Class Feats Page 1

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: Outcast

Core Fantasy: Outcasts are tough front-line operators who live outside formal systems. They use strength-driven tech, hidden routes, and fringe connections to move crews through hostile space and survive when support fails.

Level 3 Features

Fringe Operator (Level 3)
You know how to move, trade, and talk on the edges of lawful space.
Rules:

  • You gain proficiency in two of the following skills: Deception, Insight, Persuasion, Sleight of Hand, Stealth, or Survival.

  • If you are already proficient in a chosen skill, you instead gain expertise in it, doubling your proficiency bonus for checks with that skill.

  • You also gain proficiency with thieves’ tools or one type of vehicles (land or space).

  • When you make a Charisma ability check to buy, sell, hide, or move illegal goods, or to bribe minor officials or enforcers, you can treat a d20 roll of 9 or lower as a 10.

Smuggler Routes (Level 3)
You always know the side paths and blind spots.
Rules:

  • While you are not wearing heavy armor, your walking speed increases by 10 feet.

  • You ignore difficult terrain.

  • You have advantage on ability checks you make to avoid being tracked, to navigate urban sprawl, station corridors, and wreck fields, and to find safe paths through crowded or unstable environments.

  • Creatures you can see do not gain advantage on attack rolls against you from being hidden or invisible, as long as they are within 30 feet of you. They still benefit from any other effects of invisibility or cover.

Level 7 Feature

Dirty Exit (Level 7)
You can pull a group out of a bad position in seconds.
Rules:

  • As a bonus action, choose up to a number of willing creatures equal to your Strength modifier (minimum of one) that you can see within 30 feet of you.

  • Each chosen creature can immediately move up to half its speed. This movement does not provoke opportunity attacks.

  • A creature that ends this movement in cover or out of any hostile creature’s line of sight can immediately make a Dexterity (Stealth) check to hide as part of this feature.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 13 Feature

Hardcase Survivor (Level 13)
You are most dangerous when you are hurt.
Rules:

  • While you are at or below half your hit point maximum, you have advantage on Strength checks, Strength saving throws, and Constitution saving throws.

  • While you are at or below half your hit point maximum, once on each of your turns when you deal damage to a creature with a weapon attack or with a spell you cast using your Outcast spellcasting, you can add your Strength modifier (minimum of +1) to one damage roll against that creature.

  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage from opportunity attacks.

Level 19 Feature

Outlaw’s Domain (Level 20)
For a short time, any ground around you becomes enemy-hostile and crew-safe.
Rules:

  • As an action, you create a 30-foot-radius aura that moves with you and lasts for 1 minute. The aura ends early if you are incapacitated.

  • While in the aura, you and friendly creatures of your choice gain a +1 bonus to AC and saving throws.

  • While in the aura, you and friendly creatures of your choice can move through the space of hostile creatures as if it were difficult terrain, but cannot end your movement in their space.

  • Hostile creatures that start their turn in the aura have their speed reduced by 10 feet until the end of that turn.

  • Once on each of your and a friendly creatures' turns while the aura is active, when you or a friendly creature of your choice in the aura hits a hostile creature in the aura with a weapon attack, that attack deals extra damage equal to your Strength modifier (minimum of +1).

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.