Home >

Feats



Feats optimize or add variety to your hero. By using them to customize what a hero can do, they help make each hero unique. Feats are divided into three broad categories: Basic Feats, Advanced Feats, and Multiclass Feats.

Contents

Acquiring Feats

At levels 2, 4, 6, 8, and 10, heroes may choose feats. You can choose two minor feats or one major feat. The major feats are more powerful, so you can only get one when you choose feats. All multiclass feats are major, but most others are minor.

Some feats have prerequisites you must meet to take the feat. This can be a minimum level, ability score, proficiency, or another feat. If at any time a hero no longer meets the prerequisites for a feat they have taken, they cannot use the benefits of the feat until they once again meet the prerequisites. This does not apply to prerequisites that require you not to have a given archetype or class.

Feat Types

Basic Feats. These generic feats let you choose what benefits you get or offer basic character talents. You can take basic feats multiple times. All basic feats are minor feats. Basic feats are great if you want to make your hero strong, while keeping things simple!

Advanced Feats. These feats give you specific and detailed benefits that are unique or mimic talents from classes. You can take an advanced feat only once. Most advanced feats are minor feats, but a few are major feats.

Multiclass Feats. These feats give you talents from other archetypes and classes. You can take them only once, and you cannot take the feats for your own archetype or class. These powerful feats add complexity to your hero. All multiclass feats are major feats.

Feats Table

The feats table can help you find a feat you want to take. Look over the table to see what feats you might like, and then look up the details of what they do in the game.

Basic Feats
Feat Name Description Type
Ability Score Training Increases one ability score by 1 point Minor
Advanced Skill Training Gives expertise in a skill you’re already proficient in. Minor
Equipment Training Gives equipment proficiencies Minor
Investments Increases Wealth Level Minor
Skill Training Gives skill proficiencies Minor
Survival Training Gives saving throw proficiencies Minor

Minor Advanced Feats—Major

Advanced Feats – Minor
Name Description Type
Animal Whisperer Provides a well-trained pet Minor
Artful Dodger Allows off-hand attacks while dodging Minor
Awesome Reflexes Catch and return weapons thrown at you Minor
Battlefield Medic Help others recover hit points in combat Minor
Blademaster Hinder opponents when you use a melee slashing weapon Minor
Blind Fighting Fight effectively in the dark or while Blinded Minor
Brute Hinder opponents when you use a blunt melee weapon Minor
Cross Training Use any physical ability with physical skills Minor
Defensive Driving Get advantages in violent vehicle chases Minor
Diehard Automatically stabilize when at 0 hit points Minor
Fast Feet Run faster Minor
Fast Hands Reload and service guns faster Minor
Free Running Overcome obstacles easily while running Minor
Global Contacts Have friends all over the world Minor
Grappler Get advantages grappling and pinning Minor
Great Cook Heal allies and influence people with cooking Minor
Gunfighter Shoot fast and accurately in close quarters Minor
Gunner Shoot accurately from moving vehicles and mounts Minor
Hardy Hit Dice heal more hit points Minor
Impaler Hinder opponents when you use a melee piercing weapon Minor
Impersonator Look and sound like specific people well Minor
Jack of All Trades Get a bonus on skills you are not proficient with Minor
Language Expert Learn languages and the use of ciphers Minor
Lead by Example Give others advantage in group ability checks Minor
Perfect Throw Never miss with a grenade Minor
Pinning Fire Follow a target while using suppressive fire Minor
Pack Rat Carry more stuff Minor
Poison Specialist Gain advantages when treating and using poisons Minor
Punisher Get opportunity attacks in more situations Minor
Racer Improve your speed and agility in vehicle chases Minor
Renaissance Thinking Swap Int and Wis modifiers for ability checks Minor
Resilient Resist various conditions like Exhaustion and Stunned Minor
Resistant Resist effects and damage from poisons Minor
Resourceful Make tools and materials from nearly anything Minor
Scout Gain a bonus on perception and traps Minor
Seducer Gain social advantages through sex appeal Minor
Skirmisher Avoid opportunity attacks in various ways Minor
Snatch Victory Turn a 1 into a 20 once per day Minor
Sticky Fingers Pick pockets while in melee combat Minor
Touch of Grace Gain a bonus to non-proficient saving throws Minor
Tumbling Move through crowds and stand up quickly Minor
Walking Dead Continue to act at 0 hit points Minor
Whale Use your wealth to gain social advantage Minor
Feat Name Description Type
Fortune’s Fool Reroll three attacks, saving throws, or ability checks per day Major
Guerrilla Ambush enemies from the shadows Major
Harrier Block melee attacks and attack while retreating Major
Healthy Increase your maximum hit points Major
Perfect Shot Shoot multiple opponents who are lined up Major
Power Slam Do damage to opponents when tripping or shoving Major
Signature Weapon Get various advantages using a favorite weapon Major
Sweeping Attack Hit multiple opponents with one giant swing Major
Multiclass Feats (Major Feats)
Feat Name Description Type
Archetype (Strong Hero Training, Agile Hero Training, Tough Hero Training, Smart Hero Training, Wise Hero Training, Charming Hero Training) Gain skills and talents from each of the six archetypes Major
Class Training (Brawler Training, Heavy Gunner Training, MMA Fighter Training, Martial Artist Training, Scoundrel Training, Sharpshooter Training, Bodyguard Training, Commando Training, Scrapper Training, Engineer Training, Hacker Training, Mastermind Training, Scientist Training, Hunter Training, Master Training, Sleuth Training, Duelist Training, Icon Training, Leader Training, Manipulator Training) Gain proficiencies and talents from each of the nineteen classes Major
Advanced Class Training (Advanced Brawler Training, Advanced Heavy Gunner Training, Advanced MMA Fighter Training, Advanced Martial Artist Training, Advanced Scoundrel Training, Advanced Sharpshooter Training, Advanced Bodyguard Training, Advanced Commando Training, Advanced Scrapper Training, Advanced Engineer Training, Advanced Hacker Training, Advanced Mastermind Training, Advanced Scientist Training, Advanced Hunter Training, Advanced Master Training, Advanced Sleuth Training, Advanced Duelist Training, Advanced Icon Training, Advanced Leader Training, Advanced Manipulator Training) Gain higher level class talents Major

Advanced Feats Descriptions—Minor

Advanced feats include heroic and everyday activities. Many are useful in combat, but there are plenty of others for use in solving other kinds of challenges.

Animal Whisperer (Minor Feat)

You form a special bond with your pets and are good with animals.

You gain advantage on ability checks made to influence animals.

You can train a tiny- to large-sized animal to perform a variety of behaviors at your command:

  • Fetch objects, whether thrown, within sight, or in a location known to the animal (at the GM’s discretion.)
  • Search for specific objects, scents, sounds, or other stimuli the animal can naturally detect.
  • Deliver an object to a location known to the animal

Basic Feats

Ability Score Training (Minor Feat)

You have trained your mind and/or body to increase your overall human potential. Each time you take this feat, you can increase any ability score by 1 to a maximum of 20.

Advanced Skill Training (Minor Feat)

You love to acquire new skills and abilities through constant study and practice. Each time you take this feat, you gain expertise in a skill of your choice that you are already proficient in.

Equipment Training (Minor Feat)

You have trained to use various kinds of combat equipment.

  • You gain Basic Equipment proficiency if you don’t already have it.
  • Choose one additional equipment proficiency from Advanced Equipment, Historical Equipment, and Improvised Equipment.
  • If you already have Advanced Equipment, you may select Military Equipment.

Investments (Minor Feat)

You have either made wise investments or come into an inheritance of some kind. Each time you take this feat, you gain +1 Wealth Level (maximum 5).

Skill Training (Minor Feat)

You love to acquire new skills and abilities through constant study and practice. Each time you take this feat, you gain proficiency in two skills of your choice.

Survival Training (Minor Feat)

You have hardened yourself against various hazards. Each time you take this feat, you gain proficiency with one type of saving throw of your choice.

  • Raise alarm when an unknown person or animal enters a location the animal is in
  • Perform physical stunts or tricks within its range of capabilities

This animal’s stat block is that of an average member of its species.

If the pet dies, you can train a new pet in 30 days.

The actions of the animal, outside of the specified behaviors, are always at the GM’s discretion. This feat does not allow a pet to make attacks in combat.

If you have a class talent that grants a special animal companion, this feat can both apply to that animal and any others you may choose to train.

Artful Dodger (Minor Feat)

While you prefer to stay on the defensive, you have learned how to mix in an attack when it counts. You can make an off-hand attack after taking a Dodge action, waiving the requirement to have taken the Attack action this turn.

Awesome Reflexes (Minor Feat)

You have trained yourself to reflexively catch objects that come speeding at you and can even throw them back.

When someone throws a weapon at you, you can spend a reaction to try to catch it, then throw it back at the attacker. Before the attacker rolls to hit, make a Dexterity saving throw with a DC equal to the attacker’s Defense. If you succeed, the attacker is hit and takes damage from the attack. If you fail, their attack resolves normally.

Battlefield Medic (Minor Feat)

You’ve trained in first aid and emergency medicine.

  • When using a first aid kit to stabilize someone, that person also recovers 1 hit point.
  • As an action, you can use a first aid kit to treat a conscious person adjacent to you. Make a DC10Intelligence (Medicine) check. If successful, the target may spend one Hit Die to regain hit points. This action cannot be used again on the same person until after they have taken a short or long rest.
  • If you don’t have a first aid kit at hand, you can try to improvise. Make a DC15Wisdom (Survival) check. If successful, you don’t need a first aid kit. If the check fails, you cannot find the materials needed.

Blademaster (Minor Feat)

You are an expert in using bladed weapons to deal crippling cuts to your opponents.

  • Once per turn when you hit a opponent with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • After you score a critical hit that deals slashing damage to an opponent, until the start of your next turn, the target has disadvantage on all attack rolls.

Blind Fighting (Minor Feat)

Through rigorous training, you have learned to use your hearing and other senses to keep track of enemies on the battlefield.

  • Opponents don’t have advantage on attack rolls targeting you because you cannot see them.
  • You do not have disadvantage on attack rolls due to visibility limitations.
  • You may make ability checks normally requiring sight while you cannot see, provided the GM feels another sense could be substituted with sufficient practice.

Brute (Minor Feat)

You know how to knock heads and put your opponents off balance.

  • Once per turn, when you hit an opponent with an attack that deals bludgeoning damage, you can move them 5 feet to an unoccupied space, provided the target is large size or smaller.
  • When you score a critical hit that deals bludgeoning damage to a opponent, attack rolls against that combatant have advantage until the start of your next turn.

Cross Training (Minor Feat)

You’re an all-around athlete, able to leverage your strengths to overcome your weaknesses. Choose one ability score from Strength, Dexterity, or Constitution. You can always use that ability score when making Athletics, Acrobatics, or Endurance ability checks.

Defensive Driving (Minor Feat)

You’ve trained to operate vehicles under hostile and dangerous conditions.

  • You have advantage on Dexterity (Vehicles) checks made to avoid a crash.
  • You give your vehicle advantage on saving throws made against complications.
  • While you operate a vehicle, increase its Constitution modifier by 2.

Diehard (Minor Feat)

You’re tough as nails and don’t go down easily. When you are reduced to 0 hit points but not killed, you automatically and immediately stabilize.

Fast Feet (Minor Feat)

You’re especially quick on your feet.

  • Your base speed increases by 10.
  • When using the Dash action, you ignore difficult terrain.
  • You gain advantage on Strength (Athletics) checks made during a foot chase.

Fast Hands (Minor Feat)

You’ve trained extensively with firearms.

  • You can reload a weapon with a bonus action reload speed as a free action.
  • You can reload a weapon with an action reload speed as a bonus action.
  • You can clear a jam as a bonus action.
  • As an action, you can disassemble a gun you are holding.

Free Running (Minor Feat)

You’ve practiced the art of running through environments filled with obstacles and hazards without slowing down.

  • Climbing is not considered difficult movement for you.
  • You can ignore movement requirements for jumps.
  • You can jump down up to 15 feet without taking damage and land on your feet. This does not prevent falling damage.
  • You gain advantage on Dexterity (Acrobatics) checks made during a foot chase.

Global Contacts (Minor Feat)

You have built up a network of friends and contacts all over the world.

  • Wherever you travel, you can call on a friend for favors such as a ride, translation, food and lodging, local information, bail (where available), or discreet rescue (when feasible).
  • You can gain advantage on Wisdom (Streetwise) checks by calling a friend and asking for tips.
  • You can borrow up to three items with a price level of 3 or less per month from your local friend. Be the type of hero who returns what you borrow!

Grappler (Minor Feat)

You’ve developed the skills necessary to hold your own in close-quarters combat.

  • You have advantage on attack rolls against a opponent you are grappling.
  • If you currently have an opponent Grappled, you can make a special attack to pin them. No attack roll or ability check is made, success is automatic. You and the opponent are considered Restrained until the grapple is broken.

Great Cook (Minor Feat)

You can prepare food so that it tastes great and provides optimal nourishment.

  • You have advantage on Charisma (Persuasion) checks made with anyone eating a meal you have prepared for them.
  • When you or one of your companions eats food that you have prepared, they can regain up to two spent Hit Dice. They cannot do so again until they finish a long rest.

Gunfighter (Minor Feat)

You have a quick trigger finger and can shoot accurately in close quarters.

  • You don’t suffer disadvantage for attacking with a firearm against an adjacent opponent.
  • You can take a bonus action to treat any firearm you wield that does not have the slow-firing property as if it had the Burst 3 property until the end of your turn.

Gunner (Minor Feat)

You’re trained at using ranged weapons from a moving vehicle or while mounted. You do not have disadvantage when making ranged attacks due to being mounted or in a moving vehicle.

Hardy (Minor Feat)

You keep in good health and know how to take care of yourself. When rolling a Hit Die to regain hit points, you gain at least twice your Constitution modifier or 2 hit points, whichever is higher.

Impaler (Minor Feat)

You have a talent for stabbing opponents where it hurts.

  • Once per turn, when you hit an opponent with an attack that deals piercing damage, you can reroll one of the attack’s damage dice.
  • When you score a critical hit that deals piercing damage to an opponent, you can roll damage twice and take the better of the two results rather than only one die.

Impersonator (Minor Feat)

You have mastered the art of copying the voice and mannerisms of others.

  • You have advantage on Charisma (Performance) checks when impersonating other people, animal sounds, or object sounds.
  • You have advantage on Charisma (Performance) checks to disguise your own identity, or to appear as someone else.

Jack of All Trades (Minor Feat)

You’re well read and good at anything you set your mind to. You can add half your proficiency bonus (rounded down) to any ability check calling for a skill you are not proficient in. You may not use this bonus if no skill is applicable.

Language Expert (Minor Feat)

You have learned multiple languages and studied the nature of language, giving you insights into symbology and communication.

  • Choose two additional languages.
  • You can learn new languages becoming proficient in 6 weeks as long as you have a manual in a language you know or access to a willing teacher proficient in it.
  • You are adept at deciphering linguistic or symbolic codes, gaining advantage on Intelligence (Social Sciences) checks to decipher or understand them.
  • You can also create ciphers and coded messages. Unless provided with the means to decode them, they can only be deciphered with an Intelligence check with a DC of your Intelligence score + your proficiency bonus.

Lead By Example (Minor Feat)

You’re good at showing others how to do something and leading them to success. When in a team making a group ability check, you may make your check first. If you succeed, other members of the team have advantage on their checks.

Perfect Throw (Minor Feat)

You’re an expert at throwing objects at stationary targets. When throwing or launching a grenade or other object at a space or an immobile object, you do not need to make an attack roll, you automatically hit.

Pinning Fire (Minor Feat)

You ensure that an opponent can’t easily escape your suppressive fire.

When using the Suppressive Fire action, you can choose a single visible opponent target. Until the suppressive fire ends, or until your next turn begins, you can change the area targeted by your suppressive fire to wherever the target is visible, as long as you have a clear line of fire to that location. Changing the area targeted does not take any action.

This makes the Dive for Cover reaction impossible for the target unless there is total cover within reach of their movement, as the hero can follow their movement. The target should use their Dive for Cover reaction before any other combatants in the area of fire do so. After the target has had that opportunity, then check for any other combatants in the new area of fire.

Pack Rat (Minor Feat)

You have a strong back and are adept at packing efficiently.

  • You can carry an additional 5 bulk without penalty.
  • You can take items from a carrying case as a bonus action in combat.

Bulk is an optional rule.

Poison Specialist (Minor Feat)

You’re practiced in making and applying poisons safely.

  • You have advantage on Intelligence (Medicine) and Wisdom (Survival) checks to identify and treat poisons.
  • You can handle poison without needing to make an ability check to avoid injury.
  • You can apply poison to a piece of ammunition or weapon as a bonus action.
  • The use of poison by heroes is at the GM’s discretion, so consult with your GM before taking this feat.

Punisher (Minor Feat)

You’re talented at kicking people while they are down and otherwise taking advantage of opportunities.

  • You can make an opportunity attack when an adjacent opponent stands up from Prone.
  • You can make an opportunity attack when an adjacent opponent picks an object up from the ground or uses a device.
  • You can make an opportunity attack when an adjacent opponent makes a special attack against you.

Racer (Minor Feat)

You know how to push a vehicle to its limits, going faster and maneuvering better than others.

  • While you operate a vehicle, increase its Strength modifier by 2.
  • While you operate a vehicle, increase its Dexterity modifier by 2.
  • You gain advantage on Dexterity (Vehicles) checks called for by complications.

Renaissance Thinking (Minor Feat)

You’re able to look at challenges from both a philosophical and intellectual approach. You can substitute your Intelligence modifier for your Wisdom modifier and vice versa when making ability checks with skills you are proficient in.

Resilient (Minor Feat)

Through repeated exposures to bodily punishment, you have gained significant resilience. You have advantage on saving throws to avoid, resist, and recover from the following conditions: Exhaustion, Intoxication, Paralyzed, Sickened, and Stunned.

Resistant (Minor Feat)

You have built up resistances to numerous ailments and toxins through healthy living and past exposures.

  • You have advantage on saving throws to resist the effects of poisons and diseases.
  • You have damage reduction 5 against poison.

Resourceful (Minor Feat)

You have the uncanny ability to make just about anything you need out of whatever happens to be lying around. Given 10 minutes, you can create a makeshift invention that allows you to attempt any ability check you are proficient in without needing the tools, materials, or equipment you might normally need, and you negate any situational disadvantage applied to the check.

This process of improvisational invention involves dismantling and breaking other perfectly good tools or objects you have on hand.

Scout (Minor Feat)

You have honed your awareness to pick up on small details in your environment allowing you to spot danger and opportunity.

  • You gain advantage on passive Perception checks. (Remember that advantage on a passive check is simply a +5 bonus.)
  • You have advantage on ability checks made to defeat traps.

Seducer (Minor Feat)

You have developed undeniable sex appeal through a combination of looks and attitude. You gain advantage on Charisma (Persuasion) and Charisma (Deception) checks with people who are attracted to your gender.

Skirmisher (Minor Feat)

You’re quick on your feet in combat and always wary of your opponents.

  • As a reaction, you can cause one opportunity attack made against you to automatically miss.
  • If you hit an opponent with a melee attack, they cannot make an opportunity attack against you until the start of your next turn.

Snatch Victory (Minor Feat)

You have a strange knack for turning a potential disaster into stunning success. When you roll a 1 on a d20, you can treat it as if you rolled 20. You cannot do this again until you finish a long rest.

Sticky Fingers (Minor Feat)

You’re very fast at pick pocketing and adept at using combat as a cover for your larceny.

  • You can make Dexterity (Sleight of Hand) checks to pickpocket as a bonus action in combat provided you have a free hand.
  • If you have hit an opponent with a melee attack this round, you have advantage on Dexterity (Sleight of Hand) checks against that opponent this round.

Pickpocketing is usually handled as a contest between the thief’s Dexterity (Sleight of Hand) check against the defender’s passive Perception. You can steal any reasonable item on the person that they are not holding or wearing. Grenade pins and weapons are popular choices in combat.

Touch of Grace (Minor Feat)

You have an unusual knack for rolling with life’s punches and coming out from under difficulty. You can add half your proficiency bonus (rounded down) to saving throws you are not proficient in. This does not apply to death saving throws, but can apply to armor saving throws.

Tumbling (Minor Feat)

You have mastered moving in unusual ways and circumstances.

  • You don’t need to spend any movement to stand from Prone.
  • Crawling is not considered difficult movement for you.
  • You can move through spaces occupied by opponents.
  • Moving through a space occupied by someone is not difficult terrain for you.

Walking Dead (Minor Feat)

With grim determination you fight on, not stopping until your last breath. When reduced to 0 hit points but not killed, instead of falling Unconscious, you gain two levels of Exhaustion and fall Prone. You remain at 0 hit points and must make death saving throws normally. If you recover hit points while at 0 hit points you may remove these two levels of Exhaustion.

Whale (Minor Feat)

Prerequisite(s): Wealth Level 4 or higher

You’re a high roller, a big spender, and everyone knows it, especially those who want a piece of what you have.

  • You can add your Wealth Level as a bonus to Charisma (Intimidation) and Charisma (Persuasion) checks made with customer service workers, bankers, sales professionals, business owners, casino personnel, and politicians.
  • You gain advantage on Charisma (Persuasion) checks made when bribing someone who has a lower Wealth Level than yours.
  • You get free meals and lodging at casino hotels and restaurants.

Advanced Feats—Major

Fortune’s Fool (Major Feat)

You have learned to trust in providence, and somehow it has come to treat you kindly in return for your faith.

  • You gain 3 luck points, which are replenished each time you take a long rest.
  • You may spend a luck point to reroll an attack roll, saving throw, or ability check after the roll but before you know the result.

If multiple d20s are rolled due to advantage or disadvantage, you choose only one to be re-rolled.

Guerrilla (Major Feat)

You’re among the very best at hiding in shadows and striking from the darkness.

  • You can ignore the effects of poor visibility.
  • You can attempt to hide from an opponent from whom you have poor visibility.
  • While hiding, if you miss with a ranged attack, the attack does not automatically reveal your position.

Harrier (Major Feat)

You’re adept at melee combat and can protect yourself from close quarters combatants.

  • If you are hit with a melee attack while wielding a melee weapon you are proficient in, you may use your reaction to add your proficiency bonus to your defense against that attack, potentially turning the hit into a miss.
  • After taking the Disengage action, you can make a single ranged attack as a bonus action.

Healthy (Major Feat)

Through rigorous activity and good living, you have become more resilient to injury and fatigue in battle.

  • On taking this feat, increase your hit point maximum by 2 per character level.
  • Each time you gain a level, increase your hit point maximum by 2.

Perfect Shot (Major Feat)

You have perfected the technique of hitting multiple opponents with a single shot.

  • When you make a ranged attack with a ballistic weapon using armor-piercing rounds, you can attack multiple targets by shooting through one and into the next. All targets you attack this way must be in your line of fire. Attack the closest target first. If you hit, roll for damage normally and you may then roll an attack on the next target in your line of fire. If subsequent targets are hit they take the same damage. If you miss any attack, or any damage is stopped by armor, you can make no further attacks. You can attack a number of targets up to the Penetration Value of your weapon.
  • Rifles and machine guns are loaded with armor penetrating rounds by default, while pistols and shotguns are not. Ballistic weapons with a PV of 3 or greater are armor piercing.
  • If you are not playing with a map or miniatures, ask the GM how many targets you can line up in a given situation. Two would be the most common, and you would need to reposition yourself to line them up for the perfect shot.

Power Slam (Major Feat)

You have a knack for slamming people violently into the ground and tackling them with great force.

  • You have advantage on shoving/tripping attempts.
  • If you successfully shove or trip an opponent, you can deal your unarmed strike damage to them including your melee ability score modifier.

Signature Weapon (Major Feat)

You’re dedicated to the use of a specific weapon and feel more confident when wielding it.

Choose a specific weapon as your signature weapon, describe it, and give it a name. All further benefits of this feat require you to be wielding this weapon.

  • You can ignore one source of disadvantage when making an attack roll.
  • You have advantage on ability checks to avoid being disarmed.
  • You have advantage on Charisma (Intimidation) checks.
  • Your signature weapon will not break as a result of your own actions, abilities, or class talents.

If some horrible foe or other calamity destroys your precious signature weapon, you can designate and name a new one after an appropriate mourning period of 1 week.

Sweeping Attack (Major Feat)

Using larger weapons, you are able to deal with crowds of opponents by making a wide sweeping attack.

Once during your turn, if you are attacking with a two-handed melee weapon or a versatile melee weapon in two hands, you may treat your attack as a sweeping attack. During a sweeping attack, you make one melee attack against each opponent within your melee reach.

Any attack modifiers that are limited in the number of uses for any reason, are applied individually to individual attacks you make, not universally to all the attacks you make during a sweeping attack.

Example: Lakeisha Brown is wielding a spear, a two-handed martial weapon with 10-foot reach. Lakeisha has Sweeping Attack as well as Advanced Combat Training. There are three opponents within reach of her spear during her turn. She decides to use the Attack Action and gets two attacks. She declares her first attack is a Sweeping Attack, so she makes an attack roll at each of the three opponents within reach, hits two of them, and rolls damage for each. She gets a second attack from Advanced Combat Training, but cannot use Sweeping Attack because it is usable only once during her turn. Instead, she makes a regular attack at one of the opponents she hit with the sweeping attack.

Multiclass Feats

Multiclass feats offer heroes the opportunity to gain themes and talents from archetypes and classes other than their own. To qualify for class feats that are not in your hero’s archetype, you must first take the archetype training feat for those classes. Because all Multiclass feats are advanced feats, you can only take any given multiclass feat once. There is no limit for how many multiclass feats you can have other than the number of feat picks your hero has been granted.

Multiclass feats are listed in the same order as the archetypes and classes in the Class section rather than in alphabetical order.

Nicholas “The Ukrainian Bear” Novikov is a Strong Hero with the MMA fighter class. He just reached level 4 and wants to multiclass with brawler. Since his archetype is Strong Hero, he meets the prerequisite for the Brawler Training feat.

Sue Fairfield, a Tough Hero with the commando class, is interested in multiclassing with the heavy gunner class. She needs to take the Strong Hero Training feat before she can take the Heavy Gunner Training feat.

Strong Hero Multiclass Feats

Strong Hero Training (Major Feat)

Prerequisite(s): Not a Strong Hero archetype, Strength 13+, Level 2+

You have learned how to use your strength to focus an aggressive offense.

  • You gain Basic Equipment proficiency.
  • You gain proficiency in one of the following skills: Athletics, Acrobatics, or Endurance.
  • Before making an attack, you can declare you are being reckless. You gain advantage on all melee weapon attack rolls but all opponents attacking you have advantage on their attack rolls. This lasts until the start of your next turn.

Brawler Training (Major Feat)

Prerequisite(s): Strong Hero archetype or Strong Hero Training feat, not a brawler (class), Level 4+

You have trained yourself to be an engine of destruction, letting nothing stand between you and your target.

  • You gain Improvised Equipment proficiency.
  • You have advantage on any Strength check you make to break an object. In addition, your melee attacks have +1Penetration Value.
  • As a bonus action, you can move up to your speed, but you must move toward an opponent. If there are no enemies present, you may move toward an obviously dangerous situation instead.

Advanced Brawler Training (Major Feat)

Prerequisite(s): Not a brawler (class), Brawler Training feat, Level 8+

Few opponents or weapons can survive the powerful blows you deliver.

  • Once during your turn, when you hit an opponent with an attack with a melee weapon, you can choose to deal an additional 2d6 damage. If you do, and you did not attack with an unarmed strike, the weapon is destroyed. You can’t use this talent with explosives attacks.
  • You have advantage on ability checks and saving throws to avoid or escape being Grappled, Restrained, Stunned, or Paralyzed.

Heavy Gunner Training (Major Feat)

Prerequisite(s): Strong Hero archetype or Strong Hero Training feat, not a heavy gunner (class), Level 4+

You like big guns and you cannot lie, someone does you wrong and they are gonna die.

  • You gain Advanced Equipment proficiency.
  • You may use Strength instead of Dexterity when you make a ranged attack with a non-light ranged weapon.
  • You can ignore the stationary property of weapons.
  • Before making an attack with a non-light ranged weapon you can declare you are being reckless. You gain advantage on your attack rolls with that weapon but all opponents attacking you have advantage on their attack rolls. This lasts until the start of your next turn.

Advanced Heavy Gunner Training (Major Feat)

Prerequisite(s): Not a heavy gunner (class), Heavy Gunner Training feat, Level 8+

The sound of explosives and heavy machine gun fire are music to your ears.

  • You gain Military Equipment proficiency.
  • When you damage any target with Suppressive Fire or an explosive, the damage is increased by double your proficiency bonus.
  • When you take the Suppressive Fire action, you can double the area covered.

MMA Fighter Training (Major Feat)

Prerequisite(s): Strong Hero archetype or Strong Hero Training feat, not an MMA fighter (class), Level 4+

Through hard training you have become skilled in a range of martial arts disciplines.

  • If you have an opponent Grappled, you can apply a submission move as a special attack. You automatically deal your unarmed strike damage to the opponent. You cannot use Power Attack or Improved Power attack when making a Submission Move.
  • Your unarmed strike damage is improved by one die step.

Advanced MMA Fighter Training (Major Feat)

Prerequisite(s): Not an MMA fighter (class), MMA Fighter Training feat, Level 8+

You have hardened your fists and honed your technique making you a very dangerous unarmed combatant.

  • You gain advantage on Strength (Athletic) checks made to initiate or escape a grapple.
  • Once during your turn, before rolling to hit with an unarmed strike, you can declare it is a takedown. If the takedown hits, you deal damage, and may make a free unarmed special attack against the target.
  • Once during your turn, before rolling to hit with an unarmed strike, you can declare it is a jab. If the jab hits you gain advantage on your next melee attack roll against that opponent. You can’t declare an attack as both a takedown and a jab.

Agile Hero Multiclass Feats

Agile Hero Training (Major Feat)

Prerequisite(s): Not an Agile Hero archetype, Dexterity 13+, Level 2+

You have trained your reflexes to a razor’s edge. Your movements are both swift and elegant.

  • You gain Basic Equipment proficiency.
  • Choose one from Acrobatics, Sleight of Hand, Stealth, and Vehicles. You gain proficiency in the chosen skill.
  • You can take the Dash or Disengage action as a bonus action.
  • During a foot chase, you have advantage on Strength (Athletics) checks made as part of a Gain Ground action.

Martial Artist Training (Major Feat)

Prerequisite(s): Agile Hero archetype or Agile Hero Training feat, not a martial artist (class), Level 4+

You have trained to strike efficiently with your hands and feet and are skilled in weapons used for sport and training.

  • You gain Historical Equipment proficiency.
  • Your unarmed strike damage is improved by one die step.
  • You can make an unarmed strike as a bonus action.
  • Climbing and swimming are not difficult movement for you.

Advanced Martial Artist Training (Major Feat)

Prerequisite(s): Not a martial artist (class), Martial Artist Training feat, Level 8+

Your heightened awareness and reflexes have made you a difficult target and adept at off-hand strikes.

  • Your unarmed strike damage is improved by one die step.
  • You ignore difficult terrain when you move.
  • You treat all melee weapons that don’t have the heavy property as if they had the finesse property.
  • When you make a Dexterity saving throw to take half damage from an effect, you take no damage on a successful save, and half damage on a failed one.

Scoundrel Training (Major Feat)

Prerequisite(s): Agile Hero archetype or Agile Hero Training feat, not a scoundrel (class), Level 4+

You have gotten pretty good at getting the upper hand through under-handed tactics.

  • You gain Advanced Equipment proficiency.
  • Choose one from Acrobatics, Deception, Intimidation, Security, Sleight of Hand, Stealth, and Streetwise. You gain proficiency in the chosen skill.
  • You can Hide, Object Interaction, or make a Security or Sleight of Hand check as a bonus action.
  • You have advantage on attack rolls against any opponent that has not acted this combat.

Advanced Scoundrel Training (Major Feat)

Prerequisite(s): Not a scoundrel (class), Scoundrel Training feat, Level 8+

You have learned all the best ways to hurt a person when they don’t see it coming.

  • Choose one from Acrobatics, Deception, Intimidation, Security, Sleight of Hand, Stealth, and Streetwise. You gain expertise in the chosen skill.
  • Once during your turn, when you hit a target with an attack, if you had advantage on that attack or an ally is within 5 feet of that target, you can choose to deal an additional 2d6 damage. You cannot deal this additional damage if the attack had disadvantage.

Sharpshooter Training (Major Feat)

Prerequisite(s): Agile Hero archetype or Agile Hero Training feat, not a sharpshooter (class), Level 4+

Handling ranged weapons has become second nature to you and using them requires about as much thought as breathing.

  • You gain Advanced Equipment proficiency.
  • You can draw two one-handed light weapons as a free action.
  • You can reload two ranged weapons with the same action, without needing a free hand.
  • You can ignore the slow-firing property on ranged weapons.
  • When using a two-handed ranged weapon, you do not have disadvantage with attack rolls at long range.

Advanced Sharpshooter Training (Major Feat)

Prerequisite(s): Not a sharpshooter (class), Sharpshooter Training feat, Level 8+

Your mastery of ranged weapons has made you an opponent to be feared by all.

  • You can add your Dexterity modifier to damage rolls made with off-hand ranged attacks.
  • When using a two-handed ranged weapon, you can ignore half cover when making ranged attacks at targets in cover.
  • When using a two-handed ranged weapon, you treat targets in three-fourths cover as being in half cover. (This changes the cover defense from 20 to 16.)
  • You score a critical hit on a roll of 19 or 20 when making ranged attacks.

Tough Hero Multiclass Feats Tough Hero Training (Major Feat)

Prerequisite(s): Not a Tough Hero archetype, Constitution 13+, Level 2+

You have toughened yourself up to where you find a little pain and exertion rather exhilarating.

  • You gain Basic Equipment proficiency.
  • You gain damage reduction (against all damage types) equal to your proficiency bonus.
  • Once during your turn, when you attack an opponent that has damaged you since the end of your last turn, you gain a +2 bonus on the attack roll.

Bodyguard Training (Major Feat)

Prerequisite(s): Tough Hero archetype or Tough Hero Training feat, not a bodyguard (class), Level 4+

You gladly put yourself in danger to protect others, and have trained to do exactly that.

  • You gain Advanced Equipment proficiency.
  • When an ally within 5 feet is hit by an attack, you can use your reaction to cause the attack to hit you instead.
  • If you are in cover and adjacent to a willing ally, you can take a bonus action on your turn to move that ally into cover. You can move up to 5 feet during this action to make room for your ally.
  • You do not damage allies if you roll a critical miss when firing into melee combat.

Advanced Bodyguard Training (Major Feat)

Prerequisite(s): Not a bodyguard (class), Bodyguard Training feat, Level 8+

Ever vigilant, you have further honed your ability to keep those you protect from harm.

  • You can ignore cover provided by your allies in your line of fire or in melee combat with your target.
  • When an opponent uses Dive for Cover as a reaction to one of your attacks or actions, their movement speed becomes 0 on their next turn.
  • You can take up to two reactions between each of your turns.

Commando Training (Major Feat)

Prerequisite(s): Tough Hero archetype or Tough Hero feat, not a commando (class), Level 4+

You give your all in combat, making you a very difficult target to take down.

  • You gain Advanced Equipment proficiency.
  • You can take the Second Wind action as a bonus action.
  • You can draw, arm, and throw a grenade as a bonus action. You must have a free hand or already be holding the grenade to do this.

Advanced Commando Training (Major Feat)

Prerequisite(s): Not a commando (class), Commando Training feat, Level 8+

You’re an especially dangerous person, capable of feats in combat few others can match.

  • You gain Military Equipment proficiency.
  • By pushing yourself to the limit, you can take an additional action during your turn. You can do this only once before you finish a long rest.
  • You gain a +2 bonus to your Defense.

Scrapper Training (Major Feat)

Prerequisite(s): Tough Hero archetype or Tough Hero Training feat, not a scrapper (class), Level 4+

You love one-on-one combat and seek to force a confrontation with your chosen opponent.

  • You gain Advanced Equipment proficiency.
  • Enemies taking the Disengage action provoke opportunity attacks from you before leaving your reach.
  • Enemies within your reach that attack one of your allies other than you provoke an opportunity attack from you.
  • When you damage an opponent with an opportunity attack, their speed becomes 0 until the end of their current turn, preventing further movement.

Advanced Scrapper Training (Major Feat)

Prerequisite(s): Not a scrapper (class), Scrapper Training feat, Level 8+

You have an uncanny knack for surviving all kinds of pain and punishment.

  • When you take damage from an attack, you can use your reaction to halve that attack’s damage against you.
  • After rolling any saving throw, you may reroll that saving throw. You can’t do this again until you finish a short rest.

Smart Hero Multiclass Feats

Smart Hero Training (Major Feat)

Prerequisite(s): Not a Smart Hero archetype, Intelligence 13+, Level 2+

You have sharpened your wits to a razor’s edge and turned your mind into the greatest weapon of all.

  • You gain 2 Genius points. You can enact any plan you know by spending 1 Genius point. Genius points recharge when you finish a long rest. Your Plan DC formula is 8 + your Intelligence modifier + your proficiency bonus.
  • You learn two plans from the Shared Plans list for Smart Heroes.
  • You can only use shared plan enhancements up to Level 1.

Engineer Training (Major Feat)

Prerequisite(s): Smart Hero archetype or Smart Hero Training feat, not an engineer (class), Level 4+

You have studied the worlds of technology and machinery and have gained startling insights.

  • You gain proficiency in Mechanics.
  • You gain a Mechanical Companion from the engineer’s list of mechanical companions. (This does not include talents related to the Mechanical Companion. The companion follows standard companion rules.)
  • You learn 1 additional plan from the engineer plan list.
  • You can only use engineer plan enhancements up to Level 3.
  • If you are not a Smart Hero archetype, you can use shared plan enhancements only up to Level 3.

Advanced Engineer Training (Major Feat)

Prerequisite(s): Not an engineer (class), Engineer Training feat, Level 8+

Your mastering of the technical world is impressive enough to put most people in awe of your skills.

  • You gain expertise in Mechanics.
  • You gain an additional 1 Genius point.
  • You learn 2 additional plans, either from the Engineer or shared plan list.
  • You can only use Engineer plan enhancements up to Level 5.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 5.

Hacker Training (Major Feat)

Prerequisite(s): Smart Hero archetype or Smart Hero Training feat, not a hacker (class), Level 4+

You have dived deeply into the digital ocean and become one of the elites of that realm.

  • You gain proficiency in Computers.
  • You gain an additional 1 Genius point.
  • You learn 1 additional plan from the hacker plan list.
  • You can only use hacker plan enhancements up to Level 3.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 3.

Advanced Hacker Training (Major Feat)

Prerequisite(s): Not a hacker (class), Hacker Training feat, Level 8+

When sysops hear your name they either tremble in fear, or stand in awe of your elite skills.

  • You gain expertise in Computers.
  • You gain an additional 1 Genius point.
  • You learn two additional plans, either from the Hacker or shared plan list.
  • You can only use hacker plan enhancements up to Level 5.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 5.

Mastermind Training (Major Feat)

Prerequisite(s): Smart Hero archetype or Smart Hero Training feat, not a mastermind (class), Level 4+

You have spent an awful lot of time trying to outsmart everyone, and it’s working.

  • Choose either Investigation or Social Sciences. You gain proficiency in the chosen skill.
  • You gain an additional 1 Genius point.
  • You learn 1 additional plan from the mastermind plan list.
  • You can only use mastermind plan enhancements up to Level 3.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 3.

Advanced Mastermind Training (Major Feat)

Prerequisite(s): Not a mastermind (class), Mastermind Training feat, Level 8+

You have devised plans within plans within plans. How about two more plans?

  • Choose either Investigation or Social Sciences. You gain expertise in the chosen skill.
  • You gain an additional 1 Genius point.
  • You learn 2 additional plans from the mastermind or shared plan list.
  • You can only use mastermind plan enhancements up to Level 5.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 5.

Scientist Training (Major Feat)

Prerequisite(s): Smart Hero archetype or Smart Hero Training feat, not a scientist (class), Level 4+

For those willing to master knowledge, the universe can be your sandbox.

  • Choose either Medicine or Natural Sciences. You gain proficiency in the chosen skill.
  • You gain an additional 1 Genius point.
  • You learn 1 additional plan from the scientist plan list.
  • You can only use scientist plan enhancements up to Level 3.
  • If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 3.

Advanced Scientist Training (Major Feat)

Prerequisite(s): Not a scientist (class), Scientist Training feat, Level 8+

Your mastery of the elements of nature knows few equals.

  • Choose either Medicine or Natural Sciences. You gain expertise in the chosen skill.
  • You gain an additional 1 Genius point.
  • You learn 2 additional plans from the scientist or shared plan list.
  • You can only use scientist plan enhancements up to Level 5. If you are not a Smart Hero (archetype), you can only use shared plan enhancements up to Level 5.

Wise Hero Multiclass Feats

Wise Hero Training (Major Feat)

Prerequisite(s): Not a Wise Hero archetype, Wisdom 13+, Level 2+

You have learned to act with efficiency rather than speed, carefully choosing the correct course of action.

  • You gain Basic Equipment proficiency.
  • Choose one from Insight, Perception, Streetwise, and Survival. You gain proficiency in the chosen skill.
  • You gain 2 focus points. Your Focus recharges whenever you finish a short or long rest.
  • You can spend one focus point to reroll a failed Wisdom ability check. This may only be done once per ability check.
  • You can choose not to fall Prone when you Dive for Cover.

Hunter Training (Major Feat)

Prerequisite(s): Wise Hero archetype or Wise Hero Training feat, not a hunter (class), Level 4+

You have learned the art of tracking prey and bringing them to ground.

  • You gain the Advanced Equipment proficiency.
  • Choose one from Perception, Stealth, and Survival. You gain proficiency in the chosen skill.
  • You gain 1 additional Focus point.
  • As a bonus action, you can spend 1 Focus to mark one target opponent you can see.
  • You gain advantage on Wisdom (Perception) checks against a marked target.
  • You gain advantage on Wisdom (Streetwise) and Wisdom (Survival) checks made to track or find a marked target.
  • You can spend 1 Focus to reroll a damage roll you make against a marked target. If multiple dice are rolled for damage, you reroll all damage dice. You may only do this once per attack.

Advanced Hunter Training (Major Feat)

Prerequisite(s): Not a hunter (class), Hunter Training feat, Level 8+

You have further honed your hunting skills, focusing on what it takes to survive encounters with dangerous prey.

  • Choose one from Perception, Stealth, or Survival. You must be proficient in the chosen skill. You gain Expertise in the chosen skill.
  • You gain 1 additional Focus point.
  • You can spend 1 Focus to reroll a missed attack roll against a marked target made by you or your hunting companion. You may only do this once per attack.
  • After an opponent hits you with an attack, you gain a +4 bonus to Defense against any further attacks that same opponent makes against you until the start of your next turn.

Master Training (Major Feat)

Prerequisite(s): Wise Hero archetype or Wise Hero Training feat, not a master (class), Level 4+

Your contemplative meditation has brought you to a state of inner harmony and butt-kicking.

  • You gain Improvised Equipment proficiency.
  • You gain 1 additional focus point.
  • You have damage reduction 15 against falling.
  • You can spend 1 focus point to take the Dash, Disengage, or Dodge action as a bonus action.
  • You can spend 1 focus to make an unarmed strike as a bonus action.

Advanced Master Training (Major Feat)

Prerequisite(s): Not a master (class), Master Training feat, Level 8+

Your great wisdom and inner peace have given you the ability to elegantly avoid danger and knock people’s lights out.

  • You gain 1 additional focus point.
  • When an opponent’s attack misses you, and you are adjacent to a different opponent, you may take a reaction to cause the missed attack to hit the adjacent opponent.
  • When you hit a target with an unarmed strike, simple melee weapon, or improvised weapon, you can spend 1 focus point to attempt to stun that target. It must make a Constitution saving throw or be Stunned until the end of your next turn. The save DC is 8 + your Wisdom modifier + your proficiency bonus.

Sleuth Training (Major Feat)

Prerequisite(s): Wise Hero archetype or Wise Hero Training feat, not a sleuth (class), Level 4+

You have honed your awareness of your environment and are adept at spotting an opponent’s weaknesses.

  • You gain Advanced Equipment proficiency.
  • Choose one from Insight, Investigation, Perception, Security, and Streetwise. You gain proficiency in the chosen skill.
  • You cannot be surprised.
  • You can take the Search action as a bonus action.
  • You gain 1 additional Focus point.
  • You can spend 1 Focus point to reroll a failed Intelligence ability check. This may only be done once per ability check.

Advanced Sleuth Training (Major Feat)

Prerequisite(s): Not a sleuth (class), Sleuth Training feat, Level 8+

Your intuition has given you the ability to get the drop on your enemies and hit them where it hurts.

  • Choose one from Insight, Investigation, Perception, Security, and Streetwise. You gain expertise in the chosen skill.
  • You gain 1 additional Focus point.
  • As a bonus action, you can spend 1 Focus point to gain advantage on your next attack roll. If the attack hits, you deal an additional 2d6 damage to the target.
  • When you make a Dexterity saving throw to take half damage from an effect, you take no damage on a successful save, and half damage on a failed one.

Charming Hero Multiclass Feats

Charming Hero Training (Major Feat)

Prerequisite(s): Not a Charming Hero archetype, Charisma 13+, Level 2+

You have a way with words and/or looks that could kill.

  • Choose two from Deception, Intimidation, Performance, and Persuasion. You gain proficiency in the chosen skills.
  • Choose one from Deception, Intimidation, Performance, and Persuasion). You must be proficient in the chosen skill. You gain expertise in the chosen skill.
  • You have two influence dice, which are d6s. An influence die is expended when it is rolled. You regain all of your expended influence dice when you finish a short or long rest.
  • When you make a Charisma check, after rolling but before determining the result, you can roll an influence die and add it to your result.

Duelist Training (Major Feat)

Prerequisite(s): Charming Hero archetype or Charming Hero Training feat, not a Duelist (class), Level 4+

You have learned the ancient art of grace in combat, keeping you one step ahead of your opponent.

  • Basic Equipment and Historical Equipment proficiency.
  • You gain 1 additional influence die.
  • While wielding a finesse weapon, your Defense bonus is increased by +1.
  • You learn two tricks, chosen from the list of duelist tricks.

Advanced Duelist Training (Major Feat)

Prerequisite(s): Not a duelist (class), Duelist Training feat, Level 8+

You have become an expert in the lunge and parry maneuvers, dancing around opponents and striking when they are most vulnerable.

  • You gain 1 additional influence die.
  • Your influence dice are now d8 instead of d6. (Ignore this if your archetype is Charming Hero.)
  • You can add your Charisma modifier to initiative.
  • Opportunity attacks made against you have disadvantage.
  • You learn one additional trick chosen from the list of duelist tricks.

Icon Training (Major Feat)

Prerequisite(s): Charming Hero archetype or Charming Hero Training feat, not an icon (class), Level 4+

You are the bee’s knees, the cat’s pajamas, and perhaps the Goat!

  • You gain Basic Equipment and Advanced Equipment proficiencies.
  • You gain 1 additional influence die.
  • You learn two tricks, chosen from the list of icon tricks.
  • As a bonus action, you can give your allies an opening by drawing the attention of an opponent you are aware of who can hear you within 60 feet. The next attack one of your allies makes against that target before the start of your next turn has advantage.

Advanced Icon Training (Major Feat)

Prerequisite(s): Not an icon (class), Icon Training feat, Level 8+

You are definitely the Goat, don’t let anyone tell you differently!

  • You gain 1 additional influence die.
  • Your influence dice are now d8 instead of d6. (Ignore this if your archetype is Charming Hero.)
  • You learn one additional trick chosen from the list of Icon tricks.
  • Whenever you roll a 1 on an influence die or a damage die, you can reroll that die once, taking the new result.
  • As a reaction, when an opponent within 5 feet that can see you targets you with an attack, you can cause that attack to have disadvantage. They cannot change targets in reaction to you doing this.

Leader Training (Major Feat)

Prerequisite(s): Charming Hero archetype or Charming Hero Training feat, not a leader (class), Level 4+

Your allies respect your wisdom and advice allowing you to direct them in combat and lift their spirits in rest.

  • You gain Basic and Advanced Equipment proficiency.
  • You gain 1 additional influence die.
  • You learn two tricks, chosen from the list of leader tricks.
  • As an action, you can command one of your allies. That ally can use a reaction to make one attack or move up to its speed.

Advanced Leader Training (Major Feat)

Prerequisite(s): Not a leader (class), Leader Training feat, Level 8+

You have further developed your leadership skills allowing you to better direct and motivate your allies.

  • You gain 1 additional influence die.
  • Your influence dice are now d8 instead of d6. (Ignore this if your archetype is Charming Hero.)
  • You learn one additional trick chosen from the list of Leader tricks.
  • You encourage camaraderie among your allies. Whenever you and your allies finish a short rest, you and any ally that can hear you each regain 1 spent Hit Die, whether it was spent during this rest or earlier. You can do this only once before finishing a long rest.
  • As an action you can grant yourself and up to 6 allies that can hear you temporary hit points equal to your Hero level plus your Charisma modifier. You cannot take this action again until you finish a short or long rest.

Manipulator Training (Major Feat)

Prerequisite(s): Charming Hero archetype or Charming Hero Training feat, not a manipulator (class), Level 4+

You have learned the art of not only influencing others, but bending them to your will.

  • You gain 1 additional influence die
  • You learn two tricks, chosen from the list of Manipulator tricks.
  • You can demoralize an opponent within 60 feet as an action. The target must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, the target has disadvantage on attack rolls, disadvantage on ability checks, and attack rolls against the target have advantage. This effect lasts until the end of your next turn.

Advanced Manipulator Training (Major Feat)

Prerequisite(s): Not a manipulator (class), Manipulator Training feat, Level 8+

You not only get into the heads of your enemies, you live there rent-free.

  • You gain 1 additional influence die
  • Your influence dice are now d8 instead of d6. (Ignore this if your archetype is Charming Hero.)
  • You learn one additional trick, chosen from the list of Manipulator tricks.
  • You can perfectly mimic the voice of another person, as long as you have heard them speak for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the voice is fake.
  • You can use your Demoralize ability as a bonus action. You can still use it as an action as well, allowing you to use it twice during your turn if you like.