Feats

Feats are given at 1st Level and are taken alongside every ASI.

Actor
Offers the same social benefits and extra bonus to Charisma as 5e.

Alert
Offers the same defensive benefits and Initiative effects as 5e.

Durable
Offers the same Con Bonus and Hit Dice Consistency as 5e.

Inspiring Leader
Functions the same as 5e with Temp HP.

Linguist
Still offers a few extra languages plus an Int Boost.

Observant
Functions the same with the bonus to Wisdom and Passive Perception.

Prodigy
The same as 5e.

Resilient
The same as 5e.

Second Chance
Functions the same as 5e, offering a stat bonus and a reaction disadvantage ability.

Shield Master
Functions the same as 5e, remarkably good in Atlas.

Skulker
Functions the same as 5e.

Tough
Functions the same as 5e.

Lightly Armoured
Functions the same as 5e.

Moderately Armoured
Functions the same as 5e.

Heavily Armoured
Functions the same as 5e.

Heavy Armour Master
Functions the same as 5e.

Active Reload
Prerequisite - 13 Dexterity

You've mastered the art of reloading so seamlessly, that you can reload far faster than a normal soldier.
 * Your Dexterity increases by 1, to a max of 20.
 * When you use an action to reload your weapon, you may also reload a second weapon you are also wielding.
 * In addition, when you use an action to reload your weapon, you may make an unarmed attack as a bonus action.

Armoursmith
Prerequisite - Proficiency in Smithing Tools and at least Medium Armour

You've worked on your Armour for a long time, to the point where you've added mechanical systems to augment your armour.
 * You gain one Vanguard Upgrade that you can apply to your standard armour. You can only have this upgrade applied to one set of armour at a time. You can only learn a Vanguard Upgrade that has no prerequisites, unless you have levels in Vanguard that meet the requirements.

Defensive Attacker
Prerequisite - Proficiency with Shields
 * When struck by a Melee Weapon or Unarmed Strike, you may use your Reaction to shove your attacker with your shield. If successful they also take bludgeoning damage equal to your Strength modifier.


 * When you use your Action to Disengage, you may make a single Melee Weapon or Unarmed Strike as a Bonus Action on that turn.
 * You may make a Special Melee Strike with your shield. This deals 1d6 + Str Bludgeoning Damage or your Unarmed Damage die. If you use take the attack action and use this melee attack, you may use your bonus action to take a defensive stance, increasing your AC by 1 until the beginning of your next turn

Defensive Combatant
Same as 5e's "Defensive Duelist" but can be used against ranged attacks and has no weapon requirement.

Dual Wielder
Offers the AC and extra handling that 5e offers, but includes the following bonuses:
 * If you have the Two-Weapon Fighting Style, you may take an additional Fighting Style. If not, you automatically gain the Fighting Style.
 * When you take the Attack action on your turn, you can make one additional attack using your off-hand weapon as part of that same action. If you do, you cannot use your bonus action to make any attack on that turn.

Dual Weapon Master
You have enhanced your combat abilities with two weapons to the point where you can manage two-handed weapons in one hand.
 * Your Strength Score increases by 1, to a maximum of 20.
 * You can Dual Wield using Two-Handed Ranged Weapons in each hand.
 * While Dual Wielding, the Strength Requirement for each of your weapons is lowered by 1.

Gritty Determination
You have an advantage over others in that you have grit to spare. You gain the following bonuses:
 * Increase your Constitution by 1, to a maximum of 20.
 * When you take the Dodge Action you may expend and use a Hit Dice to heal. When you roll this, you may also add your Constitution Modifier to the total healing. If you are a Juggernaut, you may expend two Hit Dice instead of one.

Heavy Weapon Master
Utilizes the Critical Hit feature from the original feat, but the special attack is changed slightly:
 * Before you make a melee attack with a heavy weapon that you are proficient with as part of the Attack action, you can choose to take a penalty to the attack roll equal to your proficiency modifier . If the attack hits, you add twice your proficiency modifier to the attack's damage.

Medium Armour Master
The Feat grants the bonus to AC similar to 5e, but also gives the following benefit:
 * Increase your Dexterity by 1, to a maximum of 20.

Polearm Master
Functions the same as in 5e, but also grants you an additional +1 to either your Strength or Dexterity Score.

Professional Aspirant
You've spent hours practicing with weapons to the point where you have refined your technique to a lethal degree.
 * You gain 1 style point from the Professional subclass, and may choose 2 style moves from their list.


 * Increase your Strength or Dexterity by 1, to a maximum of 20.

Runner
You've practiced on the track long enough to gain the ability to shurg off heavy loads and move at full speed.
 * If a weapon penalizes your movement speed, subtract 10ft from the penalty to your speed.
 * If you make any form of Strike against an enemy on your turn, they cannot make a standard Opportunity Attack against you until the end of that same turn.

Savage Attacker
This feat offers the same rerolling of damage available in 5e, but also includes the following bonuses:
 * When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
 * If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Sentinel
Functions the same as 5e, but offers a +1 bonus to your Strength or Dexterity modifier.

Snapshot
Prerequisite- Proficiency with Sniper Rifles

You have trained with Sniper Rifles to the point where you can utilize them far more effectively when caught off guard.
 * When you are wielding a Sniper Rifle, you may make fire it after moving. Firing after moving imposes Disadvantage on the attack.
 * If you fire before moving, your movement speed is only halved for that turn instead of reduced to 0.
 * You no longer have Disadvantage against targets within the first range of your Sniper Rifle.

Spray and Pray
You have used SMGs well enough to know your way around firing them.
 * You may now add your Strength or Dexterity modifier (Strength only for the Heavy SMG) to the damage roll of the strike.
 * You have an extra +1 to hit with all SMGs and a -1 to the Strength Requirements of SMGs.
 * If you are not Proficient in Heavy Weapons, you gain Proficiency with Heavy SMGs.

Vehicle Expert
You've become an artist behind the wheel, and your constant practice has given you massive insight into working with all vehicles.
 * You gain Expertise in one Vehicle type of your choice.
 * You gain Proficiency in 3 different vehicle types.
 * You can add +1 to one of your ability scores, to a maximum of 20.

Weapon Expert
You've trained with weapons to the point where you can be considered an expert.
 * You gain Proficiency in all Medium Weapons.
 * You gain +1 to either to Strength or Dexterity Score.

Weapon Master
You've mastered the use of all weaponry, to the point where you are nigh unstoppable.
 * You gain Proficiency in Heavy weapons
 * Whenever you make an attack with a two-handed weapon as an action, you may draw and make a single attack with a light one-handed weapon as a Bonus Action. This is considered an offhand attack.

Unarmed Combat Feats
The Atlas System includes many varying feats that allow PCs to become more and more skilled in Unarmed Combat.

Karate Training
You study in karate to the point where you learn to fight not just with brute strength, but with quick and precise strikes.
 * Increase your Dexterity by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * You may use Dexterity for Unarmed Strikes.

Kickboxing Training
You train with kickboxing techniques to allow you to employ powerful blows against your opponent.
 * Increase your Strength by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * You may make a knockback attack for extra damage. To do this you must move 10ft in a straight line before attacking. On a hit, the target is knocked back 10ft and must make a Str or Dex save to avoid being knocked prone. This attack deals +5 damage.

Krav Maga Training
You learn Krav Maga to the point where you can employ the efficiency of the style into your own combat styles.
 * Increase your Strength by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * Your fists now count as Light Weapons, allowing them to be used with Agent's Sneak Attack and all manner of Style Moves.
 * You gain Proficiency in Improvised Weapons, and may use your Unarmed Damage Dice for them if they cannot equate to a regular weapon.

Judo Training
You learn Judo to the point where you can employ Judo tactics in combat to defend yourself against far stronger opponents.
 * Increase your Strength or Dexterity by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * When an enemy targets you with a Melee or Unarmed Strike, you may expend your Reaction to impose Disadvantage on their Strike. If they are no more than one size larger than you, you may attempt to Grapple them as a part of this Reaction.

Street Fighting
You learn how to brutalize your opponents without needing additional skill in a Martial Art.
 * Increase your Strength by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * You may make a Haymaker Strike in place of a regular one. A Haymaker Strike imposes a -5 chance to hit but adds +10 to your attack's damage. If you miss with a Haymaker Strike, the next Melee or Unarmed Strike against you has Advantage.

Uncouth Combat
You've learned how to employ underhanded tactics to defeat your opponents in hand-to-hand combat.
 * Increase your Strength by 1, to a maximum of 20.
 * Your Unarmed Damage Dice increases by a tier. If your base Unarmed Damage is 1, you gain a d4.
 * You also gain Proficiency with Unarmed Strikes if you do not have it already.
 * When you take the Shove Strike on your turn, if you are successful in knocking the enemy Prone you may make one additional Unarmed Strike as part of your Attack Action.