Time to be awesome!
Prerequisite: bard, cleric, druid, paladin, ranger, sorcerer, or wizard, level 12
You’ve done this so much, you’ve mastered it. Choose a 1st level spell. You can cast this spell as a spell of your current highest spell level once per short rest.
Note: You can take this feat multiple times. If taken a second time at level 16, you can choose a 2nd level spell. If taken a third time at level 19, you can choose a 3rd level spell.
Let’s go to full power!
Major Eldritch Might
Prerequisites: Key ability score 17, caster level 16th, 16 levels in a class with a class spell list, eldritch might
Benefit: Choose one 0-level spell you have associated with eldritch might. When you deal damage with that spell, increase the damage by your level. This replaces the damage bonus from eldritch might.
Special: For every 3 levels by which your caster level exceeds 12th, you can take this feat an additional time and choose a different spell as the target that also is associated with eldritch might.
I want viable cantrips post level 1. Let’s work on that
You can’t beat the classics.
Prerequisites: Key ability score 15, caster level 6th, 6 levels in a class with a class spell list.
Benefit: Choose one 0-level spell you have that deals damage. When you deal damage with that spell, increase the damage by 1/2 your level.
Special: For every 3 levels by which your caster level exceeds 6th, you can take this feat an additional time and choose a different spell as the target.
Not sure why I’ve been obsessed with throwing explosives in games lately, but here is the last one for a bit.
You might not be on target but it goes where you want.
Prerequisites: base attack bonus +3.
Benefit: When you make an attack with a grenade or thrown weapon and miss, you roll both which way object bounces and how may squares it bounces twice and you take whichever result you want.
Cool guys never look at explosions!
Lobber Feat 6
Why be where your enemies can get you! DUCK! When you attack an enemy with an alchemical bomb and are around a corner or behind concealment and can not see the enemy nor the enemy see you, you roll the flat check for the enemy being hidden or concealed twice to hit the enemy with your attack, taking the better result.
Just throw something!
You’re good at throwing over ridges and corners! When you attack a concealed creature you are aware of with a thrown weapon, you do not take disadvantage on the attack roll.
How about the same idea for Starfinder?
DANGER CLOSE (COMBAT)
At this range, even the blowback from a miss hurts.
Benefit: When you make a ranged attack with a non-drawn or non-thrown weapon and miss, you deal minimum damage to the target.
How about burning somebody danger close?
Powder Burns Feat 6
When your playing with fire, others get burned. When you make a ranged attack with a firearm against a target within five feet of yourself and miss, you deal damage equal to the minimum value that attack would have dealt.
My players in my home game are running in to trouble because no one there aside from the cleric can force saving throws. Some high AC low save creatures are wrecking them. Let’s help….
Barrage Feat 4 2 actions
Gunslinger Fighter Ranger
Requirements You’re wielding a two loaded firearms or crossbows.
Targets 1 creature
Saving Throw basic Reflex
You quickly blast at one creature throwing enough projectiles down range that it has to dodge the assault or be cut through. You fire both weapons at the target. Roll damage for each weapon separately and deal the lesser of the two to the target.
Plan B is twice as much explosive as plan A!
Additional Umph Feat 6 One action
Additive 2 Alchemist
Trigger You use Quick Alchemy to craft an alchemical bomb
You quickly add additional impact to an alchemical bomb just before you throw it. You can spend 1 additional batch of infused reagents, and the damage, splash, and effect are multiplied by 1 and 1/2, rounded down. This does not affect conditions imposed by effects.