Oversized Weapon Mastery(Prerequesite: STR 16, 6th level)
You may wield the Bastard Sword, Great Lance, and Mjolnir Hammer 2 handed with a STR score of 16 or more and you are proficent in them. You may also wield any of these weapons one handed if you have a STR score of 20 or greater. Weapon stats in ITEMS section.
Brutal Grip(Prerequesite: STR 16, 9th level)
You’ve learned to use the weight of your weapons effectively, and have adapted to use large weapons one-handed.
Increase your Strength score by 1, to a maximum of 20.
When wielding a versatile weapon in one hand, you may use the two-handed damage die (excluding oversized weapons).
You may wield a two-handed melee weapon in one hand, treating it as a one-handed weapon. You have disadvantage on attack rolls made when wielding a two-weapon this way.
Favorite Spell (Prerequesite: Spellcasting, able to cast 2 2nd level spells.)
You’ve mastered the use of a particular spell, perhaps of which you are fond of, becoming capable of casting it with greater ease and efficiency. Choose one spell that you know and can cast, up to 5th level spells, to permanently gain the following benefits when cast:
It is always treated as if cast from a slot one level higher, up to 9th level
It is always considered prepared, if applicable to your class, and never counts against the number of spells you may have prepared at any one time;
Pick one metamagic ability from the sorcerer’s list, other than Twinned Spell, that costs no more than 1 sorcery point. Your favorite spell permanently receives the benefit of that metamagic whenever it is cast.
Firearm Adept (Prerequesite: DEX 13)
Youve become an innitiate of the ways of firearms. You gain proficentcy with the Pistol and with your choice between the Shotgun or Rifle. You also become proficent in gunsmithing tools.
Your DEX score increases by 1.
Advanced Weapon Training(Prerequesite: STR or DEX 13)
You gain proficentcy in 2 Advanced weapons (Excluding the Railgun). Your STR or DEX score increases by +1.
Railgunner(Prerequesite: STR 16, 9th Level)
You’ve gained the ability to operate a railgun. You may move and operate the railgun as long as your STR score is 16 or more. When you are operation the Railgun you have disadvantage on DEX checks.
Monastic Training(Prerequesite: Martial Arts)
You select 3 weapons (or 1 weapon and 1 advanced weapon), these weapons are treated as monk weapons when you wield them. Your STR or DEX increases by +1
Axe and Hammer Mastery(Prerequisite: Str 13)
You can leverage the momentum and sweeping arcs of an axe. You gain the following benefits when wielding a weapon from the Handaxe, War Pick, Greataxe, Auto Hammer, Light Hammer, Mjolnir Hammer, Battleaxe or Warhammer:
When you miss an enemy with a one of the weapons, you may attack an adjacent enemy within your reach with the same weapon as a bonus action.
When you score a critical hit with an axe, you may roll one extra damage die.
Club and Mace Mastery(Prerequisite: Str 13)
You can crush and knock back your enemies with the great weight of your blows. You gain the following benefits when wielding a weapon from the Club, Greatclub, Mace, Maul or Morningstar:
If you successfully strike a creature with one of the weapons, you may attempt to shove it 5 feet as a bonus action.
When you score a critical hit with one of the weapons, you may roll one extra damage die.
Flail and Chain Mastery(Prerequisite: Dex 13)
You take advantage of the unpredictable swings and entangling properties of chain weapons. You gain the following benefits when wielding a weapon from the Flail, Whip or Spiked Chain:
If you successfully strike a creature with one of the weapons, you may attempt to trap it in a grapple as a bonus action.
When you attack a creature with one of the weapons that is using a shield, you may ignore an amount of its armor class equal to 1/2 your proficiency bonus. You can’t ignore more AC in this way than your target gains from its shield.
Heavy Blade Mastery(Prerequisite: Str 13)
You capitalize on the accuracy and flexibility of heavy blades. You gain the following benefits when wielding a weapon from the Greatsword, Longsword, Shortsword, Bastard Sword or Grapple Blade:
-You may attempt to daze an enemy with the pommel of your blade. Make an attack as a bonus action. On a hit, you deal damage equal to your Strength modifier, and your target cannot take reactions until the end of your next turn.
-When you make an attack with one of the weapons, you score a critical hit on a roll of 19 or 20.
Light Blade Mastery(Prerequisite: Dex 13)
You capitalize on the speed and finesse of light blades. You gain the following benefits when wielding a weapon from the Dagger, Sickle, Scimitar, Rapier, Hook Blade, Hidden Blade or Dragonsplit:
You may attempt to feint your enemy as a bonus action. Make an attack with one of the weapons. If your target’s Wisdom (Insight) check doesn’t beat your attack roll, you have advantage on your next attack against that creature.
When you attack with a one of the weapons, you score a critical hit on a roll of 19 or 20.
Anti-Firearm Training(Prerequisite: DEX 15)
You have timed your hearing to the distance a projectile has traveled. If you are aware of a ranged attack being made by a creature involving a firearm, can hear the shot and are wielding a metal weapon, roll a d6. On a roll of 1 or 6 you gain a +3 bonus to AC for the attack. You may only gain the benefits of this ability once per round.
Sacred Devotion (Prerequisite: Channel Divinity from 2+ classes, WIS or CHA 14)
When you have multiple classes with the Channel Divinity feature, the uses per rest from each are added together. In addition, your class levels for each are treated as two higher (maximum of your character level) when determining effects.
Flexible Casting (Prerequisite: +2 different spellcasting abilities)
Upon selecting this feat, choose a spellcasting ability used by one of your spellcasting classes. You may use that ability when casting spells from any 2 other spellcasting classes, instead of their normal spellcasting ability.
Arcane Flexibility (Prerequisite: Pact Magic, Spellcasting)
When determining your multiclass spellcaster slots, you may add one half of your Warlock levels (round down) to your multiclass caster level, to a maximum of doubling your multiclass caster level.