Girls Frontline Feats

Feats are restricted to certain classes, and may only be used with the DM's permission.

Feats marked with (CA) are taken as an option for your 2nd level Combat Ability feature (you take it at 2nd level). Taking one of them removes your 4th level Ability Score Increase feature (you do not gain it when you reach 4th level).

Note that magic does not exist in the setting of Girl's Frontline. As such, assume that magic related feats are disallowed, such as Magic Initiate or Mage Slayer.

T-doll

Disobedience. You lose the Laws of Robotics feature and add +1 to either Intelligence, Wisdom or Charisma.

Close Quarters Fighting. Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls. You gain +2 AC against attacks made by creatures within 10 ft. of you. You gain proficiency in Athletics. If you already have proficiency in Athletics, your proficiency bonus for Athletics is doubled.

Overwatch. As an action, you may go into overwatch. Until you move or take another action or bonus action, you gain +5 to your passive perception. You may also use your reaction to make attack actions as if it were your turn, or use your Combat Ability that takes an action to use. As a part of this reaction, you may also activate your Combat Ability that does not require an action or bonus action to use.

Assault Rifle

Armoured. You gain Armour 3. You may take this feat multiple times.

Fire Assist. Up to four other allied T-dolls within 30 ft. of you receive a +2 to attack rolls and +2 to damage rolls. (Choose at the end of a short or long rest. These T-dolls receive these benefits as long as they are within 30 ft. of you.)

Fire Assist AR. Up to four other allied AR T-dolls within 30 ft. of you receive a +5 to damage rolls. (Choose at the end of a short or long rest. These T-dolls receive these benefits as long as they are within 30 ft. of you.)

Heavy Caliber. Your Assault Rifle attacks gain AP 5. You may take this feat multiple times.

Ammo Supremacy. (CA) Until the end of your next turn, you do not suffer disadvantage for attacking at long range, enemies do not gain cover as a result of being behind other creatures against your attacks, and your attacks deal +3 damage.

Annihilation Focus. (CA) Until the end of this turn, your attacks deal double damage, and your attack rolls count as being 1 higher for the purpose of determining critical hits.

Crimson Echoes. (CA) Choose up to two other T-dolls within 60 ft. of you. Until the beginning of your next turn, they gain a +3 to attack rolls, a +5 to damage rolls, and may make an additional attack when they take the attack action on their turn.

Danger Sniffer. (CA) If you have an ally within 20 ft. of you, they gain 40 temporary hit points and a +3 bonus to their AC, both of which last until the beginning of your next turn. If you do not have an ally within 20 ft. of you, you may make an additional assault rifle attack when you take the attack action this turn, and your assault rifle attacks deal an additional +3 damage until the end of your next turn.

Eye of the Assaulter. (CA) Until the end of this turn, each of your attacks that hit count as three hits. (Apply your damage modifier to each.)

Fire Increase. (CA) Passive. You may make a single weapon attack with an Assault Rifle as a bonus action.

Funeral Rain. (CA) Until the beginning of your next turn, whenever you would make an attack you instead make two attacks. Whilst this ability is active, you also gain the Suppression feat, and may use it with an Assault Rifle.

Grenade Salvo. (CA) Single. Instead of making an attack, choose a point within 60 ft. of yourself to fire your grenade. Creatures within 10 ft. of that point must make a DC 13 Dexterity saving throw, suffering 2 times your weapon's damage in bludgeoning damage on a failure and half as much as that on a success. At 6th level, the DC is increased to 16 and the damage increased to 4 times. At 10th level, the DC is increased to 19 and the damage increased to 8 times. You may use this ability 3 times.

Howl of the Nightingale. (CA) Single. Instead of making an attack, choose a point within 60 ft. of yourself to fire your grenade. Creatures within 15 ft. of that point suffer 3 times your weapon's damage in bludgeoning damage. If 3 or more creatures are hit by this, those creatures take +3 damage from all sources until the beginning of your next turn. If it hits 2 or less enemies, your attacks deal +6 damage until the end of your next turn.

Fire Increase. (CA) Passive. You may make a single weapon attack with an Assault Rifle as a bonus action.

Stun Grenade. (CA) Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade. All creatures within 10 ft. of that point are stunned until the end of their next turn.

Handgun

Assault Suppression. (CA) All creatures within 120 ft. of you (you do not need to be able to see them) other than those of your choice may only make a up to one attack roll on their next turn.

Damage Suppression. (CA) All creatures within 120 ft. of you (you do not need to be able to see them) other than those of your choice have the damage they deal halved until the beginning of your next turn.

Inquisitor's Bullet. (CA) Single. As a bonus action, you cause your next handgun attack to automatically hit, and the damage dealt is multiplied by 3. All damage dealt to the creature hit by this attack is then doubled until the beginning of your next turn.

Museum of War Philosophy. (CA) Choose up to six other T-Dolls within 60 ft. of you. Those that are Handguns or Submachine Guns gain a +3 to AC. Those that are Assault Rifles add half their proficiency modifier, rounded down, to their damage. Those that are Rifles add their proficiency modifier to their damage. Those that are Machine Guns or Shotguns add their Dexterity modifier to their attack rolls. These effects last until the beginning of your next turn.

Observer's Strike. (CA) As an action, make an attack roll against a creature within 60 ft. of you, with advantage. If the attack hits, it deals 6 times as much damage, and you may re-roll the damage dice.

Precision Suppression. (CA) All creatures within 120 ft. of you (you do not need to be able to see them) other than those of your choice suffer disadvantage and a -5 to all attack rolls until the beginning of your next turn.

Stun Grenade. (CA) Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade. All creatures within 10 ft. of that point are stunned until the end of their next turn.

Machine Gun

Suppression. As an action, you may choose a 15 ft. cube wholly within your machine gun's range. Until the beginning of your next turn, any creature that enters or ends their turn within that area that is not behind full cover immediately takes two hits from your weapon. Doing this causes your weapon to not be loaded at the beginning of your next turn if it has the Large Magazine feature.

Manic Blood. (CA) Passive. When you reload, add +4 to your damage dealt. This effect stacks, and lasts for five minutes.

Ultimatum. (CA) Passive. When you make an attack roll, if the result on the d20 is a 17, 18, 19 or 20, you score an additional automatic hit on the target that counts as a critical hit.

Rifle

Fire Assist RF. Up to two other allied Rifle T-dolls within 30 ft. of you may use their CA one more time than usual. (Choose at the end of a short or a long rest. These T-dolls gain this benefit when they roll initiative while within 30 ft. of you.)

Chain Shot. (CA) You take aim this turn. When you take the attack action on your next turn, you make two attacks, each of which is made with advantage and score critical hits if they hit.

Giant Eagle Assault. (CA) For 1 minute (the current turn and until the end of the fifth turn after), your weapon gains the Large Magazine property, and you may make no more than one attack on each of your turns. During this time, all of your hits deal an additional 5 damage and count as critical hits.

Horn of Mars. (CA) Until the end of your current turn, for each other allied Rifle T-doll within 30 ft. of you, you may add up to two points to your attack rolls when determining whether you score a critical hit (i.e. if you have one allied Rifle T-doll within 30 ft. of you and roll a 19 on an attack roll, you may add 1 to it to make it count as a 20, and thus a critical hit.)

Passive: Each time you make an attack roll, choose two T-dolls within 30 ft. of you. They may add 1 to their attack rolls when determining whether they score a critical hit. You may not use this on the same T-doll more than 3 times at once. (If two or more characters have this ability, they may apply it to a single T-doll up to 3 times each.)

Mask of Hermes. (CA) Active: Gain 3 stacks.

Passive: Each time you attack, you gain 1 stack. When you have 3 stacks, your next attack deals 3x damage if it hits.

Piercing Shot. (CA) You take aim this turn. When you take the attack action on your next turn, choose a creature within weapon range. You deal your weapon's damage to that creature, and every creature in a line between you and it. You may re-roll damage results of a 1 or 2 on that attack.

Unspoken Killing Intent. (CA) Until the end of your next turn, you may not take bonus actions, and your attacks automatically hit their targets and count as critical hits.

Shotgun

Heavy Plating. You gain Armour 4. You may take this feat multiple times.

Phalanx. You gain an automatic system to equip a shield. You may use a single shield without hands.

Ketonemia. (CA) When you take the attack action this turn, you may make an additional four Shotgun attacks as a part of that action.

Stress Allusion. (CA) Until the end of tour next turn, your Shotgun attacks deal +3 damage, and you gain Armour 5.

Theory of Fortification. (CA) Choose up to two T-dolls within 30 ft. of you. You and they gain 35 temporary hit points. Additionally, while any creature has any of these temporary hit points remaining, that creature also gains additional Armour equal to yours. (This includes you.) This effect lasts until the beginning of your next turn.

Submachine Gun

Etching Overload. (CA) When you activate this feature, your AC improves by 1 and you subtract 1 from all damage rolls. At the start of each of your subsequent turns, add a further +1 to your AC and a further -1 from all damage rolls, up to a total of 5 times. While this ability is active, you may use it again to reset your AC and damage modifier, and then subtract 1 from your AC and add +1 to your damage rolls. At the start of each of your subsequent turns, subtract a further 1 from your AC and add a further +1 to your damage rolls, up to a total of 5 times. You may deactivate this ability as a free action.

Evasion Focus. (CA) Passive. Your AC improves by 3.

Fickle Temper. (CA) Passive. Choose one of the following bonuses:

    • Subsonic Rounds: Your AC improves by 2.
    • Spoon Tip Rounds: Add your proficiency modifier to your submachine gun damage rolls.
    • Standard Rounds: Double your attack roll modifier.

You may switch between these bonuses as a bonus action.

Mental Deterrence. (CA) All creatures within 120 ft. of you (you do not need to be able to see them) other than those of your choice have the damage dealt by their attacks halved, and your AC improves by 5, until the beginning of your next turn.

Sakura Reflection. (CA) You gain 42 hit points until the beginning of your next turn. If damage causes you to lose all of these temporary hit points, you gain a +4 to your AC until the beginning of your turn after the next. If you have any of these temporary hit points at the beginning of your next turn, add +7 to your damage rolls for that turn.