

Feat Name Description
Tactical Advantage Possibility to gain a melee or ranged attack as a Reaction
Arcane Barrage Possibility to cast Magic Missile as a Reaction
Quickening Possibility to cast a spell of level 3 or lower as a Reaction
Explosive Spell Possibility of a cast spell to become explosive and affect an area
Restorative Heals Possibility that your Cure Wound spell will also cast Lesser Restoration
Regenerative Heals Possibility that your Cure Wound spell will cure 1d4 per round over time
Energy Barrage Possibility to manifest Energy Ray as a Reaction
Mental Barrage Possibility to manifest Mind Thrust as a Reaction
Quick Mind Possibility to manifest a Power of level 3 or lower as a Reaction

General Reaction Feat Rules

The majority of Reaction feats rely on spells. Only one relies on actual attacks. With the spell Reaction feats, they require that you naturally roll above 15 on a ranged spell attack roll. Again, it is on a NATURAL 15 or higher, if you score a hit while only rolling a 13 though with your modifiers you may have rolled an 18 or 20, you still do not gain the reaction feat benefits.

Likewise, on the one attack Reaction feat, you need to roll above a natural 17 on your roll to hit. If with your bonuses you still hit, excellent, do damage. But unless the d20 is specifically 17 or higher, you do not gain the reaction feat benefits.

Tactical Advantage

Your diversified training allows you to take advantage of a situation to gain an extra attack. You gain the following benefits.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • If you are using a ranged weapon and roll a natural 17 or higher on that attack roll, you can attack with a melee weapon any opponent in melee range. You must roll a normal attack at -2 and hit normally.
  • If you are using a melee weapon and roll a natural 17 or higher on that attack roll, you can attack with a ranged weapon any opponent in range. You must roll a normal attack at -2 and hit normally. Regardless of ROF, you only get one shot/attack with this ranged weapon.
  • If you are using a ranged weapon and roll a natural 17 or higher on that attack roll, you can fire another SS weapon on your person. This can a hidden, smaller firearm, an attached weapon (attached either via Cybernetics or an Armor enhancement, e.g. Mini missile launcher or rail shot), or tossing a thrown weapon such as a grenade.
  • If you do not have a weapon or piece of equipment that will allow you to do one of the above attacks, you do not get the extra attack.

Special: You can take this feat multiple times. Each time you do, it drops the range by one, e.g. the second time you take it the range is natural 16 or higher, the third time is natural 15 or higher. The max you can take this feat is 4 times.

Arcane Barrage

Your connection to the arcane allows you to cast Magic Missile reflexively. To take this feat, you must have Magic Missile as one of your known spells, written/stored in your communicator, or have it memorized. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • On a ranged spell attack roll for any spell other than Magic Missile, if you roll a natural 15 or higher you can cast Magic Missile as a Reaction. You do not need a spell slot open to cast it. This is a free cast and does not take away from any of your current spell slots.

Quickening

Your quick thinking and thorough study in your magic arts has allowed you to possibly cast a spell you know as a Reaction. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Any time you cast a level 3 spell or lower that requires a ranged spell attack and you roll a natural 15 or higher, you can immediately cast any spell you know (another ranged attack spell or personal beneficial spell) that is of equal or lower level than the one you cast. You must have a spell slot available to cast the spell. And though the spell must be of equal or lower level, you can cast that spell at a higher level, except Cantrips. They can still only be cast as a Cantrip as they have no level.

Special: You can take this feat multiple times. When you do, it raises the maximum spell level by one. So, when you take it a second time, it becomes any 4th level spell or lower.

Explosive Spell

Your connection to your spells can sometimes be explosive. You gain the following benefits.

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • Any time you cast a spell that requires a ranged spell attack, on a natural 15 or higher your spell “explodes” and affects a number of adjacent enemies within10 feet equal to your casting ability’s modifier. Each affected enemy will also be affected by the spell, but is also allowed any saves. If the effect is damage (taken or healed), all damage is rolled once and all affected targets take (or are healed) the same damage (or half if they save). If it is a specific effect, like Sickened or Fatigued, all enemies gain the effect unless they saved.

Special: You can take this feat multiple times. When you do you add +1 to the total number affected, or +1 more target than your casting ability modifier will allow. You can only take this feat four times.

Restorative Heals

You healing power has the chance to further ameliorate your target. To take this feat you need to know and/or be able to cast Cure Wounds. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Any time you cast the spell Cure Wounds, roll a d20 (no modifiers) and on a 15 or higher the spell also has the same effect as the spell Lesser Restoration as if both were cast on the target. You do not need to know or have memorized Lesser Restoration, but you must be able to cast as if you did know or have it memorized.

Note: If you have taken the above feat Mending Reach, and you roll your ranged spell attack instead, so long as you roll a natural 15 or higher on that spell attack, the restoration effect happens.

Special: You can take this feat multiple times. Each time you do, the Restoration is raised to the next spell type, e.g. the second time the feat is taken it goes from Lesser Restoration to Restoration, with all benefits of the better spell applied. Upon the third, it raises from Restoration to Greater Restoration. Taking this feat a 4th time does nothing.

Regenerative Heals

The healing ability of your spells have the chance to last longer than the initial, instantaneous repair. To take this feat you need to know and/or be able to cast Cure Wounds. You gain the following benefits.

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • Any time you cast the spell Cure Wounds, roll a d20 (no modifiers) and on a 15 or higher the spell also heals the target for 1d4 per round for a number of rounds equal to your main casting ability’s modifier.

Note: If you have taken the above feat Mending Reach, and you roll your ranged spell attack instead, so long as you roll a natural 15 or higher on that spell attack, the restoration effect happens.

Special: You can take this feat multiple times. Each time you do new effects are added Second time you take the feat you can add +1 rounds to the total rounds the regenerative healing lasts and you can add your casting ability’s modifier to the damage healed, so 1d4 + modifier each round.  Third time you take this feat, the dice category raises by one, so you now heal 1d6 + modifier per round.  Fourth time you take this feat you can add +2 rounds to the total rounds

Energy Barrage

Your  psychic connection allows you to cast Energy Ray reflexively. To take this feat, you must have Energy Ray as one of your known powers. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • On a ranged power attack roll for any power other than Energy Ray, if you roll a natural 15 or higher you can manifest Energy Ray as a Reaction. You do not need any power points to manifest it. This is a free manifestation and does not take away from any of your current pool of power points.

Mental Barrage

Your psychic connection allows you to cast Mind Thrust reflexively. To take this feat, you must have Mind Thrust as one of your known powers. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • On a ranged power attack roll for any power 3rd level or lower, if you roll a natural 15 or higher you can manifest Mind Thrust as a Reaction. You do not need any power points to manifest it. This is a free manifestation and does not take away from any of your current pool of power points.

Special: You can take this feat multiple times. When you do, it raises the maximum power level by one. So, when you take it a second time, it becomes any 4th level power or lower. However, the power still has to be a power that causes damage to an opponent.

Quick Mind

Your quick thinking and thorough study in your psionic arts has allowed you to possibly manifest a power you know as a Reaction. You gain the following benefits.

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Any time you manifest a level 3 power or lower that requires a ranged power attack and you roll a natural 15 or higher, you can immediately manifest any power you know (another ranged attack power or personal beneficialpower) that is of equal or lower level than the one you just manifested. You must have the power points available to manifest the power. And though the power must be of equal or lower level, you can Augment that power normally.

Special: You can take this feat multiple times. When you do, it raises the maximum power level by one. So, when you take it a second time, it becomes any 4th level spell or lower.