Blood Clot
Prerequisite: blood fiend
When a creature you hit with a blood weapon or if that creature takes damage form a blood trap and is not an undead or construct you can use your reaction to stop them from regaining hit points as a reaction before the start of your next turn
Potent blood
Prerequisite: blood fiend
When you make a blood weapon it gains an additional +1 to attack and damage rolls.
Your blood trap Dc increase by 1
Commander droid
Prerequisite: b1 battle droid
You have gained special programming to analyze a battlefield and command your allies in battle
Increase your int or chr score by 1, to a maximum of 20.
On your turn You can give one of your attack's to allow another friendly creature to attack as a reaction. The creature must be able to understand you. If the creature is a Construct, they add your pb to there attack roll. You can use this ability a number of times equal to your pb
black flash
when you hit with an unarmed, melee, or ranged weapon attack you can use the black flash to turn that hit into a crit, when you land a crit in this way you add one extra damage die. you can use this ability a number of times equal to pb.
you regain all uses of black flash on a short rest
(note this crit only effects the damage dice of the weapon)
(note only the dm can give this to a player)
Fast attack
You learn how to focus yourself to move and strike quickly.
As an action you can focus yourself, for a number of turns equal to your wisdom mod you gain a +1 to your AC and you gain a 2nd action on your turns this action can only be used to take the dodge or attack action or to use an item.
You can use fast attack a number of times equal to your dex mod, you regain all uses after a long rest
This feat can be learned by reading the Scroll of fencing (scroll can only be used ones)
Defense Stance
A stance made to prevent physical damage.
As an action you take up the defence stance, for the next minute you gain the following effects
+3 to your AC
ignore the bonus damage from a critical hit when hit with Bludgeoning, piercing, or Slashing damage
You have advantage on saves against losing a limb
You can use Defense Stance a number of times equal to your con or dex mod (chose when you gain the feat), you regain all uses after a long rest
This feat can be learned by reading the Scroll of the general (scroll can only be used ones)
Counter
You can use your action to prepare yourself to counter a melee attack.
If you are hit by a melee attack while prepared you can use your reaction to counter the attack. Made an attack roll with a melee weapon. If your attack roll is higher or equal to the attacking creature's attack roll, you only take half damage from the creature's attack and the creature takes double the damage you took.
You can use this ability a number of times equal to your proficiency bonus, you regain all uses after a long rest
This feat can be learned by reading the Scroll of the swordsman (scroll can only be used ones)
Leg sweep
Once per turn when you make an attack with a reach, Versatile, or two-handed slashing melee weapon you can choose to make it a leg sweep attack. On a hit the target takes an extra 1d4 slashing damage.
(if not using call shot) on a hit the target must make a dc con save equal to the to hit roll or be knocked prone
(if using call shot) on a hit both of the targets legs get hit and are both damaged (the target only takes the damage ones)
You can make a leg sweep attack a number of times equal to your proficiency bonus, you regain all uses after a short or long rest
This feat can be learned by reading the Scroll of the long sword (scroll can only be used ones)
Lockpicking
You have the knowledge to open just about any lock.
You gain proficiency with Sleight of Hand and Thieves' tools.
When you fail a check with your Thieves' tools you can add your int mod to your roll, potentially turning your failed check into a success.
You can add your int to a failed Thieves' tools check a number of times equal to your proficiency bonus, you regain all uses on a short rest.
This feat can be learned by reading the Scroll of lockpicking (scroll can only be used ones)
Steal
In the middle of combat most don’t focus on their pockets.
Once per turn you can use your attack action to steal from a creature within 5ft of yourself.
When you do, make a Sleight of Hand check vs the creature’s AC. If your Sleight of Hand check is equal to or higher than the target's AC, you take one small item that the target is’t holding.
This feat can be learned by reading the Scroll of thievery (scroll can only be used ones)
En garde
You're always ready for combat and you're quick to end the fight as fast as possible.
During the first round of combat on your turn you can take a 2nd action.
This action can be used to make one attack, cast a cantrip, use an item, dash or Disengage.
Dash
Quick on your feet you gain the following benefits
base movement speed increases by 10ft.
When you take the dash action you move an extra 5ft.
opportunity attacks have disadvantage on you when you dash
This feat can be learned by reading the scroll of the highwaymen (scroll can only be used ones)
Devour
You know what must be done to survive.
Outside of combat you can eat a creature who is at 0 hp, after you eat the creature you can send one of your hit dice to recover hit points. Additionally when you have 0 hit dice when you use devour you regain 1 hit dice.
You can use devour a number of times equal to your con mod
(note the creature as to be something you can eat)
This feat can be learned by reading the scroll of the wildman (scroll can only be used ones)
War cry
A battle cry made to show your enemy who is the real threat
As a bonus action you let out a powerful war cry. all hostile creatures within 30ft of you who can hear you must make a dc wisdom save, on a failed save the creature has disadvantage on attack rolls against targets other than you, and all of their area of effect ability and spells must have you in the area until the start of your next turn.
DC is equal to 8 + your proficiency bonus + your str or con mod (pick when you gain the feat)
You can use war cry a number of times equal to your proficiency bonus
Marksmanship
Your masterly of the bow gives you the following benefits
When you hit a creature with a ranged weapon during a Surprise round or before combat starts the hit counts as a critical hit
When you hit a creature a ranged weapon you can add 1d4 to the weapons damage a number of times equal to your dex mod
This feat can be learned by reading the scroll of the marksmanship(scroll can only be used ones)
Mastery over insects
Increase your wisdom my 1.
A gift of the god of the depths that allows you to understand and talk to insects and scarabs.
When talking to insects or scarabs you have advantage on animal handling and persuasion checks made to befriend the insects or scarabs.
additional you gain a +1 to attack rolls and to your spell save dc for any insect spell you cast
Spirit gun
When you take the spirit gun feat add +1 to your int, wis, or chr.
The stat you increase will be the stat you use for attack, and damage rolls with the Spirit gun and it will be the stat used to calculate saving throw imposed by the Spirit gun
As an attack action you can form energy at your fingertip and make a ranged weapon attack with the spirit gun technique.
The spirit gun has a range of 200ft, on a hit the target takes a number of d6 equal to your pb in force damage.
You can use the Spirit gun a number of times equal to your pb. You regain all uses on a long rest
Starting at level 10 when you roll initiative with zero uses of Spirit gun you gain 1 use.
When you make an attack with the Spirit gun you can choose to change parts of it
Demon energy: you can change the damage type to Necrotic
Explosion: when you make a spirit gun attack you can choose to make it explode on a hit. On a hit all creatures within 5ft of the target must make a dc dex save or take xd6 force damage, half as much on a half. The explode does 1d6 for each 6d taken form the base damage of the Spirit gun
Beam: when you make a spirit gun attack you can choose to increase the range by 50ft for each damage dice taken away form the Spirit gun
Knock back: when you make a spirit gun attack you can choose to make the spirit gun knock the target back. On a hit the target must make a dc str save or be pushed back 5ft + 10ft for each damage dice taken away form the Spirit gun