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: Civilian
Core Fantasy: Ordinary survivors who live by wit, grit, and preparation, using scavenged tricks and desperate tactics to stay alive in New Vance City. They are fragile but resourceful, shaping the battlefield with planning, teamwork, and improvised moves.
Level 1 Features
Scrapper’s Instinct (Level 1)
Years of living on scraps have sharpened your eye for survival.
Rules: You gain proficiency in two of the following: Investigation, Perception, Sleight of Hand, or Survival. In addition, when you make an ability check to find, appraise, or safely handle salvage, you can treat a d20 roll of 9 or lower as a 10.
Stick Together (Level 1)
Civilians do not survive alone; you move best in a crowd.
Rules: When you end your turn within 5 feet of at least one conscious ally, you gain temporary hit points equal to your proficiency bonus. These temporary hit points last until the start of your next turn and do not stack with themselves.
Level 3 Feature
Crowd-Sourced Courage (Level 3)
The presence of others steels your resolve and keeps panic at bay.
Rules: When you make an attack roll, saving throw, or ability check, you can make the roll with advantage if you have at least one ally within 30 feet. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7 Feature
Makeshift Cover Network (Level 7)
You read terrain and debris like a map, turning ruins into protection.
Rules: Difficult terrain caused by rubble, furniture, or structural debris does not cost you extra movement. When you or an ally you can see moves into half or three-quarters cover, you can use your bonus action on your turn to improve that cover by one step (from none to half, half to three-quarters, or three-quarters to total) for that creature until the start of your next turn. You can affect only one creature at a time with this improved cover.
Level 11 Feature
Prepared Escape Routes (Level 11)
You always know which way to run when everything goes wrong.
Rules: When you roll initiative, you can choose up to a number of creatures equal to your Wisdom modifier (minimum of one) that you can see. Until the end of the first round of combat, each chosen creature’s speed increases by 10 feet, and opportunity attacks against them are made with disadvantage. In addition, once per turn when you move at least 10 feet, you can ignore the first 5 feet of movement that would normally provoke opportunity attacks.
Level 15 Feature
Refuse to Break (Level 15)
When pushed to the edge, you dig deeper than anyone expects.
Rules: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do, you can immediately take the Dash or Disengage action. Once you use this feature, you can’t use it again until you finish a long rest.
Level 20 Feature
Backbone of the City (Level 20)
You embody the stubborn will of New Vance’s survivors, holding others together when everything collapses.
Rules: At the start of each of your turns, you and each ally of your choice within 30 feet of you gains temporary hit points equal to your Wisdom modifier (minimum of 1) if you have at least 1 hit point. Creatures that have these temporary hit points have advantage on saving throws against being frightened. In addition, when you finish a long rest in a settlement or camp, you and your party gain one additional Hit Die each (of your normal Hit Die type) that can only be spent during that day and are lost afterward.
Class Name: Recon
Core Fantasy: Recons are stealth scouts and precision shooters who move through New Vance City without being seen. They map routes, tag threats, and guide their crew through shambler zones and hostile factions with speed and control.
Level 1 Features
Urban Operative (Level 1)
You are trained to move, scout, and strike in the ruins of New Vance City.
Rules: When you choose this class, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and any modern firearms used in your game. You gain proficiency in three of the following skills: Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, or Survival. Choose one of the skills you gain from this feature; your proficiency bonus is doubled for any ability check you make that uses that skill while you are not wearing heavy armor. In addition, while you are not wearing heavy armor, you can use Dexterity instead of Strength for ability checks made to climb or jump.
Kill Box Precision (Level 1)
You learn to put maximum force behind the first clean shot.
Rules: Once per turn, when you hit a creature with a ranged weapon attack or a melee attack made with a finesse weapon and you had advantage on the attack roll, you can deal an extra 1d6 damage of the weapon’s type to the target. You cannot use this feature if you are wearing heavy armor or if you had disadvantage on the attack roll. This extra damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Level 3 Feature
Ghost Routes (Level 3)
You know the fastest, safest paths through broken streets and tight interiors.
Rules: While you are not wearing heavy armor, your walking speed increases by 10 feet. You also gain a climbing speed equal to your walking speed, and moving through nonmagical difficult terrain in urban environments (such as rubble, stairs, ruined flooring, or crowds) costs you no extra movement. In addition, when you take the Dash action, you can move through the space of hostile creatures as if that space were difficult terrain, but you can’t end your movement there.
Level 7 Feature
Adaptive Evasion (Level 7)
You learn to ride the edge of explosions and incoming fire.
Rules: While you are not wearing heavy armor and are not incapacitated, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. In addition, you have advantage on Dexterity saving throws against traps and environmental hazards created by collapsing structures, loose wiring, or unstable ground.
Level 11 Feature
Target Broadcast (Level 11)
You tag threats in a way your whole team can read.
Rules: Once per turn, when you hit a creature with a weapon attack, you can mark that hit as a broadcast. Choose one ally who can see or hear you and who can see the target. The next attack roll that ally makes against that target before the start of your next turn gains advantage. A creature can benefit from only one broadcast at a time; if you apply this feature to a new target, any previous broadcast ends.
Level 15 Feature
Sensor Ghost (Level 15)
You move in ways that confuse both living eyes and active scanners.
Rules: While you are not incapacitated, you can’t be surprised, and other creatures do not gain advantage on attack rolls against you solely because you are unseen by them. You have advantage on Dexterity (Stealth) checks made to avoid detection by devices or magical effects that sense sound, motion, heat, or basic vital signs. In addition, you gain blindsense with a range of 10 feet: you are aware of any creature within 10 feet of you, even if you can’t see it, provided it isn’t behind total cover and you aren’t blinded or deafened.
Level 20 Feature
Perfect Operation (Level 20)
You execute missions with flawless timing and unbroken focus.
Rules: As a bonus action, you can enter an operation state that sharpens every move you make. This state lasts for 1 minute. While it lasts, you gain the following benefits:
Your walking speed is doubled, and you ignore nonmagical difficult terrain.
You have advantage on Dexterity ability checks and Dexterity saving throws.
Once on each of your turns when you miss with a weapon attack, you can choose to reroll the attack roll. You must use the new roll.
When you hit a creature with a weapon attack, you can move up to 10 feet immediately after the attack without provoking opportunity attacks from that creature.
Once you use this feature, you can’t use it again until you finish a long rest.