Official 3.5e Feats
Collected by Bookwyrm Pendraconis

Contact: Pawn_of_Prophecy@hotmail.com
Also: the forums at http://www.candlekeep.com/ or http://worldsofdnd.com


This list has been created using the d20 license. All feats listed herein are certified official D&D feats, using the 3.5 Edition (and feats from 3rd Edition that are referenced in a 3.5e book), and belong to Wizards of the Coast. For those concerned, this is not copyright infringement (game rules are not subject to copyright of any kind).

The text descriptions have been changed to summarize, simplify, and shorten. This list is intended for easy access and cross-reference; it is not intended as official wording and should not be used as a definitive source. Some feat descriptions are incomplete in some way; these are due to more information being required that is beyond the scope of this document, and the description will reference the source. Always check with your Dungeon Master before selecting a feat, as some official feats can unbalance others, or may represent abilities beyond the chosen setting of your game.

Please report any mistakes you may find and ask any questions you may have.

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Use the following table to find a particular feat, or use Ctrl+F to search. Please be advised that feat names have been slightly altered to place particular feats together; for example, if you wish to locate Improved Two-Weapon Fighting, you will find it in the “Combat, Melee” category as “Two-Weapon Fighting, Improved.” Additionally, many feats have aspects that fit multiple categories; for example, you will find Combat Casting in both “Skill” and “Spellcaster, General,” and since Combat Expertise affects your melee attack roll, you will find it in both “Combat, Defensive” and “Combat, Melee.” However, regional feats from the Forgotten Realms campaign setting are not listed as racial by default, even though all have a racial-based prerequisite.


General

Feats which in whole or part do not fall into one of the other categories.

Action Point

Feats for use with the Action Point rule system. (These are useless if you do not use action points.)

Combat, General

Combat-related feats that in whole or part do not fall into another Combat category

Combat, Defensive

AC and protection in combat. (Feats that reduce damage are listed under Hit Point.)

Combat, Melee

Close combat. (For unarmed combat, see Combat, Unarmed.)

Combat, Mounted

Combat while on a mount, normally a horse.

Combat, Rage

Feats dealing with the rage or frenzy abilities.

Combat, Ranged

Combat at range.

Combat, Unarmed

Unarmed combat and all feats relating to grappling.

Hit Point

Feats that affect hit points (including damage-reducing feats).

Item Use

Feats relating to the use of magical items.

Movement, General

Feats relating to general movement.

Movement, Flight

Feats relating to specifically flight-based movement.

Movement, Land

Feats relating to specifically land-based movement.

Proficiency

Feats that give proficiency in weapons, armor, and the like.

Psionic, General

Feats for psionic characters that do not fall into another Psionic category.

Psionic, Combat

Feats relating to the use of psionics in combat.

Psionic, Item Creation

Feats to create psionic items.

Psionic, Metapsionic

Feats to modify psionic powers (not limited to feats labeled [Metapsionic]).

Racial, General

Feats that deal with aspects of race (chiefly monstrous feats).

Racial, Dragon

Feats that are intended for creatures with the dragon type.

Racial, Metabreath

Feats that modify breath weapons. (NOTE: these only affect breath weapons with a recharge time measured in rounds.)

Racial, Illumian

Feats specifically for the illumian PC race.

Racial, Shifter

Feats specifically for the shifter PC race.

Racial, Undead

Feats specifically for characters with the undead type.

Racial, Warforged

Feats specifically for the warforged PC race.

Saving Throws

Feats that modify saving throws, or allow immunity to conditions or attacks that normally require saving throws.

Skill

Feats that modify skill checks. (Bardic Knowledge/Lore and Wild Empathy are considered skills here.)

Spell-Like Ability

Feats that modify or grant spell-like abilities.

Spellcaster, General

Magic-related feats that in whole or in part do not fall into another Spellcasting category, not including spell-like abilities.

Spellcaster, Arcane

Arcane magic. (For bardic special abilities, see Spellcaster, Bardic.)

Spellcaster, Bardic

Feats relating to bardic special abilities (but not Bardic Knowledge; see Skill).

Spellcaster, Divine

Divine (cleric/paladin) magic. All feats relating to turning or smiting are also found here, even if it is not actually divine-based.

Spellcaster, Item Creation

Feats relating to the construction of magical items. (Not limited to feats actually labeled [Item Creation].)

Spellcaster, Metamagic

Feats that modify spells. (Not limited to feats actually labeled [Metamagic].)

Spellcaster, Wild

Nature-based (druid/ranger) magic, including feats relating to Wild Shape.


Source codes:

Abbreviation

Source title

BoED

The Book of Exalted Deeds

BoVD

The Book of Vile Darkness

CA

The Complete Arcane

CAd

The Complete Adventurer

CD

The Complete Divine

CW

The Complete Warrior

Drac

The Draconomicon

DMG

The Dungeon Master's Guide, v.3.5

ECS

The Eberron Campaign Setting

ECS(e)

The Eberron Campaign Setting (errata)

FB

Frostburn

LEoF

Lost Empires of Faerun

LM

Libris Mortis

MoF

Magic of Faerun

PGtF

The Player's Guide to Faerun

PGtF(e)

The Player's Guide to Faerun (errata)

Planar HB

The Planar Handbook

RoD

Races of Destiny

RoF

Races of Faerun

RoS

Races of Stone

RoW

Races of the Wild

ShS

The Shining South

SK

Serpent Kingdoms

SRD

System Reference Document, v.3.5 (Sovilor_Sage version*)

SRD Epic

System Reference Document, v.3.5 (Sovilor_Sage version*), epic section

SRD Monsters

System Reference Document, v.3.5 (Sovilor_Sage version*), monster section

SRD Psionc

System Reference Document, v.3.5 (Sovilor_Sage version*), psionics section

S:CoT

Sharn: City of Towers

UA

Unearthed Arcana

UE

Unapproachable East

* I have used this version simply for ease of reference. This reference work uses information from the WotC website.



General

Name

Source

Prerequisite

Benefit

Ascetic Hunter

CAd

Favored enemy
Improved Unarmed Attack

1. When you use an unarmed strike to attempt a stun on a favored enemy, you add .5 your favored enemy bonus on damage rolls to the DC of your stunning attack.
2. If you have levels in both ranger and monk, these levels stack to determine unarmed damage.
3. You can multiclass freely between monk and ranger, so long as you remain lawful-aligned.

Ascetic Knight

CAd

Ability to smite evil
Improved Unarmed Strike

1. Your paladin and monk levels stack when determining your unarmed damage.
2. Your paladin and monk levels stack when determining your smite evil bonus damage.
3. You may multiclass freely between paladin and monk. Alignment restrictions apply.

Ascetic Mage

CAd

Ability to cast 2nd level spells spontaneously
Improved Unarmed Strike

1. As a swift action that does not provoke attacks of opportunity, you may sacrifice a spell slot to gain a bonus on attack and damage equal to the level of the sacrificed spell slot.
2. Your sorcerer and monk levels stack when determining your AC bonus, but you use Cha instead of Wis.
3. You may multiclass freely between sorcerer and monk. Alignment restrictions apply.

Acetic Rogue

CAd

Sneak attack +1d6
Improved Unarmed Strike

1. When you deliver a stunning attack with an unarmed strike and a sneak attack, the DC is +2.
2. Your rogue and monk levels stack when determining your unarmed damage.
3. You may mulitclass freely between rogue and monk.

Altitude Adaptation

FB

Base Fort save +2

1. +2 on Survival while in high altitude (5,000' or higher).
2. +4 on Fortitude saves vs. the effects of altitude.
3. When determining the effects of altitude, you are treated as if in an altitude 1 step lower. Spend 1 week in a high altitude to become completely acclimated to it and all lower altitudes. You loose this benefit if you spend more than 1 week in a lower altitude.

Animal Friends
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain up to 2 HD of animal friends as if you cast animal friendship.
Special: Forgotten Realms regions:
- Gnome (the Great Dale)
Note: It is unclear how this transfers to 3.5 D&D. Possibly it allows an animal companion as if the feat holder were a 1st-level druid, and stacks with druid or ranger levels to determine a single animal companion's abilities.

Arcane Schooling
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Choose one arcane class. This class becomes an additional favored class.
2. Activate spell trigger items as if you had one level in that class.
Special: Forgotten Realms regions:
- Deep Imaskari (Underdark [Deep Imaskar])
- Human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, the Wizards' Reach)
- Planetouched (Calimshan)

Chosen of Iborighu

FB

Patron deity Iborighu

1. Cleric becomes a favored class.
2. Your skin becomes tinted blue. Your left eye becomes pale blue, and detection spells show it to be mildly magical (evocation) and mildly evil.
3. 1/day, as a standard action (supernatural, no attack of opportunity), you may make a gaze attack against 1 target within 30', who must save (Fort, DC Cha) or take cold damage equal to your Cha modifier +3 and become fatigued (if already fatigued, the target is exhausted).
Special: If you loose favor with Iborighu or take another patron, you loose the benefits of this feat (though skin and eye color remain). If you return to Iborighu's faithful and receive an atonement spell, you regain the use of this feat.

Daunting Presence
[Fighter]

LM

Cha 13
BAB +1

1. As a standard action, force 1 enemy within 30' to save (Will, DC Cha) or be shaken for 10 minutes. The target must have line of sight to you, an Int score, and may not be shaken already.

Diverse Background
[Racial]

RoD

Race: any half-human

1. You gain another favored class.

Dragon Cohort

Drac

Character level 9th
Speak Language (draconic)

1. Gain a dragon as a cohort, as if through the Leadership feat, but treat the dragon's ECL as 3 points lower. If you have Leadership, you do not gain an extra cohort. See source for more.

Draw from the Land
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. You recover 2 hp and ability points per day of light activity, or 4 hp and ability points per day of complete rest (this stacks with the Heal skill's use).
2. You gain +10 on Con checks to avoid nonlethal damage from hunger or thirst. You require half as much sleep as normal (but still full mental rest to regain spell slots).
Special: These bonuses are automatic when in Rashemen; outside those lands, you must make a Concentration check (DC 10 + 2/100 miles from the Rashemi border); if you fail, you cannot make another attempt for 24 hours.
Special: Forgotten Realms regions:
- Human (Rashemen)

Earth Sense

RoS

Con 13
Wis 13

1. As long as you touch the ground, take a move action to sense the number of creatures within 20' that are also touching the ground. Pinpointing targets is not possible with this feat.
Special: Creatures with the air or aquatic subtype may not select this feat.

Extended Life
[Epic]

SRD Epic

--

1. Add ½ your race's max age modifier to your normal middle age, old, and venerable age categories, and calculate your maximum age from this. This cannot lower your age category.
Special: You can take this feat multiple times; its effects stack.

Ecclesiarch

ECS

Knowledge (religion) 6 ranks

1. Add Gather Information and Knowledge (local) to your class list.
2. +2 to Leadership score.

Far Horizons
[Initiate]

RoD

Cleric level 1st
Patron deity Fharlanghn

1. Climb, Jump, and Swim are cleric class skills for you.
2. You always know where north is (if 'north' exists in your environment).
3. Gain bonus spells (see source).

Favored in House

ECS

Member of a dragonmarked race
Member of a dragonmarked house

1. You can call on others of your house for favors by making a favor check (see source). You can do this 1/week per 2 character levels (minimum 1), but only 1/week per contact.

Favored of the Companions
[Exalted]

BoED

--

1. 1/day, while performing a good act, gain a +1 luck bonus on 1 roll or check.
Special: You may not take the feats Knight of Stars or Servant of the Heavens.

Gift of Discernment
[Exalted]

PGtF

Good alignment

1. You know if an action will adversely affect your alignment or connection to your deity.

Goad
[Fighter]

CAd

Cha 13
BAB +1

1. Choose a target within line of sight that can hear you, has Int 3+, and threatens you. If you take a move action to use this feat, the target must save (Will, DC Cha) or only attack you in melee on its turn. This is a mind-affecting ability.
2. If the target kills you, knocks you unconcious, loses sight of you, or is unable to make melee attacks against you, it can use any remaining melee attacks against other targets. A goaded target can still cast spells, make ranged attacks, or perform other actions normally.

Great Charisma
[Epic]

SRD Epic

--

1. +1 Cha.
Special: You can take this feat multiple times; its effects stack.

Great Constitution
[Epic]

SRD Epic

--

1. +1 Con.
Special: You can take this feat multiple times; its effects stack.

Great Dexterity
[Epic]

SRD Epic

--

1. +1 Dex.
Special: You can take this feat multiple times; its effects stack.

Great Intelligence
[Epic]

SRD Epic

--

1. +1 Int.
Special: You can take this feat multiple times; its effects stack.

Great Strength
[Epic]

SRD Epic

--

1. +1 Str.
Special: You can take this feat multiple times; its effects stack.

Great Wisdom
[Epic]

SRD Epic

--

1. +1 Wis.
Special: You can take this feat multiple times; its effects stack.

Holy Radiance
[Exalted]

BoED

Cha 15
Nimbus of Light

1. As a free action, change your radiance into a glow that sheds bright light in a 10' radius (shadowy out to 20'). Undead within 10' take 1d4 damage per round from this.

Kiai Shout

CW

Cha 13
BAB +1

1. Make a kiai shout 3/day as a standard action. Enemies within 30' with fewer HD or levels than you who hear this must make saves (Will, DC Cha) or be shaken for 1d6 rounds.

Kiai Shout, Greater

CW

Cha 13
BAB +9
Kiai Shout

1. When you use Kiai Shout, enemies who fail their save are panicked for 2d6 rounds.

Knight Training

ECS

--

1. Taking levels in 1 selected class does not prevent you from advancing as a paladin. If the class you choose is also restricted, you may continue advancing as that class as well.

Leadership

SRD

--

1. Attract cohorts and followers. See source for details.

Leadership, Epic
[Epic]

SRD Epic

Cha 25
Leadership
Leadership score 25

1. The Leadership feat's chart now extends beyond a score of 25. See source for a chart.

Leadership, Undead

LM

Character level 6th
Alignment: any non-good
Knowledge (religion) 1 rank

1. This feat functions as the normal Leadership feat, except as follows.
2. Your Leadership score is treated as -4 when attracting living followers.
3. Your Leadership score is treated as +2 when attracting undead followers.
4. You can attract an undead cohort with a max ECL of two less than yours.

Legendary Commander

SRD Epic

Cha 25
Diplomacy 30 ranks
Leadership
Leadership, Epic
Must rule a kingdom
Must have a stronghold

1. You have 10x the number of followers you would normally have. This has no effect on cohorts.

Mark of Hleid

FB

Patron deity Hleid

1. Cleric is a favored class.
2. You gain a birthmark in the shape of the holy symbol of Hleid; detection magic reveals it to be mildly magical (abjuration) and mildly good.
3. You are immune to the frost touch attack of a rimefire eidolon, and may touch rimefire ice without damage.
4. You gain +2 (sacred) AC vs. evil-aligned enemies with the cold subtype.
Special: If you loose favor with Hleid or take another patron, you loose the benefits of this feat and the mark fades. If you return to Hleid's faithful and receive an atonement spell, the mark reappears and you regain the use of this feat.

Mercantile Background
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Sell weapons, magical items, or other adventuring goods at 75% of the list price.
2. 1/month, buy any item at a 25% discount.
3. You gain 300 extra gold pieces at character creation.
Special: Forgotten Realms regions:
- Dwarf (the Sword Coast, Underdark [Darklands])
- Gnome (Lantan, Underdark [Northdark])
- Halfling (Amn)
- Human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, Waterdeep)

Monastic Training

ECS

--

1. Taking levels in 1 selected class does not prevent you from advancing as a monk. If the class you choose is also restricted, you may continue advancing as that class as well.
Special: Monk bonus feat (1st, 2nd, or 6th level).

Nemesis
[Exalted]

BoED

Favored enemy

1. You sense the presence of 1 favored enemy type within 60'. You can do this through normal barriers, but you cannot pinpoint invisible targets.
2. When damaging evil members of the selected creature type, deal +1d6 damage.

Nimbus of Light
[Exalted]

BoED

--

1. +2 on Diplomacy and Sense Motive when dealing with good characters.
2. You gain a radiant aura that sheds bright light for 5' and shadowy illumination for 10'. You may hide or produce this light at will as a free action.

Resourceful Buyer

RoD

--

1. When buying goods, the community you are in is considered 1 category larger for determining the most costly single item you can buy there. This does not stack with similar effects.

Spider Bite
[Vile]

PGtF

Evil alignment
Patron deity Lolth
Verminfriend

1. You saliva is poisonous. You may inject it while grappling with an enemy with exposed skin with a grapple check. You may also force an enemy to ingest it with a kiss or poison food or drink. (Save is Fort, DC Con, -2 if ingested, initial and secondary damage is 1d4 Str damage.)

Thunder Twin
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy and Intimidate.
2. You have a twin brother or sister, identical or fraternal. If your twin is alive and on the same plane, make a DC 12 Wis check to sense his/her direction. If successful, take a move action to sense his/her direction at any time within the next hour.
Special: Forgotten Realms regions:
- Dwarf (the Galena Mountains, the Great Rift, the Smoking Mountains, the Spine of the World, the Sword Coast, Underdark [Old Shanatar], Waterdeep)

Tireless
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Effects or conditions that normally make you exhausted make you fatigued instead. Effects or conditions that make you fatigued are ignored.
Special: Forgotten Realms regions:
- Dwarf (the Galena Mountains, the Sword Coast, Underdark [Old Shanatar])
- Human (the Hordelands, the Ride, Thindol, Vaasa)
- Lizardfolk (Surkh)
- Orc (the Hordelands)
- Thri-Keen (the Shaar)
- Wemic (the Shaar)

Tomb-Born Vitality

LM

Alignment: any non-good
Tomb-Tainted Soul

1. You do not need to sleep. (Spellcasters still require 8 hours of mental rest.)
2. You are immune to magic sleep effects.
3. Your body is unnaturally thin, and your skin stretches so tight as to make you look skeletal.

Vampire Hunter

LM

Knowledge (religion) 6 ranks

1. You can take a move action to determine if a vampire or vampire spawn is within 30'.
2. You are immune to the dominating gaze of vampires and vampire spawn.

Verminfriend

BoVD

Evil alignment
Cha 15

1. If a vermin is about to attack you, you may make a Cha check (DC 20). If you succeed, the vermin cannot attack you for 24 hours.

Vow of Nonviolence
[Exalted]

BoED

Sacred Vow

1. +4 on DCs for spells and abilities you use that do not deal lethal or ability damage, negative levels, or cause death (does not stack with Spell Focus).
2. Allies who kill a helpless/defenseless target within 120' of you take -1 (morale) on attack for 1 hour/character level you have.
Special: You must not cause harm or suffering to humanoid or monstrous humanoid creatures, such as by way of lethal damage, ability damage, death effects, disintegrate, etc. If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Peace
[Exalted]

BoED

Sacred Vow
Vow of Nonviolence

1. All creatures within 20' must save (Will, DC Cha) or be affected by a calm emotions spell as a mind-affecting supernatural effect. (Additional saves are not required unless the targets leave the aura and return.)
2. You gain +2 (natural), +2 (deflection), and +2 (exalted) AC (this stacks with Vow of Poverty).
3. Manufactured weapons that hit you save (Fort, DC Con) or shatter, leaving you unharmed.
4. +4 (exalted) on Diplomacy.
Special: You must not cause harm to any living creature. You may not incapacitate unless you take the targets prisoner (and care for them). If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Poverty
[Exalted]

BoED

Sacred Vow

1. Gain bonuses to AC, saves, and abilities, and bonus exalted feats, all based on character level. See source for details.
Special: You must not own more than the bare minimum (simplest clothes, 1 day's food, non-masterwork weapons, ordinary spell component pouch, etc.); no magic items, though you can drink a potion someone gives you or receive a spell. You may not borrow items even for 1 round. If you break this vow, you loose this feat permanently and do not gain a replacement.

Words of Creation
[Exalted]

BoED

Int 15
Cha 15
Base Will save +5

1. +4 (sacred) on checks with the bardic music abilities countersong and fascinate.
2. Double all effects of other bardic music abilities if you accept 1d4 nonlethal damage per minimum rank of Perform required to use the effect.
3. The DC for the spells suggestion and dominate abilities is +2.
4. A bard's effective caster level for song of freedom is +2.
5. Conjuration (creation) spells have their duration doubled.
6. +4 (sacred) on all Craft checks.
7. [Good] spells with verbal components are cast at +1 (sacred) caster level if you accept 1d4 nonlethal damage per 2 spell levels. If used to create items, this does not raise the cost of the item, and does not deal nonlethal damage.
8. Research a creature's true name. This takes 1 week per 2 HD of the subject, plus 1,000 gp/week; legend lore must be cast each week, but the cost is included in the above cost. At the end of the period, cast contact other plane or commune and make an appropriate Knowledge check (DC 10 + subject's HD). If you do not make this check, the attempt is ruined. If you find the subject's true name, you can:
- Impose -4 on saves to resist a specific compulsion;
- Reduce the target's SR by 4 or reduce DR by 5 for 1 minute;
- Cast teleport or greater teleport on the target (as a touch spell) without affecting yourself;
- Gain +6 on the opposed Cha check to compel service from a target of planar binding.
All these require a full-round action and incantation; you take 5d4 nonlethal damage.


Action Point

Name

Source

Prerequisite

Benefit

Action Boost

ECS

--

1. Use a d8 rather than a d6 when spending an action point to modify a d20 roll.

Action Surge

ECS

BAB +3

1. Spend 2 action points to take an extra move or standard action.

Heroic Spirit

ECS

--

1. +3 action points per level. An NPC with this feat gains a total of 3 action points per level.

Pursue

ECS

Combat Reflexes

1. When an enemy in combat takes a 5' step to a square you do not threaten, spend 1 action point to occupy the square that enemy just left. This takes place right after the 5' step and does not provoke attacks of opportunity.
Note: It is assumed that this can only be used by a character in melee combat with the enemy.

Raging Luck

ECS

Ability to rage or frenzy

1. Gain 1 temporary action point while raging; if not used, it disappears after the rage ends.

Spontaneous Casting

ECS

Caster level 5th

1. Spend 2 action points to exchange a prepared spell for another on your spell list of the same level. (Wizards exchange for another spell in their spellbook of the same level.)


Combat, General

Name

Source

Prerequisite

Benefit

Ankheg Tribe Ambush
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +4 (circumstance) on Hide in tall grass.
2. In a surprise round, leap up from prone as a free action.
Special: Forgotten Realms regions:
- Human (the Shaar [Ankheg Tribe])

Arcane Strike

CW

BAB +4
Ability to cast 3rd level arcane spells

1. Sacrifice a spell of at least 1st level to gain an attack bonus (with a melee or natural weapon or unarmed strike) equal to the spell's level, and +1d4/spell level damage, until your next turn.

Arterial Strike

CW

BAB +4
Sneak Attack +1d6

1. Forgo 1 die of sneak attack damage to cause 1 point of damage/round until the target receives a DC 15 Heal check or magical healing. Multiple strikes stack, but only once per round.

Attune Magic Weapon
[Item Creation]

ECS

Caster level 5th
Craft Magic Arms and Armor

1. +1 insight bonus on attack and damage when using a magic weapon.
Special: You must spend 24 hours attuning to a new weapon before using this feat.

Axiomatic Strike (1)
[Epic]

PGtF

Lawful alignment
Smite anarchy class ability

1. Any weapon you wield is considered an axiomatic weapon, unless the weapon is already aligned.

Bane of Enemies
[Epic]

SRD Epic

5+ favored enemies
Survival 24 ranks

1. Any weapon you use against a favored enemy is treated as a bane weapon against that creature type. This does not stack with similar abilities.

Blind-Fight
[Fighter]

SRD

--

1. If your melee attack fails due to concealment, reroll once.
2. Retain Dex bonus to AC against invisible opponents.
3. Invisible opponents do not gain a bonus when attacking you in melee.
4. Move 3/4ths your speed when in darkness or areas of poor visibility.
Special: This feat does not affect opponents who are the subject of a blink spell.

Blinding Speed
[Epic]

SRD Epic

Dex 25

You may act as if hasted for 5 rounds per day. They need not be consecutive rounds.
Special: You may take this feat multiple times; its effects stack.

Blooded
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Initiative.
2. +2 on Spot.
3. Cannot be shaken, but can be frightened or panicked.
Special: Forgotten Realms regions:
- Centaur (the Plateau of Thay)
- Dwarf (Underdark [Earthroot])
- Elf (Cormanthor Drow, the Inner Sea, Menzoberranyr, the Outer Sea)
- Gnoll (the Plateau of Thay)
- Grimlock (Underdark [Reeshov])
- Halfling (the Chondalwood)
- Human (the Dalelands, the Nelanther Isles, Silverymoon, Swagdar, Tethyr)
- Lizardfolk (Rethild)
- Orc (Underdark [Northdark], Vaasa)

Chaotic Rage
[Epic]

SRD Epic

Chaotic alignment
Rage 5/day

1. Any weapon you use in a rage is treated as an anarchic weapon. This does not stack with similar abilities.

Combat Insight
[Epic]

CD

BAB +15
Combat Expertise
Epic Prowess

1. You use your Int modifier for melee weapon damage, rather than Str.

Critical, Devastating
[Epic]

Drac
SRD Epic

Str 25
Cleave
Cleave, Great
Critical, Improved (chosen weapon)
Critical, Overwhelming (chosen weapon)
Power Attack
Weapon Focus (chosen weapon)

1. When a critical hit is scored with the chosen weapon, the target must save (Fort, DC 10 + 1/2 you HD + your character level + Str), or die. Creatures immune to critical hits are immune to this feat.
Special: You may take this feat multiple times, once per weapon.

Critical, Improved
[Fighter]

SRD

BAB +8
Proficient with selected weapon.

1. Double the threat range for the selected weapon.

Critical, Overwhelming
[Epic]

Drac
SRD Epic

Str 23
Cleave
Cleave, Great
Critical, Improved (chosen weapon)
Power Attack
Weapon Focus (chosen weapon

1. On a successful critical hit, you deal +1d6 damage with the chosen weapon. If the weapon's critical multiplier is x3, you deal +2d6; if it is x4, you deal +3d6. Creatures immune to critical hits are immune to this extra damage.
Special: You may take this feat multiple times, once per weapon.

Critical, Power
[Fighter]

CW

BAB +4
Weapon Focus (selected weapon)

1. With the selected weapon, gain a +4 bonus to confirm a critical threat.
Special: You may take this feat multiple times; if it is for the same weapon, the effects stack.

Deadly Precision

SRD Psionic

Dex 15
BAB +5
Sneak attack +1d6

1. You can reroll a result of 1 on any sneak attack die, but only once per naturally rolled 1.

Death of Enemies
[Epic]

SRD Epic

5+ favored enemies
Survival 30 ranks
Bane of Enemies

1. When you score a critical hit on a favored enemy, it must save (Fort, DC 10 + 1/2 your ranger level + Wis) or die. This does not work against creatures immune to critical hits.

Deft Strike

Drac

Int 13
Sneak attack +1d6
Combat Expertise
Spot 10 ranks

1. As a standard action, make a Spot check; if it equals or exceeds your target's AC, your next attack (no later than your next turn) ignores armor and natural armor. If you use a ranged weapon to attack, the target must be within 30'.

Destiny, Heroic
[Racial]

RoD

Race: human or any half-human

1. 1/day, before any attack, check, or save, you may add +1d6 to the roll.

Divine Might
[Divine]

CW

Str 13
Ability to turn or rebuke undead
Power Attack

1. As a free action, spend 1 turn/rebuke undead attempt to add your Cha bonus to weapon damage for 1 round.

Dragonbane

Drac

Int 13
BAB +6
Dragonfoe

1. Take a full-round action to deal a single attack against a dragon with +4 attack and +2d6 damage. If this is a ranged attack, the target must be within 30'. On a critical hit, the extra damage is not multiplied. This stacks with the bane (dragon) weapon special ability.

Dragondoom

Drac

Int 13
BAB +10
Dragonbane
Dragonfoe

1. When you attack a dragon, your weapon's critical multiplier increases as follows: x2 becomes x3; x3 becomes x5; x4 becomes x7.

Dragonfoe

Drac

Int 13

1. +2 to attack dragons
2. +2 on caster level checks to overcome a dragon's spell resistance.
3. Dragons take -2 on saves against your spells, spell-like abilities, and supernatural abilities.

Dread Tyranny
[Initiate]

RoD

Str 13
Cleric level 3rd
Patron deity Hextor

1. Intimidate is a cleric class skill for you, and you add your Str bonus to your skill modifier.
2. With a lethal weapon, your attack penalty is 2 less than normal to deal nonlethal damage.
3. Gain bonus spells (see source).

Dreadful Wrath
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain frightful presence ability (as an extraordinary morale effect) when you charge, make a full attack, or cast a spell that targets or includes an enemy. Enemies within 20' must save (Will, DC Cha) or be shaken for 1 minute. Those exposed to this effect are immune to it for 24 hours.
Special: Forgotten Realms regions:
- Human (Rashemen)
- Kuo-toa (Underdark [Sloopdilmonpolop])
- Planetouched (Impiltur, the Silver Marches, Thay, the Western Heartlands)

Earth Adept

RoS

Con 13
Wis 13
Earth Sense

1. +1 bonus on weapon damage rolls if both you and your target are touching the ground.

Epic Prowess
[Epic]

CD
SRD Epic

--

1. +1 on all attacks.
Special: You can take this feat multiple times; its effects stack.

Foe Hunter
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You gain a favored enemy, as the ranger ability, except that your enemy is determined by your region of origin (see source). If you are a ranger, this ability stacks if it targets the same enemy.
Special: Forgotten Realms regions:
- Dwarf (the Galena Mountains, the Spine of the World)
- Half-elf (the Dragon Coast)
- Halfling (the North)
- Human (Chult, Cormyr, Impiltur, the Moonsea, the North, Samarach, Tashalar, Thindol)

Formation Expert
[Fighter] [Tactical]

CW

BAB +6

1. Lock Shields: If you have allies on either side and you are all using shields, gain +1 AC.
2. Step into the Breach: If you are within 1 move action of an ally who falls in combat, and allies are in every square between you and the fallen ally, you may immediately spend a move action to step into the fallen ally's square.
3. Wall of Polearms: If you are using a shortspear, longspear, glaive, guisarme, halberd, or ranseur, and allies on each side using the same weapon you are, gain +2 on attack.

Frightful Presence

Drac

Cha 15
Intimidate 9 ranks

1. When you attack or charge, enemies within 30' with fewer levels or HD than you are shaken for 1d6 + your Cha bonus in rounds unless they save (Will, DC Cha). Any who save are immune to this ability for 24 hours. Creatures with Int 3 or lower, or any dragon, are always immune.

Ghost Scarred

LM

Knowledge (religion) 8 ranks

1. +2 (insight) on attack and damage when fighting incorporeal undead.
2. +2 on saves vs. spells and abilities of incorporeal undead.

Guardian Spirit

CA

Watchful spirit class ability

1. Your watchful spirit ability is usable twice per day.

Heritage, Fire

Planar HB

--

1. +1 on Initiative.
2. Your unarmed attacks and natural weapons deal +1 fire damage.

Holy Radiance
[Exalted]

BoED

Cha 15
Nimbus of Light

1. As a free action, change your radiance into a glow that sheds bright light in a 10' radius (shadowy out to 20'). Undead within 10' take 1d4 damage per round from this.

Holy Subdual
[Exalted] [Fighter]

BoED

Subduing Strike

1. You may also make the damage of your holy weapon or smite nonlethal.

Improved Energy Drain
[Monstrous]

LM

Cha 15
Energy drain ability

1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour.

Improved Favored Enemy (1)
[Epic]

SRD Epic

5+ favored enemies

1. The bonus on skill checks and damage increases by +1 for all your favored enemies.
Special: You can take this feat multiple times; its effects stack.

Improved Favored Enemy (2)

CW

BAB +5
Favored enemy ability

1. +3 damage vs. favored enemies.

Improved Feint
[Fighter]

SRD

Int 13
Combat Expertise

1. Using Bluff to feint is now a move action.

Improved Initiative
[Fighter]

SRD

--

1. +4 on Initiative.

Improved Sneak Attack
[Epic]

SRD Epic

Sneak attack +8d6

1. Your sneak attack gains another die of damage.
Special: You can take this feat multiple times; its effects stack.

Lingering Damage
[Epic]

SRD Epic

Sneak attack +8d6
Crippling strike class feature

1. Any time you deal sneak attack damage, the target takes damage equal to the damage from the sneak attack itself on your next turn as well.

Necropotent
[Fighter]

LM

Fighter level 4th
Proficiency (selected weapon)
Weapon Focus (selected weapon)
Weapon Specialization (selected weapon)

1. +4 on damage with the selected weapon vs. undead.

Nimble Bones

LM

Corpsecrafter

1. Undead you raise or create with necromancy spells gain +4 Initiative and +10' to their speed.

Pious Soul

CD

Knowledge (religion) 2 ranks

1. Spend 1 faith point to add +1d6 to a d20 roll on an attack, save, or check. You may spend more than 1 at a time in this way.
Special: This feat gives you 4 faith points. You gain more as detailed in the source.

Quick Draw
[Fighter]

SRD

BAB +1

1. Draw a weapon as a free action.
2. Draw a hidden weapon as a move action.
3. Attack with thrown weapons at full attack rate.

Radiant Fire
[Initiate]

RoD

Cleric level 3rd
Patron deity Pelor

1. +2 (insight) on damage rolls against targets with the evil subtype.
2. Gain bonus spells (see source).

Sacred Strike
[Exalted]

BoED

Sneak attack ability

1. You use d8s to sneak attack evil targets.
2. Your sneak attack damage is considered good-aligned.

Sea Legs

FB

--

1. +2 on Balance and Tumble while on a ship.
2. +1 on Initiative while on a ship.

Stormheart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Profession (sailor).
2. Ignore all hampered movement penalties for fighting on pitching or slippery decks.
3. Gain +1 (dodge) AC while fighting on a ship or boat.
Special: Forgotten Realms Regions:
- Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult)

Superior Initiative
[Epic]

SRD Epic

Improved Initiative

1. Additional +4 on initiative checks.

Tall Mouther Hunter
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +2 (competence) on attacks against aberrations; on such attacks, you are considered to have the Improved Critical feat. Ranged attacks using this feat must be made from within 30'.
Special: Forgotten Realms regions:
- Halfling (Lurien)

Thug
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Appraise and Intimidate.
2. +2 on Initiative.
Special: Forgotten Realms Regions:
- Centaur (the Plateau of Thay)
- Dwarf (Underdark [Northdark], Waterdeep)
- Gnoll (the Plateau of Thay)
- Grimlock (Underdark [Reeshov]
- Human (the Dragon Coast, the Moonsea, the Nelanther Isles, Swagdar, Unther, the Vast, the Vilhon Reach)
- Orc (Amn, Thesk, Underdark [Northdark])
- Planetouched (Impiltur, the Silver Marches, Unther, the Western Heartlands)

Weapon Focus
[Fighter]

SRD

Proficient with selected weapon

1. +1 on attack rolls with selected weapon.
Special: May be taken multiple times, once per weapon.

Weapon Focus, Epic
[Epic]

CD
SRD Epic

Weapon Focus (chosen weapon)

1. Additional +2 on attack rolls with selected weapon.
Special: You can take this feat mulltiple times, once per weapon you have Weapon Focus in.

Weapon Focus, Greater
[Fighter]

SRD

Fighter level 8th
Proficient with selected weapon
Weapon Focus

1. Additional +1 on attack rolls with selected weapon.
Special: May be taken multiple times, once per weapon.

Weapon Specialization
[Fighter]

SRD

Fighter level 4th
Proficient with selected weapon
Weapon Focus

1. +2 on damage rolls with selected weapon.
Special: May be taken multiple times, once per weapon.

Weapon Specialization, Chosen
[Epic]

PGtF

War domain
Epic Prowess
Weapon Focus (deity's chosen weapon)

1. +2 on damage rolls with your deity's chosen weapon.

Weapon Specialization, Epic
[Epic]

SRD Epic

Weapon Focus (chosen weapon
Weapon Focus, Epic (chosen weapon)
Weapon Specialization (chosen weapon)

1. Additional +4 to damage with the selected weapon.
Special: You can take this feat mulltiple times, once per weapon you have Weapon Focus in.

Weapon Specialization, Greater
[Fighter]

SRD

Fighter Level 12th
Proficient with selected weapon
Weapon Focus
Weapon Specialization

1. Additional +2 on damage rolls with selected weapon.
Special: May be taken multiple times, once per weapon.


Combat, Defensive

Name

Source

Prerequisite

Benefit

Allied Defense

ShS

Combat Expertise

1. When you use Combat Expertise, any ally adjacent to you also gains the dodge bonus.

Armor Skin
[Epic]

CD
SRD Epic

--

1. Gain +1 natural armor, or increase natural armor by +1.
Special: You may take this feat multiple times; its effects stack.

Ascetic Mage

CAd

Ability to cast 2nd level spells spontaneously
Improved Unarmed Strike

1. As a swift action that does not provoke attacks of opportunity, you may sacrifice a spell slot to gain a bonus on attack and damage equal to the level of the sacrificed spell slot.
2. Your sorcerer and monk levels stack when determining your AC bonus, but you use Cha instead of Wis.
3. You may multiclass freely between sorcerer and monk. Alignment restrictions apply.

Blind-Fight
[Fighter]

SRD

--

1. If your melee attack fails due to concealment, reroll once.
2. Retain Dex bonus to AC against invisible opponents.
3. Invisible opponents do not gain a bonus when attacking you in melee.
4. Move 3/4ths your speed when in darkness or areas of poor visibility.
Special: This feat does not affect opponents who are the subject of a blink spell.

Blinding Speed
[Epic]

SRD Epic

Dex 25

1. You may act as if hasted for 5 rounds per day. They need not be consecutive rounds.
Special: You may take this feat multiple times; its effects stack.

Bulwark of Defense
[Epic]

SRD Epic

Con 25
Defensive stance 3/day

1. Your defensive stance is now: +4 Str, +6 Con, +4 on all saves (resistance), +6 AC (dodge).

Cloak Dance

SRD Psionic

Hide 10 ranks
Perform 2 ranks

1. Take a move action to gain concealment until your next turn.
2. Take a full-round action to gain total concealment until your next turn.

Combat Archery
[Epic]

CD
SRD Epic

Dodge
Mobility
Point Blank Shot

1. Not attacks of opportunity when using a ranged weapon while threatened.

Combat Casting, Improved (1)
[Epic]

SRD Epic

Concentration 25 ranks
Combat Casting

1. You do not provoke attacks of opportunity by casting spells while threatened.

Combat Expertise
[Fighter]

SRD

Int 13

1. In melee, take up to -5 on attack to increase AC by the same number as a dodge bonus. This number may not exceed your base attack bonus. This change lasts until your next action.

Combat Expertise, Epic
[Epic]

CD

Int 19
BAB +21
Combat Expertise

1. Any adjacent ally also gains the benefits of your Combat Expertise feat without taking the penalty you take, but only up to a +5 bonus. Multiple uses of this feat do not stack.

Combat Expertise, Improved
[Fighter]

CW

Int 13
BAB +6
Combat Expertise

1. Your use of Combat Expertise is now limited only by your base attack bonus.

Cunning Sidestep

Drac

Size: Small or Medium
Clever Wrestling
Improved Unarmed Strike

1. When an enemy larger than Medium targets you with a bull rush, trip, knock down, or push, gain a circumstance bonus equal to +2 per size the enemy is larger than Medium. This does not stack with Clever Wrestling, but it is effective against Large and in Charge.

Defensive Strike
[Fighter]

CW

Dex 13
Int 13
Combat Expertise
Dodge

1. If you are using total defense and an enemy attacks you and misses, you may attack that enemy with a +4 bonus on your next turn.

Defensive Throw

CW

Dex 13
Combat Expertise
Dodge
Improved Trip
Improved Unarmed Strike

1. If the target of your Dodge feat attacks you and misses, you may make an immediate trip attack on that enemy as an attack of opportunity.

Deflect Arrows
[Fighter]

SRD

Dex 13
Improved Unarmed Strike

1. If you have nothing in one hand, you may deflect 1 hit per round from a ranged weapon (not massive ranged weapons or spell effects). You must be aware of the attack and not flat-footed. This does not cost an action.
Special: Monk bonus feat (2nd level).

Divine Shield
[Divine]

CW

Ability to turn or rebuke undead
Shield proficiency

1. As a standard action, spend 1 turn/rebuke undead attempt to add your Cha bonus to your shield's AC bonus for half your character level in rounds.

Dodge
[Fighter]

SRD

Dex 13

1. +1 dodge bonus to AC vs. one opponent per round.

Dodge, Epic
[Epic]

SRD Epic

Dex 25
Improved evasion class feature
Defensive roll class feature
Tumble 30 ranks
Dodge

1. 1/round, when hit by the target of your Dodge feat, you may automatically avoid all damage from that attack.

Draconic Skin
[Draconic]

CA

Draconic Heritage

1. You gain +1 natural armor, or your natural armor increases by 1.

Dragon Hunter

Drac

Wis 13

1. +2 (dodge) AC vs. dragons
2. +2 (competence) on saves vs. a dragon's spells, spell-like abilities, and special abilities.
3. +2 (competence) on opposed checks made vs. dragons.

Dragon Rage

ECS

Meet regional requirement
BAB +4
Rage or frenzy ability
Dragon Totem

1. When in a rage or frenzy, your natural armor is raised by +2.
2. When in a rage or frenzy, your resistance to energy type due to your dragon totem is 15.
Special: Eberron regions:
- Argonnessen

Elephant's Hide
[Wild]

CD

Wild shape (Large)

1. Spend 1 wild shape to gain natural armor +7 (does not stack with any other natural armor).

Elusive Target
[Tactical]

CW

BAB +6
Dodge
Mobility

1. Negate Power Attack: If the target of your Dodge feat uses Power Attack against you, that target gains no bonus to damage, but still takes an attack penalty.
2. Diverting Defense: Target 1 enemy flanking you with your Dodge feat. The first attack of that round from that attacker instead targets the other flanking enemy, who is considered flat-footed for this attack. Any other attacks that round are as normal.
3. Cause Overreach: If an attack of opportunity caused by your movement misses you, make a free trip attack on that enemy. The enemy may not try to trip you if you fail.

Eyes In the Back of Your Head

CW

Wis 13
BAB +1

1. Attackers do not get a bonus to hit when flanking you. This feat has no effect when you do not gain your Dex bonus to AC. You may still be sneak-attacked when flanked.

Exalted Spell Resistance
[Exalted]

BoED

Cha 15
Spell Resistance

1. Your SR is +4 versus evil spells and spell-like abilities.

Exceptional Deflection
[Epic]

SRD Epic

Dex 21
Wis 19
Deflect Arrows
Improved Unarmed Strike

1. You can deflect any ranged attacks (including spells that require touch attacks) as if they were arrows.

Formation Expert
[Fighter] [Tactical]

CW

BAB +6

1. Lock Shields: If you have allies on either side and you are all using shields, gain +1 AC.
2. Step into the Breach: If you are within 1 move action of an ally who falls in combat, and allies are in every square between you and the fallen ally, you may immediately spend a move action to step into the fallen ally's square.
3. Wall of Polearms: If you are using a shortspear, longspear, glaive, guisarme, halberd, or ranseur, and allies on each side using the same weapon you are, gain +2 on attack.

Giantbane
[Fighter] [Tactical]

CW

BAB +6
Size: Medium or smaller
Tumble 6 ranks

1. Duck Underneath: If you are attacked by an enemy at least two sizes larger than you while you are using the total defense action, gain +4 AC (dodge). If that enemy misses you, you may make a DC 15 Tumble check to move to any unoccupied square on the opposite side of the enemy. If you fail, or there is no appropriate square to move to, you remain where you are.
2. Death from Below: If you succeed on Duck Underneath, make 1 immediate attack (at +4) against the enemy you ducked under. That enemy is considered flat-footed for this attack.
3. Climb Aboard: Move next to an enemy at least two sizes larger than you. On the next round, make a DC 10 Climb check as a free action to climb onto the enemy (you occupy one of its squares). The enemy you stand on attacks you at -4 or can shake you off by winning a grapple check opposed by your Climb check. If it wins, you land in a random adjacent square.

Hardened Flesh

LM

Corpsecrafter

1. Undead you create or raise with necromancy spells have +2 natural armor.

Improved Buckler Defense
[Fighter]

CW

Proficiency (buckler)

1. When you attack with a weapon in your off hand, you still gain a buckler's bonus to AC.

Improved Shield Bash
[Fighter]

SRD

Proficiency (any shield)

1. Retain shield's bonus to AC when bashing.

Infinite Deflection
[Epic]

SRD Epic

Dex 25
Combat Reflexes
Deflect Arrows
Improved Unarmed Strike

1. There is no limit to the number of times per round you can use Deflect Arrows.

Instant Reload
[Epic]

SRD Epic

Quick Draw
Rapid Reload
Weapon Focus (slected crossbow)

1. You may fire the selected crossbow type at your full normal attack rate.
2. Reloading the crossbow does not provoke attaks of opportunity.
Special: You can take this feat multiple times, once per crossbow type.

Luck of Heroes
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 (luck) to AC
2. +1 (luck) to all saving throws.
Special: Forgotten Realms regions:
- Elf (Elven Court, the Forest of Lethyr, the Yuirwood)
- Gloaming (Sphur Upra)
- Half-elf (Aglarond)
- Halfling (Channath Vale, the Western Heartlands)
- Human (Aglarond, the Dalelands, Tethyr, the Vast)

Mind Over Body (2)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Use Int or Cha at 1st level to determine starting hit points (all other levels use Con).
2. Gain +1 hit points each time you take a metamagic feat.
3. If you cast arcane spells, gain +1 (insight) AC.
Special: Forgotten Realms regions:
- Elf (Silverymoon, Snow Eagle Aerie)
- Half-elf (Silverymoon)
- Human (Calimshan, Mulhorand, Shou Expatriate, Thay)
- Planetouched (Calimshan, Thay)
- Spirit folk (Ashane)

Mobile Defense
[Epic]

SRD Epic

Dex 15
Defensive stance 3/day
Dodge
Mobility
Spring Attack

1. While in a defensive stance, you can take 1 5' step per round without loosing the benefits of the stance.

Mobility
[Fighter]

SRD

Dex 13
Dodge

1. +4 AC (dodge) vs. attacks of opportunity caused by movement in a threatened area.

Mounted Combat
[Fighter]

SRD

Ride 1 rank

1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated.

Oaken Resilience
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. Gain great stability (+8 to avoid being bull rushed or tripped). This lasts 10 minutes.

Phalanx Fighting
[Fighter]

CW

BAB +1
Proficiency with heavy shields

1. If using a heavy shield and a light weapon, gain +1 AC.
2. If you are 5' from an ally using a heavy shield and a light weapon who has this feat, you both gain another +2 AC and +1 Reflex.

Photosynthetic Skin
[Spelltouched]

UA

Exposure to barkskin

1. When outside during the day, you gain +2 (enhancement) natural armor.

Prone Attack
[Fighter]

CW

Dex 15
BAB +2
Lightning Reflexes

1. You can make attacks while prone with no penalty.
2. If the attack is successful, you regain your feet as a free action.
3. Enemies gain no bonus to melee attacks while you are prone.

Quick Staff
[Weapon Style]

CW

Combat Expertise
Dodge
Two-Weapon Fighting
Weapon Focus (quarterstaff)

1. When you use Combat Expertise while using a quarterstaff, you gain an additional +2 dodge bonus.

Reckless Offense

SRD Psionic

BAB +1

1. You can gain +2 to melee attack by taking -4 to AC. This lasts until the start of your next turn.

Roofwalker
[Tactical]

RoD

Balance 5 ranks
Jump 5 ranks
Dodge
Mobility

1. Fleet of Foot: You can move your full speed over precarious surfaces without penalty.
2. Graceful Drop: Jump checks to ignore falling damage ignore 20' of the distance you fell.
3. Master of the Roof: +1 (dodge) AC against any opponent at a different elevation from you.

Run

SRD

--

1. Move 5x your speed during a run (or 4x in heavy armor or carrying a heavy load).
2. +4 to running Jump checks.
3. Retain your Dex bonus to AC while running.

Self-Concealment
[Epic]

SRD Epic

Dex 30
Improved evasion
Hide 30 ranks
Tumble 30 ranks

1. Attacks against you have a 10% miss chance when you also have your Dex bonus to AC.
Special: You can take this feat up to 5 times; its effects stack to a maximum miss chance of 50%.

Sidestep Charge

SRD Psionic

Dex 13
Dodge

1. +4 (dodge) AC vs. charge attacks.
2. If the charging enemy does not hit you, you make an attack of opportunity.

Snatch Arrows
[Fighter]

SRD

Dex 15
Deflect Arrows
Improved Unarmed Strike

1. When using Deflect Arrows, you may instead catch the weapon. Thrown weapons may be immediately thrown back at the attacker (on attacker's own turn) or instead kept.

Spell Resistance, Improved
[Epic]

SRD Epic

Permanent spell resistance

1. Your SR is +2
Special: You can take this feat multiple times; its effects stack.

Stormheart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Profession (sailor).
2. Ignore all hampered movement penalties for fighting on pitching or slippery decks.
3. Gain +1 (dodge) AC while fighting on a ship or boat.
Special: Forgotten Realms Regions:
- Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult)

Treetopper
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Climb.
2.You do not loose your Dex bonus to AC while climbing
3. Enemies do not gain a bonus on attacking you while you are climbing.
Special: Forgotten Realms Regions:
- Elf (the Chondalwood, the Forest of Amtar, the High Forest, the Yuirwood)
- Half-elf (Aglarond, the High Forest)
- Halfling (the Chondalwood)
- Human (Aglarond)

Twin Sword Style
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat
Proficient with martial weapons

1. When fighting with two blades (any combination of dagger, longsword, rapier, scimitar, or short sword), gain +2 (shield) AC vs. 1 designated target. This stacks with the bonus from a buckler or animated shield. You may select a new target as a free action. You loose this bonus if you are flat-footed or loose your Dex bonus to AC.
Special: Forgotten Realms Regions:
- Elf (Menzoberranyr, Waterdeep)
- Half-elf (Waterdeep)
- Human (Sembia, Waterdeep)

Two-Weapon Defense
[Fighter]

SRD

Dex 15
Two-Weapon Fighting

1. With two weapons or a double weapon but not natural weapons or unarmed strikes, gain a +1 shield bonus to AC.
2. When fighting defensively or using total defense, this bonus is +2.

Two-Weapon Defense, Greater
[Fighter]

CW

Dex 19
BAB +11
Two-Weapon Defense
Two-Weapon Defense, Greater
Two-Weapon Fighting

1. With two weapons or a double weapon but not natural weapons or unarmed strikes, gain a +3 shield bonus to AC.
2. When fighting defensively or using total defense, this bonus is +6.

Two-Weapon Defense, Improved
[Fighter]

CW

Dex 17
BAB +6
Two-Weapon Defense
Two-Weapon Fighting

1. With two weapons or a double weapon but not natural weapons or unarmed strikes, gain a +2 shield bonus to AC.
2. When fighting defensively or using total defense, this bonus is +4.

Vow of Peace
[Exalted]

BoED

Sacred Vow
Vow of Nonviolence

1. All creatures within 20' must save (Will, DC Cha) or be affected by a calm emotions spell as a mind-affecting supernatural effect. (Additional saves are not required unless the targets leave the aura and return.)
2. You gain +2 (natural), +2 (deflection), and +2 (exalted) AC (this stacks with Vow of Poverty).
3. Manufactured weapons that hit you save (Fort, DC Con) or shatter, leaving you unharmed.
4. +4 (exalted) on Diplomacy.
Special: You must not cause harm to any living creature. You may not incapacitate unless you take the targets prisoner (and care for them). If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Poverty
[Exalted]

BoED

Sacred Vow

1. Gain bonuses to AC, saves, and abilities, and bonus exalted feats, all based on character level. See source for details.
Special: You must not own more than the bare minimum (simplest clothes, 1 day's food, non-masterwork weapons, ordinary spell component pouch, etc.); no magic items, though you can drink a potion someone gives you or receive a spell. You may not borrow items even for 1 round. If you break this vow, you loose this feat permanently and do not gain a replacement.

Warden Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 AC (deflection) in a forest.
2. Add Climb and Jump to your druid class skills.
3. Gain bonus spells (see source).

Woodwise
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. Ignore movement penalties due to nonmagical, natural undergrowth.
2. +1 (dodge) AC when fighting in woodlands.
Special: Forgotten Realms regions:
- Elf (Elven Court, Sildëyuir, the Wealdath)
- Volodni (the Forest of Lethyr)


Combat, Melee

Name

Source

Prerequisite

Benefit

Arcane Strike

CW

BAB +4
Ability to cast 3rd level arcane spells

1. Sacrifice a spell of at least 1st level to gain an attack bonus (with a melee or natural weapon or unarmed strike) equal to the spell's level, and +1d4/spell level damage, until your next turn.

Anvil of Thunder
[Weapon Style]

CW

Str 13
Improved Sunder
Power Attack
Two-Weapon Fighting
Weapon Focus (warhammer or light hammer)
Weapon Focus (battleaxe, handaxe, or dwarven waraxe)

1. A target hit with both axe and hammer in the same round is dazed for 1 round if it fails to save (Fort, DC Str).

Awesome Blow
[Fighter]

SRD Monster

Str 25
Size: Large or larger
Power Attack
Improved Bull Rush

1. Take -4 on a melee attack to force a corporeal target smaller than you to save (Reflex, DC = damage) or be pushed 10' away in a straight line (your choice of direction) and be knocked prone. If the target hits an obstacle, both take 1d6 damage and the target lands next to it.

Battle Jump
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. You may attack as if charging if you drop onto your target from at least 5' above (max 30'). This only works if you fall naturally, and after the attack, take falling damage as normal.
2. You are considered 1 size larger when using this feat to make a trip or grapple attack.
Special: Forgotten Realms regions:
- Taer (the Icerim Mountains)

Bear Fang
[Weapon Style]

CW

Str 15
Power Attack
Two-Weapon Fighting
Weapon Focus (dagger)
Weapon Focus (battleaxe, handaxe, or dwarven waraxe)

1. If you hit at target with both axe and dagger in the same round, deal normal damage and start a grapple as a free action without an attack of opportunity or making a touch attack (as if you had the improved grab ability). If you succeed on the grapple, you drop your axe, but may make an additional attack against the target with your dagger at your highest Base Attack Bonus (at the normal -4). Using the dagger after this attack incurs the normal penalty.

Blind-Fight
[Fighter]

SRD

--

1. If your melee attack fails due to concealment, reroll once.
2. Retain Dex bonus to AC against invisible opponents.
3. Invisible opponents do not gain a bonus when attacking you in melee.
4. Move 3/4ths your speed when in darkness or areas of poor visibility.
Special: This feat does not affect opponents who are the subject of a blink spell.

Cheetah Tribe Sprint
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. Once per hour while in light or no armor and carrying no more than a light load, you may move up to four times your speed while charging.
Special: Forgotten Realms regions:
- Human (the Shaar [Cheetah Tribe])

Cleave
[Fighter]

SRD

Str 13

1. If you deal an enemy enough damage to drop it (by killing it or causing unconsciousness), gain 1 extra melee attack vs. another enemy within reach with the same weapon and at the same bonus as the previous attack. This feat may be used once per round.

Cleave, Great
[Fighter]

SRD

Str 13
BAB +4
Cleave
Power Attack

1. No limit on the number of times you may use Cleave in one round.

Close-Quarters Fighting
[Fighter]

CW
Drac

BAB +3

1. You may make an attack of opportunity against an enemy attempting a grapple, even if the enemy has Improved Grapple or a similar special ability. If the enemy has such no such ability, the grapple fails. If it does, it may still attempt a grapple, but you gain a bonus to avoid it equal to the damage you dealt on your attack.

Combat Brute
[Fighter] [Tactical]

CW

BAB +6
Improved Sunder
Power Attack

1. Advancing Blows: Make a successful bull rush and gain +1 on attack and damage against that target in the next round for every 5' you moved that enemy.
2. Sundering Cleave: Sunder an enemy's weapon or shield to gain a free attack on that enemy.
3. Momentum Swing: First, charge an enemy, then use Power Attack in the next round, taking a penalty of at least -5. The damage bonus during that round is equal to your attack penalty x1.5, or x3 if using a two-handed weapon (or one-handed weapon in both hands).

Combat Expertise
[Fighter]

SRD

Int 13

1. In melee, take up to -5 on attack to increase AC by the same number as a dodge bonus. This number may not exceed your base attack bonus. This change lasts until your next action.

Combat Reflexes

SRD

--

1. The number of attacks of opportunity you may make per round is equal to your Dex modifier.
Special: Monk bonus feat (2nd level)

Combat Reflexes, Improved
[Epic]

SRD Epic

Dex 21
Combat Reflexes

1. No limit on the number of attacks of opportunity you can make in 1 round.

Crescent Moon
[Weapon Style]

CW

Improved Disarm
Two-Weapon Fighting
Two-Weapon Fighting, Improved
Weapon Focus (dagger)
Weapon Focus (bastard sword, longsword, scimitar, or shortsword)

1. If you hit your target with both sword and dagger in the same round, you may make an immediate disarm attempt as a free action.

Death master
[Monstrous]

LM

Type: undead
Cha 13
BAB +1
Daunting Presence

1. Living targets hit by your critical hits in melee are shaken for 1 minute. This is a mind-affecting fear effect.

Defensive Strike
[Fighter]

CW

Dex 13
Int 13
Combat Expertise
Dodge

1. If you are using total defense and an enemy attacks you and misses, you may attack that enemy with a +4 bonus on your next turn.

Dire Charge
[Epic]

Drac
SRD Epic

Improved Initiative

1. If you charge in the first round of combat, or the surprise round, you may make a full attack.

Divine Accuracy
[Divine]

LM

Ability to turn or rebuke undead

1. Spend a turn/rebuke attempt to let you and all allies within a 60' burst reroll melee miss chances (once per attack) due to incorporealness for the next minute.

Draconic Claw
[Draconic]

CA

Draconic Heritage

1. You grow claws, and you may make a single claw attack as a swift action in any round when you cast a spell costing 1 standard action.

Dreadful Wrath
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain frightful presence ability (as an extraordinary morale effect) when you charge, make a full attack, or cast a spell that targets or includes an enemy. Enemies within 20' must save (Will, DC Cha) or be shaken for 1 minute. Those exposed to this effect are immune to it for 24 hours.
Special: Forgotten Realms regions:
- Human (Rashemen)
- Kuo-toa (Underdark [Sloopdilmonpolop])
- Planetouched (Impiltur, the Silver Marches, Thay, the Western Heartlands)

Epic Sunder
[Epic]

CD

Str 25
Epic Prowess
Improved Sunder
Power Attack

1. You deal twice your Str-based damage when attacking an object.
2. You gain +4 on your Str check to break an object with strength alone.

Favored Power Attack

CW

BAB +4
Favored enemy ability
Power Attack

1. When you use Power Attack against a favored enemy, you deal x2 the damage you normally would, or x3 when using a two-handed weapon or a one-handed weapon held in both hands.

Fleet of Foot (2)

CW

Dex 15
Run

1. When running or charging (in light armor and carrying no more than a light load), you may make 1 direction change of up to 90 degrees. If you charge, you must move in a straight line for 10' after the change to maintain the charge.

Flensing Strike

ECS

Proficiency (kama)
Weapon Focus (kama)

1. As a full-round action, make an attack with a kama. A living, corporeal target takes damage normally and must save (Fort, DC Wis, +2 DC if using two kamas), with a bonus equal to any natural armor, or take -4 on attack, saves, and checks for 1 minute. Creatures immune to critical hits and/or pain are immune to this feat.
Special: Monk bonus feat (2nd or 6th level, if the monk is evil and meets the prerequisites).

Flick of the Wrist

CW

Dex 17
Slight of Hand 5 ranks
Quick Draw

1. Draw a light weapon and make a melee attack with it in the same round to catch 1 target flat-footed (for this attack only). You may use this feat only once per round and once per opponent in the same encounter.

Focused Sunder
[Psionic]

SRD Psionic

Str 13
Improved Sunder
Power Attack

1. Expend your focus when striking object (including an enemy's weapon) to ignore half its hardness, including magical or psionic enhancements that increase hardness.

Ghost Attack
[Psionic]

SRD Psionic

BAB +3

1. If focused while in melee with an incorporeal target, you roll your miss chance twice. If either roll is successful, the attack is treated as it made with a ghost touch weapon.

Formation Expert
[Fighter] [Tactical]

CW

BAB +6

1. Lock Shields: If you have allies on either side and you are all using shields, gain +1 AC.
2. Step into the Breach: If you are within 1 move action of an ally who falls in combat, and allies are in every square between you and the fallen ally, you may immediately spend a move action to step into the fallen ally's square.
3. Wall of Polearms: If you are using a shortspear, longspear, glaive, guisarme, halberd, or ranseur, and allies on each side using the same weapon you are, gain +2 on attack.

Frightful Presence

Drac

Cha 15
Intimidate 9 ranks

1. When you attack or charge, enemies within 30' with fewer levels or HD than you are shaken for 1d6 + your Cha bonus in rounds unless they save (Will, DC Cha). Any who save are immune to this ability for 24 hours. Creatures with Int 3 or lower, or any dragon, are always immune.

Furious Charge
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +4 to your attack on a charge.
Special: Forgotten Realms regions:
- Arakocra (the Stormhorns)
- Human (Cormyr, the Ride, Tethyr, Uthgardt Tribesfolk)
- Loxo (the Shaar)
- Orc (Chessenta)
- Wemic (the Shaar)

Giantbane
[Fighter] [Tactical]

CW

BAB +6
Size: Medium or smaller
Tumble 6 ranks

1. Duck Underneath: If you are attacked by an enemy at least two sizes larger than you while you are using the total defense action, gain +4 AC (dodge). If that enemy misses you, you may make a DC 15 Tumble check to move to any unoccupied square on the opposite side of the enemy. If you fail, or there is no appropriate square to move to, you remain where you are.
2. Death from Below: If you succeed on Duck Underneath, make 1 immediate attack (at +4) against the enemy you ducked under. That enemy is considered flat-footed for this attack.
3. Climb Aboard: Move next to an enemy at least two sizes larger than you. On the next round, make a DC 10 Climb check as a free action to climb onto the enemy (you occupy one of its squares). The enemy you stand on attacks you at -4 or can shake you off by winning a grapple check opposed by your Climb check. If it wins, you land in a random adjacent square.

Grizzly's Claws
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain 2 primary claw attacks (full BAB, piercing and slashing, as a short sword for your size). This lasts for 1 hour.

Hammer's Edge
[Weapon Style]

CW

Str 15
Improved Bull Rush
Two-Weapon Fighting
Weapon Focus (bastard sword, longsword, or scimitar)
Weapon Focus (warhammer or light hammer)

1. Targets hit with both sword and hammer in the same round must save (Fort, DC Str) or fall prone.

Hamstring

CW

BAB +4
Sneak Attack +2d6

1. On a melee sneak attack, spend two dice of sneak attack damage to reduce your target's base land speed by half for 24 hours or until a DC 15 Heal check is made or any healing spell is cast. Creatures immune to sneak attack damage, those with no legs, or those with more than 4 legs, are immune to this attack. Quadrupeds require two successful hamstring attacks.

High Sword Low Axe
[Weapon Style]

CW

Improved Trip
Two-Weapon Fighting
Weapon Focus (bastard sword, longsword, scimitar or shortsword)
Weapon Focus (battle axe, handaxe, or dwarven waraxe)

1. If you hit your target with both sword and axe in the same round, you may make a free trip attack against that target. (If you have Improved Trip, you gain a free attack, as normal.)

Hold the Line

CW
ShS

BAB +2
Combat Reflexes

1. You may make an attack of opportunity against a target that charges into an area you threaten, which takes place before the charge is resolved.

Hyena Tribe Hunter
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Hide.
2. +2 on trip attempts and to avoid being tripped.
Special: Characters with this feat may select Improved Trip even if they don't fulfill the requirements.
Special: Forgotten Realms regions:
- Human (the Shaar [Hyena Tribe])

Improved Bull Rush
[Fighter]

SRD

Str 13
Power Attack

1. +4 on bull rush checks.
2. You do not provoke attacks of opportunity when attempting a bull rush.

Improved Death Attack
[Epic]

SRD Epic

Death attack class feature
Sneak attack +5d6

1. Your death attack has +2 DC.
Special: You can take this feat multiple times; its effects stack.

Improved Disarm
[Fighter]

SRD

Int 13
Combat Expertise

1. +4 to disarm.
2. You do not provoke attacks of opportunity when attempting a disarm attack.
3. If you fail, your opponent does not get an opportunity to disarm you.
Special: Monk bonus feat (6th level).

Improved Frosty Touch

FB

Race: Uldra

1. Your frosty touch ability now deals 2 points of cold damage.

Improved Sigil (Aesh)
[Racial]

RoD

Race: illumian
Aesh power sigil

1. +1 (insight) per sigil on melee weapon damage with any weapon you have Weapon Focus in.

Improved Sunder
[Fighter]

SRD

Str 13
Power Attack

1. +4 on attacks to strike an object carried by an opponent.
2. You do not provoke attacks of opportunity when attempting a sunder attack.

Improved Trip
[Fighter]

SRD

Int 13
Combat Expertise

1. +4 on trips attacks.
2. You do not provoke attacks of opportunity when attempting a trip while unarmed.
3. If successful, you gain a free melee attack.
Special: Monk bonus feat (6th level)

Improved Overrun
[Fighter]

SRD

Str 13
Power Attack

1. +4 on overrun checks.
2. The target may not avoid the overrun attack.

Improved Shield Bash
[Fighter]

SRD

Proficiency (any shield)

1. Retain shield's bonus to AC when bashing.

Initiate of Bane
[Initiate]

PGtF

Cleric level 5th
Patron deity Bane

1. Gain frightful presence. When you attack or charge, enemies within 30' must save (Will, DC Cha) or be shaken for 1d4 rounds.
2. Gain bonus spells (see source).

Initiate of Helm
[Initiate]

PGtF

Cleric or paladin level 5th
Patron deity Helm

1. You may make attacks of opportunity when flat-footed.
2. Gain bonus spells (see source).

Initiate of Tyr
[Initiate]

PGtF

Cleric level 7th
Patron deity Tyr
War domain

1. +1 damage bonus with a longsword.
2. Gain bonus spells (see source).

Intuitive Attack
[Exalted] [Fighter]

BoED

BAB +1

1. With a natural weapon or simple weapon of your size, use Wis (not Str) to determine attack.

Karmic Strike

CW

Dex 13
Combat Expertise
Dodge

1. If you take a -4 penalty to AC, make an attack of opportunity against any enemy to hit you in melee (including melee touch attacks). The change to AC lasts until your next turn.

Leap Attack

CAd

Jump 8 ranks
Power Attack

1. You may jump as part of your charge; this follows the normal rules of the Jump skill and charges, except that you ignore rough terrain in any squares you jump over.
2. If you cover at least 10' of horizontal distance with your jump, and end that jump in a square from which you threaten your target, you deal twice the bonus damage normally given by your Power Attack feat. (With a two-handed weapon, you instead triple the extra damage.)

Lightning Mace
[Weapon Style]

CW

Combat Reflexes
Two-Weapon Fighting
Weapon Focus (light mace)

1. Whenever you roll a critical threat on an attack roll while using a light mace in each hand, gain an additional attack at that same attack bonus.

Lion Tribe Warrior
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. You may make a full attack with a light weapon as part of a charge; if you are using two light weapons, you may attack once with each, taking normal penalties for two-weapon fighting.
Special: Forgotten Realms regions:
- Human (the Shaar [Lion Tribe])

Lion's Pounce
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape as a free action during a charge to make a full attack.

Long Reach
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. With a shortspear or spear, you may attack from 10' away; with a longspear, you may attack from 15' away. You only use this range on your turn; it does not affect attacks of opportunity.
Special: Forgotten Realms regions:
- Centaur (the Plateau of Thay)
- Gnoll (the Plateau of Thay)
- Volodni (the Forest of Lethyr)

Mage Slayer

CA

BAB +3
Spellcraft 3 ranks

1. +1 to Will saves.
2. Spellcasters you threaten may not cast spells defensively (spellcasters are aware of this).
Special: Your caster level for all spells and spell-like abilities is reduced by 4.

Multiweapon Fighting

SRD Monster

Dex 13
3 or more arms

1. The penalties for fighting with multiple weapons is reduced to -2 for the primary hand and -6 for all other hands.
Special: This replaces the Two-Weapon Fighting feat for characters with 3 or more arms.

Nemesis
[Exalted]

BoED

Favored enemy

1. You sense the presence of 1 favored enemy type within 60'. You can do this through normal barriers, but you cannot pinpoint invisible targets.
2. When damaging evil members of the selected creature type, deal +1d6 damage.

Net and Trident
[Weapon Style]

CW

Dex 15
Exotic Weapon Proficiency (net)
Two-Weapon Fighting
Weapon Focus (trident)

1. As a full-round action, combine an attack with both net and trident. If you first throw your net, hit, and win the Str check, you may immediately take a 5' step towards that target and make a full attack with your trident.

Overhead Thrust

Drac

BAB +6
Close Quarters Fighting
Power Attack

1. With a piercing or slashing weapon, make an attack of opportunity against a target attempting an attack from above (i.e., overrun, trample, power dive, dragon crush). If the target is Large or larger, gain +4 on this attack (with another +4 per size larger than Large). A hit deals triple damage; on a critical, the damage bonus stacks with normal damage only.

Penetrate Damage Reduction
[Epic]

SRD Epic

--

1. Your melee weapons are considered to be of a chosen material (e.g., adamantine) when encountering damage reduction.
Special: You may take this feat multiple times, once per material; the effects stack.

Pierce Magical Concealment

CA

Con 13
Blind-Fight
Mage Slayer

1. Ignore all miss chances due to spell effects.
2. You are not fooled by mirror image.
Special: Your caster level for all spells and spell-like abilities is reduced by 4.

Pierce Magical Protection

CA

Con 13
Mage Slayer

1. On a melee attack, ignore AC bonuses due to spell effects. If you deal damage, automatically dispel all spell effects that grant AC bonuses to that target.
Special: Your caster level for all spells and spell-like abilities is reduced by 4.

Pin Shield

CW

BAB +4
Two-Weapon Fighting

1. When making a full attack with two weapons, give up all off hand attacks for 1 round to deny your target a shield bonus to AC. Your target must be within 1 size category of you.

Power Attack
[Fighter]

SRD

Str 13

1. In melee, take a penalty on attack to add the same number as a bonus to damage. This number may not exceed your base attack bonus. This change lasts until your next action.
Special: With two-handed weapons or one-handed in two hands, the damage bonus is doubled. This bonus cannot be used with light weapons, except for unarmed strikes or natural weapons; attack penalty still applies. Double weapons are considered a one-handed/light pair unless you choose to attack with one end held in both hands.

Powerful Charge

ECS

Size: Medium or larger
BAB +1

1. When making a charge, you deal +1d8 damage if you hit. If you are larger than Medium, you deal greater damage. (See source.)

Powerful Charge, Greater

ECS

Size: Medium or larger
BAB +1
Powerful Charge

1. You are treated as the next size larger when charging.

Precise Swing

ECS

BAB +5

1. Ignore cover less than total when making any melee attack.

Prone Attack
[Fighter]

CW

Dex 15
BAB +2
Lightning Reflexes

1. You can make attacks while prone with no penalty.
2. If the attack is successful, you regain your feet as a free action.
3. Enemies gain no bonus to melee attacks while you are prone.

Psionic Weapon
[Psionic]

SRD Psionic

Str 13

1. Expend your focus to deal +2d6 famage with a melee weapon. If you miss, your focus is still expended.

Psionic Weapon, Greater
[Psionic]

SRD Psionic

Str 13
BAB +5
Psionic Weapon

1. When using Psionic Weapon, you deal an additional +2d6 damage.

Quell the Profane
[Exalted]

BoED

Str 13
BAB +8
Power Attack
Resounding Blow

1. When you use Resounding Blow, the target also takes 1d4+1 temporary Str damage.

Raptor School
[Tactical]

CW

Wis 13
BAB +5
Jump 5 ranks

1. Eagle's Swoop: Make a charge or jump down to an enemy from at least 10' up. Make a Jump check as a free action at either DC 15 (for +2 damage) or DC 25 (+4 damage). Failure means an automatic miss. Failure by 5 or more means you fall prone in an adjacent square.
2. Falcon's Feathers: If you are wearing a cloak, you may whip it around to make a feint check using your BAB rather than your Bluff modifier.
3. Hawk's Eye: Gain a +2 bonus on attack and damage rolls against 1 target for every round you first spend observing that target, for a maximum of +6 after 3 rounds. If you do not use this bonus within 3 rounds, or if you are attacked during observation, you lose it.

Reckless Offense

SRD Psionic

BAB +1

1. You can gain +2 to melee attack by taking -4 to AC. This lasts until the start of your next turn.

Resounding Blow
[Fighter]

BoED

Str 13
Power Attack
Intimidate 7 ranks

1. If you deal a critical hit to an evil creature with a melee weapon you are proficient in (a monk's unarmed strike counts as a melee weapon for this feat), the target must save (Fort, DC Cha) or cower for 1 round.

Rhinoceros Tribe Charge
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. If you hit on a charge, you deal +2d6 damage. If you have the ability to attack more than once on a charge, you only deal this extra damage once.
Special: Forgotten Realms regions:
- Human (the Shaar [Rhinoceros Tribe])

Sacred Vengeance
[Divine]

CW

Ability to turn or rebuke undead

1. As a free action, spend 1 turn/rebuke undead attempt to add +2d6 to all melee damage against undead for the rest of the current round.

Sanctify Martial Strike
[Exalted]

BoED

Cha 15
Weapon Focus (selected weapon)

1. The selected weapon deals +1 damage vs. evil targets, or +1d4 if also an outsider or undead.
2. The selected weapon is considered good-aligned.

Sanctify Natural Attack
[Exalted]

BoED

1 or more natural weapons
BAB +5

1. Your natural attack deals +1 damage vs. evil targets, or +1d4 if also an outsider or undead.
2. Your unarmed strikes are considered good-aligned.

Sense Weakness

Drac

Int 13
Combat Expertise
Weapon Focus (any)

1. With a weapon in which you have Weapon Focus, you may ignore up to 5 points of a target's damage reduction, regardless of what is required to penetrate it. This cannot lower a target's DR to less than 0.

Serpent's Venom
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain a secondary bite attack (full BAB -5, bludgeoning, piercing, and slashing, as a dagger for your size).
2. You also deliver a toxic venom with this attack (Fort, DC 10 + 1/2 your HD + your Con modifier; 1d6 Con/1d6 Con). This lasts for 1 hour.
Special: If you already have a bite attack, this ability only grants the toxic venom aspect.

Shield Charge
[Fighter]

CW

BAB +3
Improved Shield Bash

1. If you hit your target with your shield on a charge, you deal normal damage and gain a free trip attempt (no attack of opportunity). If you lose, the target may not trip you in return.

Shield Slam
[Fighter]

CW

BAB +6
Improved Shield Bash
Shield Charge

1. As a full-round action or part of a charge, make an attack with your shield. An enemy hit this way takes normal damage and must save (Fort, DC Str) or be dazed for 1 round. Creatures immune to critical hits are immune to this feat.

Shock Trooper
[Fighter] [Tactical]

CW

BAB +6
Improved Bull Rush
Power Attack

1. Directed Bull Rush: Make a successful bull rush on a charge to force your target to move to the left or right 1 square for every square you push that target back.
2. Domino Rush: Make a successful bull rush that forces a target into another enemy's square to make a free trip attempt on both targets at the same time. If you fail to trip either of them, they do not gain a trip attempt against you.
3. Heedless Charge: Make a charge using Power Attack at -5 or more. The penalty may instead come from your AC in part or in whole (this stacks with the charge's AC penalty).

Sidestep Charge

SRD Psionic

Dex 13
Dodge

1. +4 (dodge) AC vs. charge attacks.
2. If the charging enemy does not hit you, you make an attack of opportunity.

Smiting, Elemental
[Divine]

CD

Ability to turn elementals

1. 1/round, spend a turn elementals use as a free action when making a melee attack. If you hit a creature with the elemental subtype you are able to turn, you add +1 damage/cleric level. If you miss, the attempt is lost.

Sneak Attack of Opportunity
[Epic]

SRD Epic

Sneak attack +8d6
Opportunist class feature

1. Any attack of opportunity you make is considered a sneak attack.

Snowflake Wardance

FB

Bardic music ability
Perform (dance) 6 ranks

1.Spend a use of bardic magic as a free action to add your Cha bonus to attack rolls with a melee slashing weapon. This bonus lasts for 1 round per rank in Perform (dance), after which your are fatigued for 10 minutes. You cannot use this ability if you are carrying a shield, are in medium or heavy armor, or carrying more than a light load.

Spectral Strike
[Epic]

CD
SRD Epic

Wis19
Ability to turn or rebuke undead

1. You deal damage normally against incorporeal creatures (that is, there is no miss chance).

Spellcasting Harrier
[Epic]

Drac
SRD Epic

Combat Reflexes

1. Make 1 attack of opportunity at +4 vs. a spellcaster you threaten that attempts to cast defensively.

Spinning Halberd
[Weapon Style]

CW

Combat Reflexes
Two-Weapon Fighting
Weapon Focus (halberd)

1. When you make a full attack with a halberd, gain +1 dodge bonus to AC. Gain additional attack with the halberd at -5, which deals 1d6 + 1/2 your Str modifier (bludgeoning).

Spirited Charge
[Fighter]

SRD

Ride 1 rank
Mounted Combat
Ride-By Attack

1. When mounted and charging, deal x2 damage with a melee weapon, or x3 with a lance.

Spring Attack
[Fighter]

SRD

Dex 13
BAB +4
Dodge
Mobility

1. When attacking with a melee weapon and not in heavy armor, move before and after attack, so long as you do not exceed your total movement for that round. Your target does not get an attack of opportunity. You must move 5' before and after your attack to use this feat.

Stand Still

SRD Psionic

Str 13

1. When an enemy's movement allows you an attack of opportunity, you may forgo any damage you would deal to force the target to save (Ref, DC 10 + the damage you would have dealt) or end the movement there.

Subduing Strike
[Fighter]

BoED

--

1. No penalty for dealing nonlethal damage in melee, even with a sneak attack.

Swarmfighting

CW

Small size
Dex 13
BAB +1

1. You share a 5' square in combat with 1 ally that also has this feat. If you and an ally both have this feat and threaten the same enemy (of at least Medium size), gain +1 attack (morale) against that enemy. This bonus is +1 per such ally, but can be no more than your Dex bonus.

Three Mountains
[Weapon Style]

CW

Str 13
Cleave
Improved Bull Rush
Power Attack
Weapon Focus (heavy mace, morning star, or greatclub)

1. A target hit twice in the same round with your heavy mace, morning star, or greatclub must save (Fort, DC Str) or be nauseated for 1 round.

Two-Weapon Fighting
[Fighter]

SRD

Dex 15

1. When fighting with two weapons or a double weapon, the penalty on attack rolls with the primary hand is reduced by 2, and the off hand by 6.
Special: Automatic ranger feat (2nd level) on the Two-Weapon Fighting path.

Two-Weapon Fighting, Greater
[Fighter]

SRD

Dex 19
BAB +11
Two-Weapon Fighting
Two-Weapon Fighting, Improved

1. Gain third attack with off-hand weapon at an additional -10 penalty.
Special: Automatic ranger feat (11th level) on the Two-Weapon Fighting path.

Two-Weapon Fighting, Improved
[Fighter]

SRD

Dex 17
BAB +6
Two-Weapon Fighting

1. Gain second attack with off-hand weapon at an additional -5 penalty.
Special: Automatic ranger feat (6th level) on the Two-Weapon Fighting path.

Two-Weapon Fighting, Perfect
[Epic]

CD
SRD Epic

Dex 25
Two-Weapon Fighting
Two-Weapon Fighting, Greater
Two-Weapon Fighting, Improved

1. You can make as many attacks with your off-hand weapon as with your primary weapon, using the same BAB (at the normal penalty for two-weapon fighting).

Two-Weapon Rend
[Epic]

SRD Epic

Dex 15
BAB +9
Improved Two-Weapon Fighting
Two-Weapon Fighting

1. If you hit a target with a weapon in each hand in the same round, you deal bonus damage equal to the base damage (including enhancement bonus, if any) of the smaller weapon plus 1/2 your Str modifier. This can only be done once per round.

Weapon Finesse
[Fighter]

SRD

BAB +1

1. With a light weapon, rapier, whip, or spiked chain of the wielder's size, use Dex rather than Str on attack rolls. A shield's armor check penalty applies against attacks when using this feat.

Whirlwind Attack
[Fighter]

SRD

Dex 13
Int 13
BAB +4
Combat Expertise
Dodge
Mobility
Spring Attack

1. On a full attack action, give up all regular attacks and make one melee attack at full base attack bonus vs. each opponent in reach.

Whirlwind Attack, Improved
[Epic]

SRD Epic

Int 13
Dex 23
Combat Expertise
Dodge
Mobility
Spring Attack
Whirlwind Attack

1. As a standard action, make 1 melee attack for every five points of your attack bonus (including both BAB and EAB), rounded down, all at your full bonus at -4. You cannot attack a single target more than once. You give up any other bonus attacks from other sources, and cannot move between any two attacks.

Wounding Attack
[Psionic]

SRD Psionic

BAB +8

1. Expend your focus to deal 1 point of Con damage on your next attack in addition to normal damage.


Combat, Mounted

Name

Source

Prerequisite

Benefit

Cavalry Charger
[Fighter] [Tactical]

CW

BAB +6
Mounted Combat
Spirited Charge
Trample

1. Unhorse: If you make a successful attack on a mounted charge, you make a free bull rush attempt. If you succeed, your target is moved off his horse, which remains where it was.
2. Leaping Charge: At the end of a mounted charge against a target at least 1 size smaller than your mount, make a Ride check (DC 10 for +2 damage, DC 20 for +4). Failure means an automatic miss; failure by 5 or more means you fall off and land next to your mount.
3. Fell Trample: You make mounted overrun attempts vs. multiple targets. Your mount makes a hoof attack against each overrun target.

Dragon Steed

Drac

Cha 13
Ride 8 ranks
Speak Language (draconic)

1. You gain the service of a dragonnel (see source) as a steed, so long as you treat it fairly. If you have a special mount ability, this dragonnel replaces your special mount.

Legendary Rider
[Epic]

CD
SRD Epic

Ride 24 ranks

1. You take no penalty for riding bareback.
2. You need not make a Ride check to to control a mount in combat.
3. Controlling a mount not trained for combat does not required an action.

Mounted Archery
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. -2 penalty on ranged attacks while your mount is taking a double move.
2. -4 penalty on ranged attacks while your mount is running.

Mounted Archery, Improved
[Fighter]

CW

Ride 1 rank
Mounted Archery
Mounted Combat

1. No penalty on ranged attacks while your mount is taking a double move.
2. -2 penalty on ranged attacks while your mount is running.

Mounted Combat
[Fighter]

SRD

Ride 1 rank

1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated.

Ride-By Attack
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. When mounted and charging, you may move before and after your standard action so long as you are moving in a straight line without exceeding your total movement for that round. The target of your attack does not get an attack of opportunity.

Saddleback
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You may take 10 on Ride checks at any time.
2. If you or your mount fail a Reflex save while you are mounted, make a Ride check; if the result is equal to or greater than the DC, you and your mount are treated as having succeeded on the saving throw. You can do this once per round, though the same check can apply to both your save and your mount's save at the same time.
Special: Forgotten Realms Regions:
- Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands)

Spirited Charge
[Fighter]

SRD

Ride 1 rank
Mounted Combat
Ride-By Attack

1. When mounted and charging, x2 damage with a melee weapon, or x3 with a lance.

Trample
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. Your target may not choose to avoid your mounted overrun action.
2. Your mount may make one hoof attack against any target knocked down.


Combat, Rage

Name

Source

Prerequisite

Benefit

Chaotic Rage
[Epic]

SRD Epic

Chaotic alignment
Rage 5/day

1. Any weapon you use in a rage is treated as an anarchic weapon. This does not stack with similar abilities.

Channeled Rage
[Racial]

RoD

Race: half-orc
Rage ability

1. As an immediate action, spend a rage use to add your Str modifier to a Will save.

Destructive Rage

CW

Rage or frenzy ability

1. In a rage or frenzy, gain +8 on Str checks to break doors or inanimate, immobile objects.

Dragon Rage

ECS

Meet regional requirement
BAB +4
Rage or frenzy ability
Dragon Totem

1. When in a rage or frenzy, your natural armor is raised by +2.
2. When in a rage or frenzy, your resistance to energy type due to your dragon totem is 15.
Special: Eberron regions:
- Argonnessen

Extend Rage

CW
ECS

Rage or frenzy ability

1. Your rage or frenzy lasts 5 rounds longer.
Special: You may gain this feat multiple times; its effects stack.

Extra Rage

CW

Rage or frenzy ability

1. +2 uses of rage or frenzy.
Special: You may gain this feat multiple times; its effects stack.

Frozen Berserker

FB

Rage ability

1. While raging, you gain the cold subtype.

Incite Rage
[Epic]

SRD Epic

Cha 25
Greater rage class feature

1. When you enter a rage, you can incite any or all allies within 60' to a normal rage. Any who do not wish to become enraged are unaffected. This lasts 3 + individual's Con, no matter how far they are from you after you use this feat, and thereafter are fatigued as normal. This is a mind-affecting effect.

Instantaneous Rage

CW

Rage or frenzy ability

1. You may rage or frenzy at any time, even on another's turn or when surprised, or in response to another's action. If the latter, you must be aware of the action, but you may be flat-footed.

Intimidating Rage

CW

Rage or frenzy ability

1. When raging, attempt to demoralize 1 enemy within 30' (see the Intimidate skill) as a free action. The enemy is shaken until your rage ends. This may only be used once per encounter.

Mighty Rage
[Epic]

SRD Epic

Str 21
Con 21
Greater rage class feature
Rage 5/day

1. When you rage, you gain +8 Str and Con, and +4 (morale) on Will saves. This replaces the normal rage bonuses.

Raging Luck

ECS

Ability to rage or frenzy

1. Gain 1 temporary action point while raging; if not used, it disappears after the rage ends.

Reckless Rage

RoS

Con 13
Rage ability

1. Whenever you rage, you gain an additional +2 Str and Con, but take an additional -2 AC.

Righteous Wrath
[Exalted]

BoED

Rage ability

1. When you first deal damage with a melee attack to an evil target while raging, the target must save (Will, DC 10 + 1/2 your raging class level + Cha) or be shaken until you withdraw or are killed or incapacitated. If the target saves, it is immune to this feat for the rest of the encounter. 2. When you rage, you can deal nonlethal damage, stop your attacks, and avoid hitting allies.

Ruinous Rage
[Epic]

SRD Epic

Str 25
Improved Sunder
Power Attack
Rage 5/day

1. While in a rage, you ignore the hardness of any object you strike.
2. Your Str bonus is considered to be doubled when you attempt to break or burst objects with strength alone.

Terrifying Rage
[Epic]

SRD Epic

Rage 5/day
Intimidate 25 ranks

1. When raging, any enemy with fewer HD than your character level who sees you must save (Will, DC = your Intimidate check) or be panicked for 4d6. Enemies with up to twice your HD are instead shaken; other enemies are not affected.

Thundering Rage
[Epic]

SRD Epic

Str 25
Rage 5/day

1. Any weapon you wield in a rage becomes a thundering weapon (DC = 10 + 1/2 your level). This does not stack with similar abilities.

Wolverine's Rage
[Wild]

CD

Wild shape ability

1. If you have taken damage within the last round, spend 1 wild shape to enter a rage for 5 rounds. You may not end this rage voluntarily.


Combat, Ranged

Name

Source

Prerequisite

Benefit

Axethrower
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Use Str instead of Dex on attack rolls with a thrown weapon.
Special: Forgotten Realms regions:
- Dwarf (the Great Glacier)
- Human (the Great Glacier, the Moonshae Isles, the North, Vassa)
- Lizardfolk (Surkh)
- Orc (the Moonsea, Underdark [Northdark])

Combat Archery
[Epic]

CD
SRD Epic

Dodge
Mobility
Point Blank Shot

1. No attacks of opportunity when using a ranged weapon while threatened.

Distant Shot
[Epic]

SRD Epic

Spot 20 ranks
Far Shot
Point Blank Shot

1. Throw or fire a ranged weapon at any target in line of sight, with no penalty for range.

Far Shot
[Fighter]

SRD

Point Blank Shot

1. The range increment of a projectile weapon increases by x1.5.
2. The range increment of a thrown weapon increases by x2.

Fell Shot
[Psionic]

SRD Psionic

Dex 13
BAB +3
Point Blank Shot
Psionic Shot

1. Spend 5 power points to resolve 1 ranged attack as a ranged touch attack. The arrow, bolt, dagger, etc, remains charged with the power points for 1 + your Dex modifier rounds, or until you attack, whichever comes first.

Improved Arrow of Death
[Epic]

SRD Epic

Dex 19
Wis 19
Arrow of death class feature
Point Blank Shot
Precise Shot

1. Your arrows of death have +2 DC.
Special: You can take this feat multiple times; its effects stack.

Improved Sigil (Uur)
[Racial]

RoD

Race: illumian
Uur power sigil

1. +1 (insight) per sigil on ranged weapon damage when the target is denied its Dex bonus to AC.

Instant Reload
[Epic]

SRD Epic

Quick Draw
Rapid Reload
Weapon Focus (selected crossbow)

1. You may fire the selected crossbow type at your full normal attack rate.
2. Reloading the crossbow does not provoke attacks of opportunity.
Special: You can take this feat multiple times, once per crossbow type.

Manyshot
[Fighter]

SRD

Dex 17
BAB +6
Point Blank Shot
Rapid Shot

1. As a standard action, fire two arrows at 1 target within 30', both at the same attack roll at -4. For every five points of BAB over +6, add another arrow (max 4 arrows). Each extra arrow causes another -2 on attack. Apply precision and/or critical damage to one arrow only.
Special: Automatic ranger feat (6th level) on the archery path.

Manyshot, Improved
[Epic]

SRD Epic

Dex 19
BAB +21
Manyshot
Point Blank Shot
Rapid Shot

1. When using Manyshot, the number of arrows you can fire is 2 + 1 per 5 points of BAB over 6.
2. You still only apply precision damage or critical hits with on arrow at a time.

Manyshot, Greater
[Fighter]

SRD Psionic

Dex 17
Manyshot
Point Blank Shot
Rapid Shot
BAB +6

1. When using Manyshot, you may fire each arrow at a different target.
2. When using Manyshot, you make a separate roll for each arrow, and precision-based damage applies to each arrow fired. Any arrow that scores a critical hit has its damage multiplied.

Mounted Archery
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. -2 penalty on ranged attacks while your mount is taking a double move.
2. -4 penalty on ranged attacks while your mount is running.

Mounted Archery, Improved
[Fighter]

CW

Ride 1 rank
Mounted Archery
Mounted Combat

1. No penalty on ranged attacks while your mount is taking a double move.
2. -2 penalty on ranged attacks while your mount is running.

Point Blank Shot
[Fighter]

SRD

--

1. +1 on attack and damage on ranged attacks within 30'.

Precise Shot
[Fighter]

SRD

Point Blank Shot

1. Shoot or throw ranged weapons at opponents in melee without penalty.

Precise Shot, Improved
[Fighter]

SRD

Dex 19
BAB +11
Point Blank Shot
Precise Shot

1. Ranged attacks ignore AC bonuses from cover less than total, and miss chances from anything less than full concealment.
2. Ranged attacks against grappling opponents automatically hit.
Special: Automatic ranger feat (11th level) on the archery path.

Psionic Shot
[Psionic]

SRD Psionic

Point Blank Shot

1. Expend your focus to deal +2d6 damage with a ranged weapon. If you miss, your focus is still expended.

Psionic Shot, Greater
[Psionic]

SRD Psionic

BAB +5
Point Bland Shot
Psionic Shot

1. When using Psionic Shot, you deal an additional +2d6 damage.

Quick Draw
[Fighter]

SRD

BAB +1

1. Draw a weapon as a free action.
2. Draw a hidden weapon as a move action.
3. Attack with thrown weapons at full attack rate.

Ranged Disarm
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. Pick 1 ranged weapon you are proficient with; you may disarm targets within 30' with it.
Special: You can take this feat multiple times, once per weapon.
Special: You gain no benefit from Improved Disarm when using this feat.

Ranged Pin
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. You may perform a ranged grapple attempt if your target is within 5' of a wall, tree, or other such surface, and is wearing clothing, armor, or other such accoutrement. Make a normal ranged attack, then an opposed grapple check (both your and the target's size modifiers apply). The target makes a DC 15 Str or Escape Artist check as a standard action to break free.
Special: You gain no benefit from Improved Grapple when using this feat.

Ranged Sunder
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. With a ranged bludgeoning or slashing weapon, deal normal damage against objects within 30'. With piercing weapons, divide damage by 2 before applying the object's hardness.
Special: You gain no benefit from Improved Sunder when using this feat.

Rapid Reload
[Fighter]

SRD

Proficiency with selected crossbow

1. Reloading a hand or light crossbow is a free action, or a move action for heavy crossbows. You still provoke an attack of opportunity. If your speed is reduced to a free action, then a crossbow can be used as easily as a bow.
Special: This feat can be taken multiple times, once for each type of crossbow.

Rapid Shot
[Fighter]

SRD

Dex 13
Point Blank Shot

1. When using full attack, gain 1 extra attack per round with a bow at a -2 penalty.
Special: Automatic ranger feat (2nd level) on the archery path.

Rapid Shot, Improved
[Fighter]

CW

BAB +6
Manyshot
Point Blank Shot
Rapid Shot

1. No penalty when using Rapid Shot.

Return Shot
[Psionic]

SRD Psionic

BAB +3
Point Blank Shot
Psionic Shot
Fell Shot

1. Expend your focus while you have 1 hand free and not flat-footed to deflect a projectile or thrown weapon no more than 1 size larger, once per round, as a free action. You take no damage, and it is instead directed at attacker at the same attack bonus.
2. If you also have Deflect Arrows, you add your Dex bonus to the attack roll.

Reflect Arrows
[Epic]

SRD Epic

Dex 25
Deflect Arrows
Improved Unarmed Strike

1. When you deflect an arrow, you can reflect the attack at the attacker at your base ranged bonus.

Sharpshooting
[Fighter]

CW

BAB +3
Point Blank Shot
Precise Shot

1. Targets with less than full cover gain only a +2 cover bonus to AC.

Shot on the Run
[Fighter]

SRD

Dex 13
BAB +4
Dodge
Mobility
Point Blank Shot

1. When making a ranged attack, move before and after the attack, but not more than your speed.

Smite Evil, Ranged
[Exalted]

BoED

Smite evil class ability

1. Channel 1 use of your smite evil ability into a fired missile.

Storm of Throws
[Epic]

SRD Epic

Dex 23
Point Blank Shot
Quick Draw
Rapid Shot

1. As a full-round action, throw a light weapon at your full BAB at each target within 30'; this need not be the same type of weapon each time.

Swarm of Arrows
[Epic]

SRD Epic

Dex 23
Point Blank Shot
Rapid Shot
Weapon Focus (selected bow)

1. As a full-round action, fire an arrow at your full BAB at each target within 30'.

Throw Anything

CW

Dex 15
BAB +5

1. Throw a melee weapon you are proficient with as if it had a 10' range increment.

Uncanny Accuracy
[Epic]

SRD Epic

Dex 21
BAB +11
Spot 20 ranks
Point Blank Shot
Improved Precise Shot

1. Your ranged attacks ignore the miss chance granted by total concealment. You must still aim your attacks at the correct square.
Special: A ranger with 11+ levels automatically qualifies for this feat, but only in light or no armor.

Zen Archery

CW

Wis 13
BAB +1

1. Use Wis instead of Dex on ranged attack rolls.


Combat, Unarmed

Name

Source

Prerequisite

Benefit

Ascetic Knight

CAd

Ability to smite evil
Improved Unarmed Strike

1. Your paladin and monk levels stack when determining your unarmed damage.
2. Your paladin and monk levels stack when determining your smite evil bonus damage.
3. You may multiclass freely between paladin and monk. Alignment restrictions apply.

Ascetic Hunter

CAd

Favored enemy
Improved Unarmed Attack

1. When you use an unarmed strike to attempt a stun on a favored enemy, you add .5 your favored enemy bonus on damage rolls to the DC of your stunning attack.
2. If you have levels in both ranger and monk, these levels stack to determine unarmed damage.
3. You can multiclass freely between monk and ranger, so long as you remain lawful-aligned.

Ascetic Mage

CAd

Ability to cast 2nd level spells spontaneously
Improved Unarmed Strike

1. As a swift action that does not provoke attacks of opportunity, you may sacrifice a spell slot to gain a bonus on attack and damage equal to the level of the sacrificed spell slot.
2. Your sorcerer and monk levels stack when determining your AC bonus, but you use Cha instead of Wis.
3. You may multiclass freely between sorcerer and monk. Alignment restrictions apply.

Ascetic Rogue

CAd

Sneak attack +1d6
Improved Unarmed Strike

1. When you deliver a stunning attack with an unarmed strike and a sneak attack, the DC is +2.
2. Your rogue and monk levels stack when determining your unarmed damage.
3. You may mulitclass freely between rogue and monk.

Axiomatic Strike (2)

CW

Ki strike (lawful)
Stunning Fist

1. Spend a stun attempt to deal +2d6 damage vs. a chaotic target (even a target immune to stunning).

Clever Wrestling

CW
Drac

Small or Medium size
Improved Unarmed Strike

1. You gain a bonus (+2/size difference) to escape a larger opponent's grapple or pin.

Close-Quarters Fighting
[Fighter]

CW
Drac

BAB +3

1. You may make an attack of opportunity against an enemy attempting a grapple, even if the enemy has Improved Grapple or a similar special ability. If the enemy has such no such ability, the grapple fails. If it does, it may still attempt a grapple, but you gain a bonus to avoid it equal to the damage you dealt on your attack.

Deflect Arrows
[Fighter]

SRD

Dex 13
Improved Unarmed Strike

1. If you have nothing in one hand, you may deflect 1 hit per round from a ranged weapon (not massive ranged weapons or spell effects). You must be aware of the attack and not flat-footed. This does not cost an action.
Special: Monk bonus feat (2nd level).

Disentangler
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Escape Artist
2. +2 on opposed grapple checks.
Special: Forgotten Realms regions:
- Dwarf (Chult)

Earth's Embrace

CW

Str 15
Improved Grapple (or improved grab)
Improved Unarmed Strike

1. If you pin your target, deal +1d12 damage per round you maintain the pin. While you do this, you are also considered immobile (enemies have +4 to hit you). Targets immune to critical hits are immune to this bonus damage.

Eagle Claw Attack

CW

Wis 13
Improved Sunder
Improved Unarmed Strike

1. Add your Wis bonus to damage on unarmed strikes against objects.

Exceptional Deflection
[Epic]

SRD Epic

Dex 21
Wis 19
Deflect Arrows
Improved Unarmed Strike

1. You can deflect any ranged attacks (including spells that require touch attacks) as if they were arrows.

Extra Stunning

CW

BAB +2
Stunning Fist

1. +3 stunning attacks per day.

Fist of the Heavens
[Exalted]

BoED

Wis 15
Sanctify Ki Strike
Stunning Fist

1. Your stunning fist's save DC is +2 when used against an evil creature.
2. Evil targets are staggered for one round after being stunned.

Fists of Iron

CW

BAB +2
Improved Unarmed Strike
Stunning Fist

1. Spend a stunning attempt to deal an +1d6 damage with your unarmed strike.

Flying Kick

CW

Str 13
Jump 4 ranks
Improved Unarmed Strike
Power Attack

1. On a charge, deal +1d12 damage with your unarmed strike.

Freezing the Lifeblood

CW

Wis 17
BAB +10
Improved Unarmed Strike
Stunning Fist

1. Spend a stunning attempt to make an unarmed strike that deals no damage but paralyzes the target for 1d4+1 rounds if it fails a save (Fort, DC Wis). Only humanoids can be the target of this ability, and creatures immune to stunning are immune to this feat.

Heritage, Fire

Planar HB

--

1. +1 on Initiative.
2. Your unarmed attacks and natural weapons deal +1 fire damage.

Hyena Tribe Hunter
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Hide.
2. +2 on trip attempts and to avoid being tripped.
Special: Characters with this feat may select Improved Trip even if they don't fulfill the requirements.
Special: Forgotten Realms regions:
- Human (the Shaar [Hyena Tribe])

Improved Grapple
[Fighter]

SRD

Dex 13
Improved Unarmed Strike

1. +4 on grapple checks.
2. You do not provoke attacks of opportunity while attempting a grapple

Improved Trip
[Fighter]

SRD

Int 13
Combat Expertise

1. +4 on trips attacks.
2. You do not provoke attacks of opportunity when attempting a trip while unarmed.
3. If successful, you gain a free melee attack.
Special: Monk bonus feat (6th level)

Improved Unarmed Strike
[Fighter]

SRD

--

1. Your unarmed strike is considered armed.
2. You may make attacks of opportunity unarmed.
3. Your unarmed damage can be either lethal or nonlethal.
Special: Automatic monk feat (1st level).

Infinite Deflection
[Epic]

SRD Epic

Dex 25
Combat Reflexes
Deflect Arrows
Improved Unarmed Strike

1. There is no limit to the number of times per round you can use Deflect Arrows.

Keen Strike
[Epic]

SRD Epic

Str 23
Wis 23
Ki strike (adamantine)
Improved Critical (unarmed strike)
Improved Unarmed Strike
Stunning Fist

1. Your unarmed strikes can now deal slashing damage instead of bludgeoning on any attack you wish.
2. When your unarmed strike is using the slashing damage ability, you have an 18-20 threat range. This does not stack with any othe ability that increases your unarmed strike's threat range.

Ki Strike, Holy
[Exalted]

BoED

Cha 15
Ki strike (holy)
Improved Unarmed Strike
Sanctify Ki Strike

1. Your unarmed strike deals +2d6 holy damage to evil creatures.
2. Your unarmed strike is considered a holy weapon in order to bypass damage reduction.
Special: This does not stack with the Sanctify Ki Strike feat.

Ki Strike, Improved
[Epic]

SRD Epic

Wis 21
Ki strike (adamantine)

1. You gain ki strike (epic).

Ki Strike, Sanctify
[Exalted]

BoED

Cha 15
Ki strike (lawful)
Improved Unarmed Strike

1. With an unarmed strike, deal +1 damage vs. evil targets, or +1d4 if also an outsider or undead.
2. Your unarmed strikes are considered good-aligned.

Knifefighter
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You may use a light weapon in a grapple with no penalty.
2. You need not win a grapple check to draw a light weapon while grappling, though you still must spend a move action to do so.
3. If your BAB is at least +6 and already have the weapon drawn, you may make a full attack.
Special: Forgotten Realms regions:
- Bugbear (the Earthfast Mountains)
- Chitine (Underdark [Yathchol])
- Goblin (the Earthfast Mountains)
- Half-elf (Dambrath, the Dragon Coast)
- Halfling (Channath Vale)
- Hobgoblin (the Earthfast Mountains)
- Human (Anauroch, Dambrath, the Lake of Steam, the Sword Coast)
- Orc (Thesk)
- Planetouched (Chessenta)

Legendary Wrestler
[Epic]

SRD Epic

Str 21
Dex 21
Escape Artist 15 ranks
Improved Unarmed Strike

1. +10 on all grapple checks.

Pain Touch

CW

Wis 15
BAB +2
Stunning Fist

1. When you stun a target, the target is nauseated for 1 round after the round they are stunned. Creatures immune to stunning or more than 1 size larger than you are immune to this feat.

Psionic Fist
[Psionic]

SRD Psionic

Str 13

1. Expend your focus to deal +2d6 damage with an unarmed strike or natural weapon. If you miss, your focus is still expended.

Psionic Fist, Greater
[Psionic]

SRD Psionic

Str 13
Psionic Fist
BAB +5

1. When using Psionic Fist, you deal an additional +2d6 damage.

Rapid Stunning
[Fighter]

CW

BAB +6
Combat Reflexes
Stunning Fist

1. You may make 1 more stun attempt (or special attack that uses stun attempts) per round.
Special: This feat may be taken multiple times; its effects stack.

Reflect Arrows
[Epic]

SRD Epic

Dex 25
Deflect Arrows
Improved Unarmed Strike

1. When you deflect an arrow, you can reflect the attack at the attacker at your base ranged bonus.

Righteous Strike
[Epic]

SRD Epic

Wis 19
Alignment: any lawful
Improved Unarmed Strike
Stunning Fist

1. Your unarmed strike is treated as an axiomatic weapon; this does not stack with similar abilities.

Roundabout Kick

CW

Str 15
Improved Unarmed Strike
Power Attack

1. If you score a critical hit on an unarmed strike, immediately gain a free attack at the same target using the same bonus as the last hit.

Savage Grapple
[Wild]

CAd

Wild shape
Sneak attack +1d6

1. When using wild shape, if you make a successful grapple check to damage a target you are grappling, add your sneak attack damage as well (if the target is vulnerable to sneak attacks).

Shattering Strike
[Epic]

SRD Epic

Ki strike (adamantine)
Concentration 25 ranks
Epic Weapon Focus (unarmed strike)
Weapon Focus (unarmed strike)

1. When using an unarmed strike to break or burst an object with strength rather than damage (thus, only when able to use an unarmed strike on the object), you may make a Concentration check rather than a Str check. This is a full-round action that provokes attacks of opportunity.

Snatch

SRD Monster

Size: Huge or larger

1. Hit with a claw or bite attack to immediately start a grapple.
2. If you gain a hold on a target at least 3 sizes smaller than you, deal free bite or claw damage.
3. Snatched opponents held in your mouth fail any Reflex save vs. your breath weapon (if any).
4. You may drop your target (as a free action) or throw it (as a standard action, it travels 1d6 x 10', and takes 1d6/10' damage).

Snatch Arrows
[Fighter]

SRD

Dex 15
Improved Unarmed Strike
Deflect Arrows

1. When using Deflect Arrows, you may instead catch the weapon. Thrown weapons may be immediately thrown back at the attacker (on attacker's own turn) or instead kept.

Snatch, Improved

Drac

Size: Huge or larger
Snatch

1. You may use Snatch on a creature up to 2 sizes smaller than you.

Stunning Fist
[Fighter]

SRD

Dex 13
Wis 13
BAB +8
Improved Unarmed Strike

1. Declare a stun attempt before your next unarmed strike; if you hit, the target saves (Fort, DC Wis) or is stunned until your next action. You gain 1 use/day per monk level, and +1 use/4 other levels. (1 use per round limit.) Targets immune to critical hits are immune to stunning.
Special: Monk bonus feat (1st level).

Stunning Fist, Improved
[Epic]

SRD Epic

Dex 19
Wis 19
Improved Unarmed Strike
Stunning Fist

1. Your stunning fist's DC is +2.
Special: You can take this feat multiple times; its effects stack.

Sun School
[Tactical]

CW

BAB +4
Flurry of blows class ability

1. Inexorable Progress of Dawn: Hit your target with the first two unarmed strikes from a flurry of blows to force your target back 5'; you move forward 5'. (No attacks of opportunity.)
2. Blinding Sun of Noon: A target stunned 2 rounds in a row is then confused for 1d4 rounds.
3. Flash of Sunset: Move next to an enemy instantaneously, as with dimension door or the abundant step class feature, and make 1 attack at your highest BAB against that enemy.

Touch of Golden Ice
[Exalted]

BoED

Con 13

1. Evil creatures touched with your bare hand, fist, or natural weapon, are ravaged by golden ice (see source).

Unavoidable Strike
[Psionic]

SRD Psionic

Str 13
BAB +5
Psionic Fist

1. Expend your focus to resolve your next attack with an unarmed strike or natural weapon as a touch attack.

Vorpal Strike
[Epic]

SRD Epic

Str 25
Wis 25
Ki strike (adamantine)
Improved Critical (unarmed strike)
Improved Unarmed Strike
Keen Strike
Stunning Fist

1. Your unarmed strike can deal slashing damage at your option.
2. Your unarmed strike is considered a vorpal weapon when you choose to deal slashing damage.

Weakening Touch

CW

Wis 17
BAB +2
Improved Unarmed Strike
Stunning Fist

1. Spend a stunning attempt to make an unarmed strike that deals no damage, but deals a -6 penalty to the target's Str score. Multiple uses of this feat do not stack. Creatures immune to stunning are immune to this feat.


Hit Point

Name

Source

Prerequisite

Benefit

Aligned Attack
[Psionic]

SRD Psionic

BAB +6

1. Choose [chaos], [evil], [good], or [law]; the descriptor must be one you possess. Expend your focus to make your next attack (melee or ranged) aligned with that descriptor.

Bladeproof Skin
[Spelltouched]

UA

Exposure to stoneskin or iron body

1. You gain damage reduction 3/bludgeoning.
2. Your skin imposes an armor check penalty of -2.

Boar's Ferocity
[Wild]

CD

Wild shape ability

1. When below 0 hp (but not lower than -9) spend 1 wild shape to fight normally for 1 minute.

Controlled Immolation
[Spelltouched]

UA

Exposure to fireball or delayed blast fireball

1. If you catch on fire, you take no damage. This does not protect your equipment or extend to actual fire damage.
2. You remain on fire for 1d4 rounds; any enemy who hits you in melee takes 1d6 fire damage.

Damage Reduction
[Epic]

CD
SRD Epic

Con 21

1. Gain DR 3/-. This does not stack with magical effects, but it does stack with class abilities.
Special: You may gain this feat multiple times; its effects stack.

Dauntless
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +5 hit points.
Special: Forgotten Realms regions:
- Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark [Earthroot], Underdark [Old Shanatar])
- Human (Damara, the Great Dale, Impiltur, the Moonshae Isles)
- Orc (Amn, Chessenta, Vaasa)
- Slyth (Underdark [Fluvenilstra])

Destiny, Fearless
[Racial]

RoD

Race: human or any half-human
Character level 6th
Destiny, Heroic

1. 1/day, any effect that would reduce you to -10 points or less instead leaves you at -9 in stable condition. This does not affect effects that kill you without reducing your hit points.

Diehard

SRD

Endurance

1. When at negative hp, you are automatically stable.
2. When at negative hp, you may choose to act as if disabled rather than dying. If you do not, you become unconscious.
3. When at negative hp, you may take 1 move or standard action once per turn. You cannot do both; you cannot take a full round action. Move actions are safe; standard actions (or other actions, i.e., a quickened spell) cause 1 point of damage.
4. If you reach -10 hit points, you die as normal.
Special: With the new 'immediate' and 'swift' actions, the third point would likely be that only move and free actions are safe.

Divine Resistance
[Divine]

CW

Ability to turn or rebuke undead
Divine Cleansing

1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst resistance 5 (cold, electricity, and fire) for your Cha bonus in rounds.

Divine Vigor
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes.

Dodge, Epic
[Epic]

SRD Epic

Dex 25
Improved evasion class feature
Defensive roll class feature
Tumble 30 ranks
Dodge

1. 1/round, when hit by the target of your Dodge feat, you may automatically avoid all damage from that attack.

Draconic Resistance
[Draconic]

CA

Draconic Heritage

1. You gain resistance to the energy type of your ancestor equal to 3 x the number of your draconic feats.

Dragon Rage

ECS

Meet regional requirement
BAB +4
Rage or frenzy ability
Dragon Totem

1. When in a rage or frenzy, your natural armor is raised by +2.
2. When in a rage or frenzy, your resistance to energy due to your dragon totem is 15.
Special: Eberron regions:
- Argonnessen

Dragon Totem

ECS

Meet regional requirement
BAB +1

1. You gain resistance 5 to the type of energy associated with your dragon totem.
Special: Eberron regions:
- Argonnessen
- Seren

Draw from the Land
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. You recover 2 hp and ability points per day of light activity, or 4 hp and ability points per day of complete rest (this stacks with the Heal skill's use).
2. +10 on Con checks to avoid nonlethal damage from hunger or thirst.
3. You require half as much sleep as normal (but still full mental rest to regain spell slots).
Special: These bonuses are automatic when in Rashemen; outside those lands, you must make a Concentration check (DC 10 + 2/100 miles from the Rashemi border); if you fail, you cannot make another attempt for 24 hours.
Special: Forgotten Realms regions:
- Human (Rashemen)

Elemental Healing

CD

Ability to rebuke elementals

1. Spend a rebuke elementals use to heal elementals of that type within 60' of 1d8/2 levels.

Endurance, Cold, Improved

FB

Base Fortitude save +6
Endurance, Cold

1. You gain resistance 5 (cold), or your resistance to cold increases by 5.
Special: You can take this feat multiple times; its effects stack, but you cannot raise your resistance beyond 15 using this feat.

Energy Resistance
[Epic]

SRD Epic

--

1. You gain resistance 10 to 1 energy type, or a previously existing resistance increases by 10.
Special: You can gain this feat multiple times. If you choose the same energy type, it stacks.

Forgeheart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain resistance 5 (fire).
Special: Forgotten Realms regions:
- Dwarf (the Smoking Mountain, the Sword Coast)

Greater Resiliency

CW

Damage reduction (class feature or innate ability)

1. Your damage reduction increases by 1. If you gain a later bonus (i.e., with barbarian levels), this stacks with that bonus. This feat has no effect on the type of weapon that overcomes the damage reduction (if any). If you have multiple reduction abilities, choose one to increase.

Hands of a Healer

BoED

Cha 13
Lay on hands ability

1. Count your Cha as 2 points higher when determining how many points of damage you may heal per day.

Healing, Fast
[Epic]

Drac
SRD Epic

Con 25

1. Gain fast healing 3, or your existing fast healing increases by 3. This does not stack with non-permanent magical effects.

Healing, Faster

CW

Base Fort save +5

1. You recover hit points and ability points faster. See source for details.

Initiate of Ilmater
[Initiate]

PGtF

Cleric level 7th
Patron deity Ilmater

1. When casting any spell that heals more damage than was taken by the target, the target gains the excess as temporary hit points (max hit points = 3 x target's HD) for 1 hour/caster level.
2. While having at least one such hit point, the target gains +2 (sacred) on Fortitude saves and against being bull rushed and tripped.
3. Gain bonus spells (see source).

Life Drain
[Monstrous]

LM

Cha 13
Energy drain ability

1. When you bestow a negative level with your supernatural attack, your target also loses your Cha modifier in hp on top of normal damage; you gain this amount as temporary hit points for up to 1 hour, on top of the normal amount.

Life Leech
[Spelltouched]

UA

Exposure to phantasmal killer

1. Any creature between -1 and -9 hp within 30' of you loses 1 hp at the beginning of your turn. You cannot suppress this effect.
2. You gain this damage as temporary hp for 10.

Manifest Leap

S:CoT

Knowledge (the planes) 3 ranks
Jump 3 ranks

1. +4 on Jump (competence) when in a manifest zone connected to Syrania.
2. Take only 1d4/10' damage on a fall when in a manifest zone connected to Syrania.
Note: This feat requires the existence of manifest zones, part of the Eberron Campaign Setting.

Mental Resistance

SRD Psionic

Non-psionic character
Base Will save +2

1. Gain DR 3/- vs. (non-energy) damaging powers, including ability damage (not drain or burn). This does not apply to spells.

Mind Over Body (1)

SRD Psionic

Con 13

1. Heal ability damage/burn at a rate of 1 + your Con bonus.

Mind Over Body (2)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Use Int or Cha at 1st level to determine starting hit points (all other levels use Con).
2. Gain +1 hit points each time you take a metamagic feat.
3. If you cast arcane spells, gain +1 (insight) AC.
Special: Forgotten Realms regions:
- Elf (Silverymoon, Snow Eagle Aerie)
- Half-elf (Silverymoon)
- Human (Calimshan, Mulhorand, Shou Expatriate, Thay)
- Planetouched (Calimshan, Thay)
- Spirit folk (Ashane)

Pious Defense

CD

Knowledge (religion) 2 ranks

1. If you would be reduced to 0 hp or less by damage, spend 1 faith point to take half damage.
Special: This feat gives you 4 faith points. You gain more as detailed in the source.

Profane Lifeleech

LM

Ability to rebuke undead

1. Spend a standard action and two rebuke attempts to deal 1d6 damage to all living creatures within 30'. This cannot reduce a target's hp below 0.
2. You are healed by the same amount, but not beyond your maximum.

Rapid Metabolism

SRD Psionic

Con 13

1. Your natural healing rate increases to the standard rate plus twice your Con bonus.
2. You heal at this rate even without rest.
3. If you are under long-term care, you heal the normal rate plus twice your Con bonus.

Sacred Healing
[Divine]

CD

Ability to turn undead
Heal 8 ranks

1. Spend a turn attempt as a full round action to grant fast healing 3 to all living creatures within 60'. This lasts for 1 + your Cha modifier rounds (minimum 1 round).

Stigmata
[Exalted]

BoED

Nimbus of Light

1. You activate your stigmata by willing yourself to take at least 2 points of Con damage. You may heal allies of 1 hp per 2 points of damage, and anyone with a disease gains a new save with a sacred bonus equal to the total Con damage you took (if the save succeeds, the disease is cured). You may touch 1 ally/point of Con damage. The activation lasts for 1 hour, and the Con damage cannot be cured during that time.

Tomb-Born Fortitude

LM

Alignment: any non-good
Tomb-Tainted Soul

1. You have a 25% chance to ignore extra damage from sneak attacks or critical hits.
2. You do not risk death from massive damage.
3. Your skin looks dead.

Tomb-Tainted Soul

LM

Alignment: any non-good

1. You are healed by negative energy and harmed by positive energy as if you were undead.

Toughness

SRD

--

1. +3 hit points.

Toughness, Epic
[Epic]

CD
SRD Epic

--

1. +20 hit points.
Special: You can take this feat multiple times; its effects stack.

Toughness, Improved
[Fighter]

CW
LM

Base Fort save +2

1. +1 hp/HD.

Swarm's Embrace

S:CoT

Child of Winter

1. You gain immunity to a swarm's distraction effect.
2. You gain DR 6/- against swarm attacks.


Item Use

Name

Source

Prerequisite

Benefit

Additional Magic Item Space
[Epic]

SRD Epic

--

Choose 1 wearable magic item type. You may now wear another such magic item and receive the benefit of all such items you wear.
Special: You may take this feat multiple times, once per wearable magic item type.

Ancestral Relic

BoED

Alignment: any good
Character level 3rd

Spend time in prayer over an item of at least masterwork quality and sacrifice gold or valuable items to increase its power (the amount is equal to the difference between the current market price and the level intended). This process takes 1 day per 1,000 gp price difference.
Special: You may only have 1 ancestral relic; it is limited by your character level (see source).

Attune Magic Weapon
[Item Creation]

ECS

Craft Magic Arms and Armor
Caster level 5th

+1 insight bonus on attack and damage when using a magic weapon.
Special: You must spend 24 hours attuning to a new weapon before using this feat.

Channel Charge

LEoF

Ability to cast 4th-level spells
Use Magic Device 5 ranks

1. When you use a spell trigger item with charges, make a Use Magic Device check (DC 15 + spell level); if you succeed, you sacrifice a spell of the same level to power the activation. If you fail, you still lose the spell slot, and the appropriate number of charges are expended.

Double Steel Strike

ECS

Weapon Focus (two-bladed sword)
Flurry of blows class feature

1. Treat the two-bladed sword as a special monk weapon.

Double Wand Wielder

CA

Craft Wand
Two-Weapon Fighting

1. You can fire two wands as a full-round action. This costs 1 additional charge from the wand you have designated as your off-hand wand.

Endurance

SRD

--

1. +4 to Swim to resist nonlethal damage
2. +4 to Con checks to continue running, to hold your breath, to avoid nonlethal damage from a forced march, starvation, or thirst
3. +4 to Fort saves to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
4. You may sleep in light or medium armor without becoming fatigued.
Special: Automatic ranger feat (3rd level).

Extra Rings
[Item Creation]

ECS

Forge Ring
Caster level 12th

1. You can wear and benefit from up to four magical rings, two on each hand.

Glorious Weapons
[Divine]

CD

Ability to turn or rebuke undead

1. Spend a turn/rebuke attempt as a standard action to align all melee weapons (including natural weapons) of all allies within 60' as good (if you turn undead) or evil (if you rebuke) until the end of your next turn.

Heavy Armor Optimization
[Fighter]

RoS

BAB +4
Armor Proficiency (heavy)

1. When wearing heavy armor, the armor check penalty is 1 less and the armor bonus is +1.

Holy Strike
[Epic]

CD
SRD Epic

Alignment: any good
Smite evil ability

1. Any weapon you use is considered holy. If the weapon already has an alignment, this has no effect.

Item Familiar

UA

Character level 3rd

1. You bond with 1 item of at least 2,000 gp, which gains power as you gain levels. This item must be usable by you with a permanent magical effect you can use. If the item is destroyed or separated from you for more than 1 day/level, lose 200 XP/level. (See source for more.)

Master Staff
[Epic]

SRD Epic

Spellcraft 15 ranks
Craft Staff

1. When you activate a staff, you retain its charge by expending a spell or spell slot equal to or higher than the spell slot of the charge (but not from any bonus spells due to school specialty). This only works for functions that match specific spells.

Master Wand
[Epic]

SRD Epic

Spellcraft 15 ranks
Craft Wand

1. When you activate a wand, you retain its charge by expending a spell or spell slot equal to or higher than the spell slot of the charge (but not from any bonus spells due to school specialty).

Penetrate Damage Reduction
[Epic]

SRD Epic

--

1. Your melee weapons are considered to be of a chosen material (e.g., adamantine) when encountering damage reduction.
Special: You may take this feat multiple times, once per material; the effects stack.

Quick Draw
[Fighter]

SRD

BAB +1

1. Draw a weapon as a free action.
2. Draw a hidden weapon as a move action.
3. Attack with thrown weapons at full attack rate.

Ranged Disarm
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. Pick 1 ranged weapon you are proficient with; you may disarm targets within 30' with it.
Special: You can take this feat multiple times, once per weapon.
Special: You gain no benefit from Improved Disarm when using this feat.

Ranged Pin
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. You may perform a ranged grapple attempt if your target is within 5' of a wall, tree, or other such surface, and is wearing clothing, armor, or other such accoutrement. Make a normal ranged attack, then an opposed grapple check (both your and the target's size modifiers apply). The target makes a DC 15 Str or Escape Artist check as a standard action to break free.
Special: You gain no benefit from Improved Grapple when using this feat.

Ranged Sunder
[Fighter]

CW

Dex 15
BAB +5
Point Blank Shot
Precise Shot

1. With a ranged bludgeoning or slashing weapon, deal normal damage against objects within 30'. With piercing weapons, divide damage by 2 before applying the object's hardness.
Special: You gain no benefit from Improved Sunder when using this feat.

Rapid Reload
[Fighter]

SRD

Proficiency with selected crossbow

1. Reloading a hand or light crossbow is a free action, or a move action for heavy crossbows. You still provoke an attack of opportunity. If your speed is reduced to a free action, then a crossbow can be used as easily as a bow.
Special: This feat can be taken multiple times, once for each type of crossbow.

Reckless Wand Wielder

CA

Use Magic Device 1 rank
Craft Wand

1. Spend 1 extra charge to add +2 caster levels to the spell stored in a wand. You can only spend 1 extra charge at a time.

Sanctify Weapon
[Exalted]

BoED

Ability to cast align weapon

1. When you cast align weapon, the weapon becomes sanctified; it deals +1 damage vs. evil targets, or +1d4 vs. evil outsiders and evil undead.
2. Targets with the corrupted template (from The Book of Vile Darkness) cannot heal this bonus damage naturally (including fast healing).

Serpent Strike

ECS

Weapon Focus (longspear)
Flurry of blows class feature

1. Treat the longspear as a special monk weapon.

Spell Trigger, Consecrate
[Exalted]

BoED

Ability to turn undead
Craft Wand or Craft Staff

1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item.

Spell Trigger, Purify
[Exalted]

BoED

Ability to turn undead
Craft Wand or Craft Staff

1. Spend one turning attempt to apply the Purify Spell feat to the spell produced by a spell trigger item.

Throw Anything

CW

Dex 15
BAB +5

1. Throw a melee weapon you are proficient with as if it had a 10' range increment.

Unholy Strike
[Epic]

SRD Epic

Alignment: any evil
Smite good class feature

1. Any weapon you wield is an unholy weapon. This does not stack with similar abilities. If the weapon already has an alignment, this has no effect.

Wand Mastery
[Item Creation]

ECS

Craft Wand
Caster level 9th

1. The caster level and DC of any wand you use is increased by two.

Wandstrike

CA

Use Magic Device 4 ranks

1. Make a melee touch attack with a wand, spending 1 charge to deal 1d6 damage to the target (sneak attack, favored enemy, etc, does not add extra damage to this attack).
2. If the wand's spell affects an area or deals damage, you may also activate the spell (costing 1 more charge) as part of the above attack. Targeted spells hit automatically; area spells have their point of origin as any grid intersection of the target's space, which can place you in the area.

Whirling Steel Strike

ECS

Weapon Focus (longsword)
Flurry of blows class feature

1. Treat the longsword as a special monk weapon.

Wield Oversized Weapon

CD

Str 25
BAB +21
Monkey Grip

1. You treat any weapon as 1 category smaller than normal. This includes the effort needed to use it, but the base damage does not change.


Movement, General

Name

Source

Prerequisite

Benefit

Action Surge

ECS

BAB +3

1. Spend 2 action points to take an extra move or standard action.

Ankheg Tribe Ambush
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +4 (circumstance) on Hide in tall grass.
2. In a surprise round, leap up from prone as a free action.
Special: Forgotten Realms regions:
- Human (the Shaar [Ankheg Tribe])

Blind-Fight
[Fighter]

SRD

--

1. If your melee attack fails due to concealment, reroll once.
2. Retain Dex bonus to AC against invisible opponents.
3. Invisible opponents do not gain a bonus when attacking you in melee.
4. Move 3/4ths your speed when in darkness or areas of poor visibility.
Special: This feat does not affect opponents who are the subject of a blink spell.

Blinding Speed
[Epic]

SRD Epic

Dex 25

You may act as if hasted for 5 rounds per day. They need not be consecutive rounds.
Special: You may take this feat multiple times; its effects stack.

Cavalry Charger
[Fighter] [Tactical]

CW

BAB +6
Mounted Combat
Spirited Charge
Trample

1. Unhorse: If you make a successful attack on a mounted charge, you make a free bull rush attempt. If you succeed, your target is moved off his horse, which remains where it was.
2. Leaping Charge: At the end of a mounted charge against a target at least 1 size smaller than your mount, make a Ride check (DC 10 for +2 damage, DC 20 for +4). Failure means an automatic miss; failure by 5 or more means you fall off and land next to your mount.
3. Fell Trample: You make mounted overrun attempts vs. multiple targets. Your mount makes a hoof attack against each overrun target.

Cheetah Tribe Sprint
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. Once per hour while in light or no armor and carrying no more than a light load, you may move up to four times your speed while charging.
Special: Forgotten Realms regions:
- Human (the Shaar [Cheetah Tribe])

Crowd Tactics
[Tactical]

RoD

Hide 5 ranks
Dodge

1. Moving with the Flow: Entering any space occupied by a crowd costs no extra movement.
2. One with the Crowd: +4 on Hide in a space occupied by a crowd.
3. Master of the Mob: +4 on Diplomacy and Intimidate to influence or direct a crowd.
Special: You only gain the above benefits if the crowd is indifferent or friendly to you.

Dash

CW

--

1. In light or no armor, with no more than a light load, your speed is 5' faster.

Divine Vigor
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes.

Elusive Target
[Tactical]

CW

BAB +6
Dodge
Mobility

1. Negate Power Attack: If the target of your Dodge feat uses Power Attack against you, that target gains no bonus to damage, but still takes an attack penalty.
2. Diverting Defense: Target 1 enemy flanking you with your Dodge feat. The first attack of that round from that attacker instead targets the other flanking enemy, who is considered flat-footed for this attack. Any other attacks that round are as normal.
3. Cause Overreach: If an attack of opportunity caused by your movement misses you, make a free trip attack on that enemy. The enemy may not try to trip you if you fail.

Endurance

SRD

--

1. +4 to Swim to resist nonlethal damage
2. +4 to Con checks to continue running, to hold your breath, to avoid nonlethal damage from a forced march, starvation, or thirst
3. +4 to Fort saves to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
4. You may sleep in light or medium armor without becoming fatigued.
Special: Automatic ranger feat (3rd level).

Endurance, Epic
[Epic]

SRD Epic

Con 25
Endurance

1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check.

Epic Speed
[Epic]

SRD Epic

Dex 21
Run

1. Your speed is +30' when not wearing heavy armor. This does not stack with magic items and nonpermanent magic effects.

Fleet of Foot (2)

CW

Dex 15
Run

1. When running or charging (in light armor and carrying no more than a light load), you may make 1 direction change (up to 90 degrees). If you charge, you must move in a straight line for 10' after the change to maintain the charge.

Formation Expert
[Fighter] [Tactical]

CW

BAB +6

1. Lock Shields: If you have allies on either side and you are all using shields, gain +1 AC.
2. Step into the Breach: If you are within 1 move action of an ally who falls in combat, and allies are in every square between you and the fallen ally, you may immediately spend a move action to step into the fallen ally's square.
3. Wall of Polearms: If you are using a shortspear, longspear, glaive, guisarme, halberd, or ranseur, and allies on each side using the same weapon you are, gain +2 on attack.

Giantbane
[Fighter] [Tactical]

CW

BAB +6
Size: Medium or smaller
Tumble 6 ranks

1. Duck Underneath: If you are attacked by an enemy at least two sizes larger than you while you are using the total defense action, gain +4 AC (dodge). If that enemy misses you, you may make a DC 15 Tumble check to move to any unoccupied square on the opposite side of the enemy. If you fail, or there is no appropriate square to move to, you remain where you are.
2. Death from Below: If you succeed on Duck Underneath, make 1 immediate attack (at +4) against the enemy you ducked under. That enemy is considered flat-footed for this attack.
3. Climb Aboard: Move next to an enemy at least two sizes larger than you. On the next round, make a DC 10 Climb check as a free action to climb onto the enemy (you occupy one of its squares). The enemy you stand on attacks you at -4 or can shake you off by winning a grapple check opposed by your Climb check. If it wins, you land in a random adjacent square.

Mobility
[Fighter]

SRD

Dex 13
Dodge

1. +4 AC (dodge) vs. attacks of opportunity caused by movement in a threatened area.

Mounted Archery
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. -2 penalty on ranged attacks while your mount is taking a double move.
2. -4 penalty on ranged attacks while your mount is running.

Mounted Archery, Improved
[Fighter]

CW

Ride 1 rank
Mounted Archery
Mounted Combat

1. No penalty on ranged attacks while your mount is taking a double move.
2. -2 penalty on ranged attacks while your mount is running.

Natural Scavenger

ShS

Survival 5 ranks.

1. Move at full overland speed while foraging for food.
2. +4 on Survival while foraging for food.

Nimble Bones

LM

Corpsecrafter

1. Undead you raise or create with necromancy spells gain +4 Initiative and +10' to their speed.

Prone Attack
[Fighter]

CW

Dex 15
BAB +2
Lightning Reflexes

1. You can make attacks while prone with no penalty.
2. If the attack is successful, you regain your feet as a free action.
3. Enemies gain no bonus to melee attacks while you are prone.

Pursue

ECS

Combat Reflexes

1. When an enemy in combat takes a 5' step to a square you do not threaten, spend 1 action point to occupy the square that enemy just left. This takes place right after the 5' step and does not provoke attacks of opportunity.
Note: It is assumed that this can only be used by a character in melee combat with the enemy.

Raptor School
[Tactical]

CW

Wis 13
BAB +5
Jump 5 ranks

1. Eagle's Swoop: Make a charge or jump down to an enemy from at least 10' up. Make a Jump check as a free action at either DC 15 (for +2 damage) or DC 25 (+4 damage). Failure means an automatic miss. Failure by 5 or more means you fall prone in an adjacent square.
2. Falcon's Feathers: If you are wearing a cloak, you may whip it around to make a feint check using your BAB rather than your Bluff modifier.
3. Hawk's Eye: Gain a +2 bonus on attack and damage rolls against 1 target for every round you first spend observing that target, for a maximum of +6 after 3 rounds. If you do not use this bonus within 3 rounds, or if you are attacked during observation, you lose it.

Ride-By Attack
[Fighter]

SRD

Ride 1 rank
Mounted Combat

1. When mounted and charging, you may move before and after your standard action so long as you are moving in a straight line without exceeding your total movement for that round. The target of your attack does not get an attack of opportunity.

Run

SRD

--

1. Move 5x your speed during a run (or x4 in heavy armor or carrying a heavy load).
2. +4 to running Jump checks.
3. Retain your Dex bonus to AC while running.

Shot on the Run
[Fighter]

SRD

Dex 13
BAB +4
Dodge
Mobility
Point Blank Shot

1. When making a ranged attack, move before and after the attack, but not more than your speed.

Speed of Thought
[Psionic]

SRD Psionic

Wis 13

1. +10' (insight) to speed when focused.

Spring Attack
[Fighter]

SRD

Dex 13
BAB +4
Dodge
Mobility

1. When attacking with a melee weapon and not in heavy armor, move before and after attack, so long as you do not exceed your total movement for that round. Your target does not get an attack of opportunity. You must move 5' before and after your attack to use this feat.

Sun School
[Tactical]

CW

BAB +4
Flurry of blows class ability

1. Inexorable Progress of Dawn: Hit your target with the first two unarmed strikes from a flurry of blows to force your target back 5'; you move forward 5'. (No attacks of opportunity.)
2. Blinding Sun of Noon: A target stunned 2 rounds in a row is then confused for 1d4 rounds.
3. Flash of Sunset: Move next to an enemy instantaneously, as with dimension door or the abundant step class feature, and make 1 attack at your highest BAB against that enemy.

Swim Like a Fish
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to grow gills and breathe underwater; you do not loose the ability to breathe air. You also gain a swim speed of 40' and +8 on Swim checks. This lasts for 1 hour.


Movement, Flight

Name

Source

Prerequisite

Benefit

Eagle's Wings
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to grow feathery wings for one hour (fly 60', average).

Flyby Attack

SRD Monster

Fly speed

1. While flying, you can take a standard action at any time during a move action (such as a dive).

Flyby Attack, Adroit

Drac

Fly speed (90')
Flyby attack
Either Hover or Wingover

1. While using Flyby Attack, you do not provoke an attack of opportunity from anyone you attack.

Hover

SRD Monster

Fly speed

1. Regardless of maneuverability, you can hover in place as a move action.
2. You can move in any direction, including straight up and down, at half speed.
3. If you begin your turn hovering, you can hover while taking a full-round action, including full attack (but cannot make wing attacks).
4. If you are Large or larger and have wings, you create winds with a range of 60' that put out torches, small campfires, unprotected lanterns, and other small, open nonmagical fires. If you are also within 20' of a surface with a lot of loose debris, you can create a dust cloud of the same size. Inside, clear vision is 10'; at 15-20', 20% concealment; at 25' or more, total concealment. Creatures in the cloud must make a Concentration check (DC 10 + 1/2 your HD) to cast spells or use spell-like abilities.

Improved Flight

Drac

Fly speed (150')
Either Hover or Wingover

1. Your maneuverability improves by 1 step, but no better than Good.
Special: You can take this feat multiple times, subject to the above restriction.

Manifest Flight

S:CoT

Fly speed
Knowledge (the planes) 4 ranks

1. Your fly speed is +50% when In a manifest zone connected to Syrania,
2. Your maneuverability is 1 step better when in a manifest zone connected to Syrania.
Note: This feat requires the existence of manifest zones, part of the Eberron Campaign Setting.

Power Climb

Drac

Str 15
Fly speed (average)

1. While flying in a straight line, you may gain altitude while moving your full speed.

Power Dive

Drac

Str 15
Fly speed (average)

1. When flying, you may dive to perform an overrun action that your target cannot avoid.
2. If you hit, your target is knocked prone and you make an additional slam attack that deals bonus damage based on your size (+1d6 at Medium), +1.5 your Str modifier.
3. If you miss, you are knocked prone yourself and take the bonus damage instead.

Wingover

SRD Monster

Fly speed

1. Regardless of maneuverability, you can change direction up to 180 degrees as a free action, in addition to any other turns you are allowed. You cannot gain altitude while using this feat, but you can dive. A wingover costs 10' of movement.


Movement, Land

Name

Source

Prerequisite

Benefit

Cheetah's Speed
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to increase your base land speed to 50' for 1 hour.
2. Once per use, move 10x your normal base speed as part of a charge.

Fleet of Foot (1)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +10' of land speed when in light or no armor and carrying less than a heavy load. This stacks with class features that improve speed.
Special: Forgotten Realms regions:
- Elf (the Forest of Lethyr, the High Forest, the Wealdath)
- Half-elf (the Dalelands, the High Forest)
- Human (the Shaar, Thindol)

Leap Attack

CAd

Jump 8 ranks
Power Attack

1. You may jump as part of your charge; this follows the normal rules of the Jump skill and charges, except that you ignore rough terrain in any squares you jump over.
2. If you cover at least 10' of horizontal distance with your jump, and end that jump in a square from which you threaten your target, you deal twice the bonus damage normally given by your Power Attack feat. (With a two-handed weapon, you instead triple the extra damage.)

Nomadic Trekker
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. Move overland across trackless plains at normal speed.
2. +4 on Con checks to continue forced marches across plains.
Special: You may extend these bonuses to 1 ally per level.
Special
: Forgotten Realms regions:
- Human (the Shaar)
- Wemic (the Shaar)

Roofwalker
[Tactical]

RoD

Balance 5 ranks
Jump 5 ranks
Dodge
Mobility

1. Fleet of Foot: You can move your full speed over precarious surfaces without penalty.
2. Graceful Drop: Jump checks to ignore falling damage ignore 20' of the distance you fell.
3. Master of the Roof: +1 (dodge) AC against any opponent at a different elevation from you.

Snowrunner

FB

Woodland stride ability

1. +5 (competence) on Balance on icy surfaces.
2. You may move at full speed across loose snow.

Stormheart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Profession (sailor).
2. Ignore all hampered movement penalties for fighting on pitching or slippery decks.
3. Gain +1 (dodge) AC while fighting on a ship or boat.
Special: Forgotten Realms Regions:
- Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult)

Surefooted
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Climb and Jump.
2. Ignore all movement penalties for ice and steep slopes. If a surface is both steep and icy, you pay twice the movement cost, instead of four times.
Special: Forgotten Realms regions:
- Grimlock (Underdark [Reeshov])
- Human (the Great Dale, Uthgardt Tribesfolk)
- Orc (Amn, the Moonsea, Vaasa)

Up the Walls
[Psionic]

SRD Psionic

Wis 13

1. When focused, you may move along a wall as if it were a horizontal surface so long as you end your movement on a horizontal space. You can change surfaces as often as you wish and make any actions during that movement that you could otherwise do, but you cannot stop on a wall; if you stop or run out of movement before reaching a horizontal surface, you fall as normal.

Woodwise
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. Ignore movement penalties due to nonmagical, natural undergrowth.
2. +1 (dodge) AC when fighting in woodlands.
Special: Forgotten Realms regions:
- Elf (Elven Court, Sildëyuir, the Wealdath)
- Volodni (the Forest of Lethyr)


Proficiency

Name

Source

Prerequisite

Benefit

Armor, Heavy

SRD

Armor, Light
Armor, Medium

1. Wearing this type of armor causes no nonproficiency penalty.

Armor, Light

SRD

--

1. Wearing this type of armor causes no nonproficiency penalty.

Armor, Medium

SRD

Armor, Light

1. Wearing this type of armor causes no nonproficiency penalty.

Horse Nomad
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +3 to Ride.
2. Gain proficiency with the composite shortbow, light lance, and scimitar.
Special: Forgotten Realms regions:
- Human (the Hordelands, Nimbral, the Ride, the Shaar)

Improved Weapon Familiarity
[Fighter]

CW

BAB +1

1. Treat all exotic weapons associated with your race as martial weapons.

Militia
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain proficiency with all martial weapons.
Special: Forgotten Realms regions:
- Half-elf (Aglarond)
- Halfling (Lurien)
- Human (Altumbel, the Dalelands, Impiltur, Samarach, Thindol, Turmish)
- Gnome (the Rathgaunt Hills)

Monkey Grip

CW

BAB +1

1. You still take a penalty when using weapons 1 size larger than you, but the weapons are considered your size so long as you do not use them as off-hand or wield a double weapon.

Shield

SRD

--

1. Using any shield except a tower shield causes no nonproficiency penalty.

Shield, Tower

SRD

--

1. Using a tower shield causes no nonproficiency penalty.

Sugliin Mastery

FB

BAB +5
Exotic Weapon (sugliin)

1. You attack with a sugliin as if it were a normal weapon.

Weapon Group (Axes)

UA

--

1. No nonproficiency penalty for battleaxes, handaxes, greataxes, and dwarven waraxes (two-handed use only).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Basic Weapons)

UA

--

1. No nonproficiency penalty for clubs, daggers, and quarterstaffs.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Bows)

UA

--

1. No nonproficiency penalty for longbows, shortbows, and composite versions.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Claw Weapons)

UA

--

1. No nonproficiency penalty for punching daggers and spiked gauntlets.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Crossbows)

UA

--

1. No nonproficiency penalty for crossbows (heavy, heavy repeating, light, and light repeating).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Druid Weapons)

UA

--

1. No nonproficiency penalty for clubs, daggers, darts, quarterstaffs, scimitars, sickles, shortspears, slings, and spears.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Exotic Double Weapons)

UA

BAB +1

1. No nonproficiency penalty for exotic double weapons associated with the weapon groups you are proficient in. Some double weapons require more than one weapon group proficiency.
-Axes: orc double axes and dwarven urgroshes (with Spears and Lances).
-Flails and Chains: dire flails and gyrspikes (with Heavy Blades)
-Heavy Blades: double scimitars, gyrspikes (with Flails and Chains), and two-bladed swords.
-Maces and Clubs: double maces.
-Picks and Hammers: double hammers and gnome hooked hammers.
-Spears and Lances: dwarven urgrosh (with Axes).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Exotic Weapons)

UA

BAB +1

1. No nonproficiency penalty for exotic weapons (but not including double weapons) associated with the weapon groups you are proficient in.
-Axes: dwarven waraxes (one-handed use).
-Bows: elven double bows, greatbows, and composite greatbows.
-Claw Weapons: bladed gauntlets, claw bracers, panther claws, stump knives, tiger claws, and wards cestus.
-Clubs and Maces: warmaces (one-handed use) and tonfas.
-Crossbows: great crossbows and hand crossbows.
-Druid Weapons: greatspears.
-Flails and Chains: chain-and-daggers, scourges, spiked chains, three-section staffs, whips, whip-daggers.
-Heavy Blades: bastard swords (one-handed use), khopeshes, mercurial longswords, and mercurial greatswords.
-Light Blades: kukris, saparas, triple daggers and war fans.
-Monk Weapons: butterfly swords and tonfas.
-Picks and Hammers: dire picks, gnome battlepicks, and mauls (one-handed use).
-Polearms: heavy poleaxe.
-Slings and Thrown Weapons: bolas, chakrams, gnome calculus, halfling skiprocks, orc shotputs, shirien, and throwing irons.
-Spears and Lances: duoms, greatspears, harpoons, mantis, and spinning javelins.
Special: This feat is part of an alternate proficiency system. See the source for details.
Special: Many of these weapons are found in the Arms and Equipment Guide and Complete Warrior source books.
Note: In 3.5, the kukri was made a martial weapon. Its placement here is likely a mistake.

Weapon Group (Flails and Chains)

UA

--

1. No nonproficiency penalty for light and heavy flails.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Heavy Blades)

UA

--

1. No nonproficiency penalty for longswords, greatswords, falchions, scimitars, and bastard swords, (two-handed use only).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Light Blades)

UA

--

1. No nonproficiency penalty for daggers, punching daggers, rapiers, and short swords.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Maces and Clubs)

UA

--

1. No nonproficiency penalty for clubs, light and heavy maces, great clubs, quarterstaffs, saps, and warmaces (two-handed use only).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Monk Weapons)

UA

--

1. No nonproficiency penalty for kamas, nunchaku, quarterstaffs, sai, shuriken, and sianghams.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Picks and Hammers)

UA

--

1. No nonproficiency penalty for light and heavy picks, light and warhammers, lucerne hammers, scythes, and mauls (two-handed use only).
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Polearms)

UA

--

1. No nonproficiency penalty for glaives, guisarmes, halberds, and ranseurs.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Slings and Thrown Weapons)

UA

--

1. No nonproficiency penalty for darts and slings.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon Group (Spears and Lances)

UA

--

1. No nonproficiency penalty for javelins, lances, longspears, shortspears, and tridents.
Special: This feat is part of an alternate proficiency system. See the source for details.

Weapon, Exotic
[Fighter]

SRD

BAB +1
Meet weapon's prerequisite (if any)

1. Pick 1 martial weapon; using this of weapon causes no nonproficiency penalty.
Special: May be taken multiple times, once per weapon.

Weapon, Martial

SRD

--

1. Pick 1 martial weapon; using this weapon causes no nonproficiency penalty.
Special: May be taken multiple times, once per weapon.

Weapon, Simple

SRD

--

1. Using any simple weapon causes no nonproficiency penalty.


Psionic, General

Name

Source

Prerequisite

Benefit

Antipsionic Magic

SRD Psionic

Non-psionic character
Spellcraft 5 ranks

1. +2 on caster level checks to overcome power resistance. This stacks with Spell Penetration and Greater Spell Penetration in regard to power resistance, but not spell resistance.
2. When a psionic creature dispels a spell you cast, its check is at a DC of 13 + spell level.

Body Fuel
[Psionic]

SRD Psionic

Inner Strength
Talented

1. As a free action, take 2 points of ability damage to gain 1 power point. More damage gains more points (at 2:1), but no more than 60 points of damage per day (regardless of healing).

Boost Construct
[Psionic]

SRD Psionic

--

1. Astral constructs you create gain +1 ability from any menu the construct has an ability from.

Chaotic Mind

SRD Psionic

Non-psionic character
Cha 15
Alignment: chaotic

1. Enemies who have an insight bonus (on attack, to AC, to skill or ability checks) due to powers or psi-like abilities do not gain this bonus against you.

Combat Manifestation
[Psionic]

SRD Psionic

--

1. +4 on Concentration to manifest a power while on the defensive.

Disarm Mind
[Psionic]

SRD Psionic

Cha 13
Mental Adversary

1. If you deal at least 1 point of ability damage to a target with a psionic attack, you may spend the attack's level +3 in power points to deplete the target of your Cha modifier x4 power points. The target's mental hardness applies. You may do this after the ability damage is dealt.

Epic Psionic Focus
[Epic]

SRD Epic

Ability to manifest powers of the normal maximum level of one class

1. You may expend your focus on two feats at the same time, so long as the feats stack.
Special: You can take this feat mulitple times, each time you can use +1 feat per use.

Expanded Knowledge
[Psionic]

SRD Psionic

Manifester level 3rd

1. Add 1 additional power of any level up to 1 level lower than your highest-level power to your list. This can even be from another discipline or class list.
Special: You can take this feat multiple times, choosing a new power each time.

Expanded Knowledge, Epic
[Epic] [Psionic]

SRD Epic

Ability to manifest powers of the normal maximum level of one class

1. You learn 1 additional power of any level you can manifest. You can choose any power, even those of another discipline or class.
Special: You can take this feat multiple times, choosing a new power each time.

Focused Sunder
[Psionic]

SRD Psionic

Str 13
Improved Sunder
Power Attack

1. Expend your focus when striking an object (including an enemy's weapon) to ignore half its hardness, including magical or psionic enhancements that increase hardness.

Force of Will

SRD Psionic

Iron Will

1. 1/round, you may make a Will save against a power (and only a power) that normally requires Reflex or Fortitude.

Hostile Mind

SRD Psionic

Non-psionic character
Cha 15

1. When you are targeted by a power from the telepathy discipline (harmful or not), the manifester must save (Will, DC Cha) or take 2d6 points of damage.

Improved Manifestation
[Epic] [Psionic]

SRD Epic

Ability to manifest powers of the normal maximum in 1 class

1. You gain +19 power points.
Special: You can take this feat multiple times; each time, you gain the previous amount +2.

Inquisitor
[Psionic]

SRD Psionic

Wis 13

1. Expend your focus to gain +10 on 1 Sense Motive check.

Mental Leap
[Psionic]

SRD Psionic

Str 13
Jump 5 ranks

1. Expend your focus to gain +10 on 1 Jump check.

Mental Resistance

SRD Psionic

Non-psionic character
Base Will save +2

1. Gain DR 3/- vs. (non-energy) damaging powers, including ability damage (not drain or burn). This does not apply to spells.

Metamorphic Transfer
[Psionic]

SRD Psionic

Wis 13
Manifester level 5th

1. When you change form (i.e., from metamorphosis), gain 1 of the form's supernatural abilities (if any), but only up to 3/day, no matter how many times you change form.
Special: You may take this feat multiple times, each time gaining +1 ability per transfer.

Mind Over Body (1)

SRD Psionic

Con 13

1. Heal ability damage/burn at a rate of 1 + your Con bonus.

Narrow Mind
[Psionic]

SRD Psionic

Wis 13

1. +4 on Concentration to become psionically focused.

Power Knowledge
[Epic] [Psionic]

SRD Epic

Character level 21st
Ability to manifest powers of the max level in 1 psionic class

1. You learn +2 powers of any level up to the highest level you can manifest. These must be from your class list or discipline.

Psicrystal Affinity
[Psionic]

SRD Psionic

Manifester level 1st

1. You gain a psicrystal (see the Psion entry).

Psicrystal Containment
[Psionic]

SRD Psionic

Manifester level 1st
Psicrystal Affinity

1. You may attempt to psionically focus your psicrystal, exactly as if you were focusing yourself. You may then expend its focus if it is within 5' instead of you.

Psicrystal, Improved
[Psionic]

SRD Psionic

Psicrystal Affinity

1. Your psicrystal gains another personality fragment, and you gain the benefits of both.
2. Your psicrystal's abilities are calculated as if your manifester level were +1
Special: This feat can be taken multiple times; its effects stack.

Psicrystal Power
[Epic, Psionic]

SRD Epic

Character level 21st
Int 25 or Cha 25 (as key ability)

1. Choose 1 power you know of 8th level or lower with no experience point cost; your psicrystal can manifest this power 1/day at your manifester level.
2. Your psicrystal gains sufficient power points to manifest the power.
Special: You can take this feat multiple times. Each time, if you choose another power, your psicrystal gains that power and the appropriate number of power points. If it is the same power, your psicrystal gains enough power points to manifest the power an additional time per day. Either way, your psicrystal's power point reserve is made of all power points it has, and can use them to manifest any combination of powers to the extent of its reserve.

Psionic Affinity

SRD Psionic

--

1. +2 on Psicraft and Use Psionic Device.

Psionic Body
[Psionic]

SRD Psionic

--

1. +2 hp per [Psionic] feat you have, not including this one, but including any you take after this.

Power Penetration
[Psionic]

SRD Psionic

--

1. Expend your focus to gain +4 on manifester level checks to overcome power resistance.

Power Penetration, Greater
[Psionic]

SRD Psionic

Power Penetration

1. Expend your focus to gain +8 on a manifester level check to overcome power resistance, on top of the bonus from Power Penetration.

Psionic Endowment
[Psionic]

SRD Psionic

--

1. Expend your focus to add +1 DC to the next power you manifest.

Psionic Endowment, Greater
[Psionic]

SRD Psionic

Psionic Endowment

1. Psionic Endowment's bonus is now +2.

Psionic Hole

SRD Psionic

Non psionic character
Con 15

1. When you are hit in melee, that enemy loses its psionic focus.
2. If you are the target of a power, the manifester must also spend a number of points equal to your Wis bonus or the power fails. (This does not count against the max number of points the manifester can spend on 1 power.)

Psionic Meditation
[Psionic]

SRD Psionic

Wis 13
Concentration 7 ranks

1. You may become psionically focused with a move action.

Psionic Talent
[Psionic]

SRD Psionic

--

1. The first time you take this feat, you gain 2 extra power points.
2. Every other time you take this feat, you gain 1 extra power point.
Special: This feat can be taken multiple times, with the above limitation.

Speed of Thought
[Psionic]

SRD Psionic

Wis 13

1. +10' (insight) to speed when focused.

Strong Mind

ECS

Wis 11

1. +3 on saves against psionic abilities and mind attacks.
Special: This feat only works against psionic abilities. It does not affect magical abilities.

Up the Walls
[Psionic]

SRD Psionic

Wis 13

1. When focused, you may move along a wall as if it were a horizontal surface so long as you end your movement on a horizontal space. You can change surfaces as often as you wish and make any actions during that movement that you could otherwise do, but you cannot stop on a wall; if you stop or run out of movement before reaching a horizontal surface, you fall as normal.

Wild Talent

SRD Psionic

--

1. You gain 2 power points, and become a psionic character. You do not gain any powers.


Psionic, Combat

Name

Source

Prerequisite

Benefit

Aligned Attack
[Psionic]

SRD Psionic

BAB +6

1. Choose [chaos], [evil], [good], or [law]; the descriptor must be one you possess. Expend your focus to make your next attack (melee or ranged) aligned with that descriptor.

Deep Impact
[Psionic]

SRD Psionic

Str 13
BAB +3
Power Attack
Psionic Weapon

1. Spend 5 power points to resolve 1 melee attack as a melee touch attack. The weapon remains charged with the power points for 1 + your Str modifier rounds, or until you attack, whichever comes first.

Fell Shot
[Psionic]

SRD Psionic

Dex 13
BAB +3
Point Blank Shot
Psionic Shot

1. Spend 5 power points to resolve 1 ranged attack as a ranged touch attack. The arrow, bolt, dagger, etc, remains charged with the power points for 1 + your Dex modifier rounds, or until you attack, whichever comes first.

Ghost Attack
[Psionic]

SRD Psionic

BAB +3

1. If focused while in melee with an incorporeal target, you roll your miss chance twice. If either roll is successful, the attack is treated as it made with a ghost touch weapon.

Opportunity Power
[Metapsionic]

SRD Psionic

--

1. Expend your focus while having 1 hand free and making an attack of opportunity to use a touch-ranged power as an attack (this costs an immediate action that takes place before the attack). You cannot use a power with a manifesting time longer than 1 full-round action.
Special: +6 power point cost.

Power Specialization
[Psionic]

SRD Psionic

Manifester level 4th
Weapon Focus (ray)

1. With powers that require attack rolls, deal +2 damage.
2. Expend your focus to add your key ability's modifier instead of the above.

Power Specialization, Greater
[Psionic]

SRD Psionic

Manifester level 12th
Power Specialization
Weapon Focus (ray)

1. Your damaging powers deal +2 vs. targets within 30', which stacks with all other bonuses.

Psionic Dodge
[Psionic]

SRD Psionic

Dex 13
Dodge

1. When focused, your Dodge bonus is increased by +1.

Psionic Fist, Greater
[Psionic]

SRD Psionic

Str 13
Psionic Fist
BAB +5

1. When using Psionic Fist, you deal an additional +2d6 damage.

Psionic Fist
[Psionic]

SRD Psionic

Str 13

1. Expend your focus to deal +2d6 damage with an unarmed strike or natural weapon. If you miss, your focus is still expended.

Psionic Shot
[Psionic]

SRD Psionic

Point Blank Shot

1. Expend your focus to deal +2d6 damage with a ranged weapon. If you miss, your focus is still expended.

Psionic Shot, Greater
[Psionic]

SRD Psionic

BAB +5
Point Bland Shot
Psionic Shot

1. When using Psionic Shot, you deal an additional +2d6 damage.

Psionic Weapon
[Psionic]

SRD Psionic

Str 13

1. Expend your focus to deal +2d6 damage with a melee weapon. If you miss, your focus is still expended.

Psionic Weapon, Greater
[Psionic]

SRD Psionic

Str 13
BAB +5
Psionic Weapon

1. When using Psionic Weapon, you deal an additional +2d6 damage.

Return Shot
[Psionic]

SRD Psionic

BAB +3
Point Blank Shot
Psionic Shot
Fell Shot

1. Expend your focus while you have 1 hand free and not flat-footed to deflect a projectile or thrown weapon no more than 1 size larger, once per round, as a free action. You take no damage, and it is instead directed at attacker at the same attack bonus.
2. If you also have Deflect Arrows, you add your Dex bonus to the attack roll.

Unavoidable Strike
[Psionic]

SRD Psionic

Str 13
BAB +5
Psionic Fist

1. Expend your focus to resolve your next attack with an unarmed strike or natural weapon as a touch attack.

Wounding Attack
[Psionic]

SRD Psionic

BAB +8

1. Expend your focus to deal 1 point of Con damage on your next attack in addition to normal damage.


Psionic, Item Creation

Name

Source

Prerequisite

Benefit

Craft Cognizance Crystal
[Item Creation]

SRD Psionic

Manifester level 3rd

1. You can create cognizance crystals. The base price is equal to the highest-level power it can manifest using all its stored power points x1,000gp.

Craft Crystal Capacitor
[Item Creation]

SRD Psionic

Psionic character
Manifester level 9th

1. You may create and encode crystal capacitors. The base price modifier is its highest level power squared x 1000 gp.

Craft Dorje
[Item Creation]

SRD Psionic

Manifester level 5th

1. You may create dorjes of powers you know or have access to. The base price modifier is x750 gp.

Craft Psicrown
[Item Creation]

SRD Psionic

Manifester level 12th

1. You can create any psicrown whose prerequisites you meet.

Craft Psionic Arms and Armor
[Item Creation]

SRD Psionic

Manifester level 5th

1. You may create and mend psionic weapons and armor whose prerequisites you meet.

Craft Psionic Construct
[Item Creation]

SRD Psionic

Craft Psionic Arms and Armor
Craft Universal Item

1. You can create any psionic construct whose prerequisites you meet.

Craft Universal Item
[Item Creation]

SRD Psionic

Manifester level 3rd

1. You may create and mend miscellaneous psionic items whose prerequisites you meet.

Encode Stone
[Item Creation]

SRD Psionic

Manifester level 1st

1. You may encode power stones with any power you know. The base price modifier is x25 gp.

Imprint Stone
[Item Creation]

SRD Psionic

Manifester level 1st

1. You can create power stones of any power you know. The base price is the power's level x manifester level x 25 gp.

Scribe Tattoo
[Item Creation]

SRD Psionic

Manifester level 3rd

1. You can create psionic tattoos of any power of 3rd-level or less that you know. This takes 1 day. You set the manifester level, but no less than the minimum to manifest the power and no higher than your own level. The base cost is the power level x the manifester level x 50 gp. Any normal choices made when manifesting the power are made when you craft the tattoo, and the wearer is the target when it is activated.


Psionic, Metapsionic
All [Metapsionic] feats also require you to expend your psionic focus to use them, in addition to the increased power point cost.

Name

Source

Prerequisite

Benefit

Burrowing Power
[Metapsionic]

SRD Psionic

--

1. Expend your focus to manifest powers on targets behind a wall or force effect by manifesting through the astral plane. To do this, you must make a Psicraft check (DC 10 + barrier's hardness + 1 per foot of thickness (minimum +1); barriers without hardness (i.e. force effects) have hardness 20 for this check.) If line of sight is required, you must be able to see the target.
Special: +2 power point cost.

Chain Power
[Metapsionic]

SRD Psionic

--

1. Expend your focus to chain any power that affects 1 target and deals elemental damage. The power arcs to 1 secondary target per manifester level (max 20) within 30' of the first target, dealing half the damage the first target took.
Special: +6 power point cost.

Delay Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Delay Spell feat's effect.
Special: +6 power point cost.

Empower Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Empower Spell feat's effect. Augmented powers can also be empowered (1.5x total)
Special: +2 power point cost.

Enlarge Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Enlarge Spell feat's effect.
Special: +2 power point cost.

Extend Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Extend Spell feat's effect.
Special: +2 power point cost.

Improved Metapsionic
[Epic] [Psionic]

SRD Epic

Psicraft 30 ranks
4 metapsionic feats

1. Metapsionic powers you manifest cost 2 power points less, with a minimum of 1 point.
Special: You can take this feat multiple times; its effects stack (with the limitation above).

Maximize Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Maximize Spell feat's effect.
Special: +4 power point cost.

Opportunity Power
[Metapsionic]

SRD Psionic

--

1. Expend your focus while having 1 hand free and making an attack of opportunity to use a touch-ranged power as an attack (this is an immediate action that takes place before the attack). You cannot use a power with a manifesting time longer than 1 full-round action.
Special: +6 power point cost.

Overchannel
[Psionic]

SRD Psionic

--

1. Take 1d8 damage to increase your manifester level by +1 at manifester level 7th or less.
2. If 8th level, the increase can be up to +2, with 3d8 damage.
3. If 15th level, the increase can be up to +3, with 5d8 damage.

Quicken Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Quicken Spell feat's effect.
Special: +6 power point cost.

Split Psionic Ray
[Metapsionic]

SRD Psionic

Wis 13

1. This is identical to the Split Ray feat's effect.
Special: +2 power point cost.

Talented
[Psionic]

SRD Psionic

Overchannel

1. Expend your focus when overchanneling a power of 3rd level or lower to avoid damage.

Twin Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Twin Spell feat's effect.
Special: +6 power point cost.

Unconditional Power
[Metapsionic]

SRD Psionic

--

1. Expend your focus when manifesting a personal power (or one targeting yourself) while confused, dazed, nauseated, or stunned.
Special: +8 power point cost.

Widen Power
[Metapsionic]

SRD Psionic

--

1. This is identical to the Widen Spell feat's effect.
Special: +4 power point cost.


Racial, General

Name

Source

Prerequisite

Benefit

Ability Focus

SRD Monster

Special attack

1. +2 DC for all saving throws vs. 1 special attack.
Special: You may take this feat multiple times, once per special attack.

Able Learner
[Racial]

RoD

Race: human or doppelganger
Character level 1st

1. All skill ranks cost 1 point. The max number of ranks per skill does not change (even for cross-class skills). Speak language is not affected, nor is purchasing literacy.

Auspicious Marking

RoS

Race: Goliath

1. +2 on Cha-based checks with goliaths who see your skin.
2. 1/turn, reroll any stabilization check.

Channeled Rage
[Racial]

RoD

Race: half-orc
Rage ability

1. As an immediate action, spend a rage use to add your Str modifier to a Will save.

Complementary Insight
[Racial]

RoD

Race: half-elf

1. Synergy bonuses due to 5 ranks in another skill are now +3.

Contagious Paralysis
[Monstrous]

LM

Paralysis attack (ex or su)

1. Anyone paralyzed by your ability spreads that paralysis to anyone who touches them as if you attacked them. Those who save (if saves are allowed) are immune for 24 hours.

Daylight Adaptation

PGtF
PGtF(e)

--

1. You are not dazzled by bright light or daylight, except for spells that affect all creatures.

Destiny, Fearless
[Racial]

RoD

Race: human or any half-human
Character level 6th
Destiny, Heroic

1. 1/day, any effect that would reduce you to -10 points or less instead leaves you at -9 in stable condition. This does not affect effects that kill you without reducing your hit points.

Destiny, Heroic
[Racial]

RoD

Race: human or any half-human

1. 1/day, before any attack, check, or save, you may add +1d6 to the roll.

Destiny, Protected
[Racial]

RoD

Race: human or illumian
Character level 3rd
Destiny, Heroic

1. 1/day, reroll a natural 1 on any save.

Diverse Background
[Racial]

RoD

Race: any half-human

1. You gain another favored class.

Drow Eyes
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. You gain darkvision out to 120'.
Special: Forgotten Realms regions:
- Half-elf (Dambrath)

Endure Sunlight
[Monstrous]

LM

Sunlight-related weakness

1. You ignore all dangerous effects of sunlight for 1 + Cha rounds, minimum 1 round.

Gape of the Serpent

SK

Swallow whole special attack

1. You may swallow a creature of up to your own size by taking an additional grapple check.
Special: Your gullet holds only 1 creature of the max size; other numbers remain the same.

Ghostly Grasp
[Monstrous]

LM

Cha 15
Subtype: incorporeal

1. You can use corporeal items as if you were not incorporeal.

Human Heritage
[Racial]

RoD

Race: any half-human or any human-descended
Character level 1st

1. You gain the humanoid (human) type and subtype, as well as your previous type(s).
2. You gain +4 skill points

Improved Darkvision
[Epic]

SRD Epic

Permanent darkvision

1. Your range while using darkvision doubles; this does not stack with items or nonpermanent magical effects.
Special: You can take this feat multiple times; each time, increase your darkvision range by the base amount.

Improved Low-Light Vision
[Epic]

SRD Epic

Permanent low-light vision

1. Your low-light vision range doubles; this does not stack with items or nonpermanent magic.
Special: You may take this feat multiple times; each time, your low-light vision range increases by the base amount.

Improved Frosty Touch

FB

Race: uldra

1. Your frosty touch ability now deals 2 points of cold damage.

Improved Spit

SK

Spit or spittle attack or Spit Venom
Precise Shot

1. The range of your spit attack doubles.
Special: You may take this feat multiple times; each time, the range increases by the original.

Improved Natural Armor

SRD Monster

Natural armor
Con 13

1. +1 to your natural armor.
Special: You may take this feat multiple times; its effects stack.

Improved Natural Attack

ECS
SRD Monster

Natural weapon
BAB +4

1. Increase the damage of one natural weapon by one step.
Special: This feat can be taken multiple times, once per natural weapon.
Special: This feat can be selected as a shifter feat.

Improved Weapon Familiarity
[Fighter]

CW

BAB +1

1. Treat all exotic weapons associated with your race as martial weapons.

Jotunbrud
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. When you make opposed rolls, you are treated as Large if this is advantageous for you. You are also treated as Large when determining if special attacks affect you.
2. Your base height/weight is now 6'4”/210 lbs. for men and 6'0”/170 lbs. for women.
Special: Forgotten Realms regions:
- Human (Damara, the North)

Landwalker
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. You may survive out of water for 3 hours per point of Con. Each additional hour, you must save (Fort, DC 15 +1/previous check) or suffocate.
Special: Forgotten Realms regions:
- Elf (the Inner Sea)

Large and in Charge

Drac

Natural reach of 10' or more
Size: Large or larger

1. If you succeed on an attack of opportunity due to a target moving in your threatened area, you may force the target back to the square it was in before provoking the attack with an opposed Str check. You gain +4 for each size you are larger than your target, and +1 for each 5 points of damage you dealt on your attack. If you win, the target cannot move any farther this round.

Markings of the Blessed

RoS

Race: Goliath
Auspicious Markings

1. 3/day, reroll a d20 roll and take the best result.

Menacing Demeanor
[Racial]

RoD

Race: orc blood or orc subtype

1. +4 on Intimidate.

Multiattack

SRD Monster

3 or more natural attacks

1. Secondary attacks with natural weapons take only a -2 penalty.

Multiattack, Improved

Drac

3 or more natural attacks
Multiattack

1. Secondary attacks with natural weapons take no penalty on attack rolls.

Multisnatch

Drac

Str 17
Snatch

1. Grappling a target with only the part of your body that made the attack takes only half the normal penalty.

Multiweapon Fighting

SRD Monster

Dex 13
3 or more arms

1. The penalties for fighting with multiple weapons is reduced to -2 for the primary hand and -6 for all other hands.
Special: This replaces the Two-Weapon Fighting feat for characters with 3 or more arms.

Multiweapon Fighting, Perfect
[Epic]

SRD Epic

3+ hands
Dex 25
Multiweapon Fighting
Multiweapon Fighting, Greater

1. You can make as many attacks with each extra weapon as with your primary weapon, using the same BAB (at the normal penalty for multiweapon fighting).
Special: This replaces the Perfect Two-Weapon Fighting feat for creatures with 3+ arms.

Multiweapon Rend
[Epic]

SRD Epic

3+ hands
Dex 15
BAB +9
Multiweapon Fighting

1. 1/round, if you hit a target with 2 or more weapons held in different hands in the same round, you deal bonus damage equal to the base damage of the smallest weapon that hit, plus 1.5x your Str modifier.
Special: This replaces the Two-Weapon Rend feat for characters with more than 2 arms.

Natural Trickster

RoS

Race: Gnome
Cha 13

1. Gain 1 of the following as a spell-like ability 1/day: disguise self, silent image or ventriloquism (caster level 1st, DC Cha).
Special: This feat may be taken multiple times, once per spell-like ability to be chosen.

Naturalized Denizen
[Spelltouched]

UA

Exposure to dimensional anchor

1. You lose the extraplanar subtype, and are never treated as extraplanar.

Narrowed Gaze

SK

Int 13
Gaze attack

1. You may limit your gaze attack to an active gaze, so that you only use it when you wish to.

Necrotic Reserve
[Monstrous]

LM

Cha 13
Supernatural ability to drain/damage abilities or drain energy

1. Each day you slake your hunger by damaging/draining a living creature's ability score or life force, you gain a necrotic reserve. If reduced beyond 0 hp, you are not destroyed, and you act as a character with the Diehard feat, except that taking strenuous actions that do not raise your hp automatically destroy you. Regardless of how many times you feed, you can only use this feat once per day.

Otherworldly
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy.
2. Your type changes to outsider (native).
3. You gain darkvision (60').
Special: Forgotten Realms regions:
- Deep Imaskari (Underdark [Deep Imaskar])
- Elf (Evermeet, Sildëyuir)
- Spirit folk (Ashane)

Quicken Manifestation
[Monstrous]

LM

Ability to manifest from the Ethereal Plane to the Material Plane

1. 1/round, you manifest on the Material Plane as a free action. Returning still requires a standard action.

Rapidstrike
[Monstrous]

Drac

Dex 9
1+ pairs of natural weapons
Type: aberration, dragon, elemental, magical beast, or plant
BAB +10

1. With a pair of natural weapons, you make an extra attack (at -5) with those weapons.
Special: You may take this feat multiple times, once per pair of natural weapons.

Rapidstrike, Improved
[Monstrous]

Drac

Dex 9
1+ pairs of natural weapons
Type: aberration, dragon, elemental, magical beast, or plant
BAB +15
Rapidstrike

1. With a pair of natural weapons, you make 2 or more extra attacks with those weapons, but never more than 4 extra attacks. The first is at -5, all others at -10.
Special: You may take this feat multiple times, once per pair of natural weapons affected by Rapidstrike.

Rend
[Monstrous]

Drac

2 claw attacks
Size: Huge or larger
Str 13
Power Attack
Snatch

1. If you hit the same target with both claw attacks in the same round, deal bonus damage equal to two claw attacks +1.5 your Str modifier. You cannot grab a target in the same round in which you use this feat.

Right of Counsel

ECS

Elf

1. You may enter the City of the Dead and present yourself before a deathless ancestor to ask for advice or a favor. You may do this only once per month. See source for more.

Sanctify Natural Attack
[Exalted]

BoED

1 or more natural weapons
BAB +5

1. With a natural attack, deal +1 damage vs. evil targets, or +1d4 if also an outsider or undead.
2. Your unarmed strikes are considered good-aligned.

Snatch

SRD Monster

Size: Huge or larger

1. Hit with a claw or bite attack to immediately start a grapple.
2. If you gain a hold on a target at least 3 sizes smaller than you, deal free bite or claw damage.
3. Snatched opponents held in your mouth fail any Reflex save vs. your breath weapon (if any).
4. You may drop your target (as a free action) or throw it (as a standard action, it travels 1d6 x 10', and takes 1d6/10' damage).

Snatch, Improved

Drac

Size: Huge or larger
Snatch

1. You may use Snatch on a creature up to 2 sizes smaller than you.

Sociable Personality
[Racial]

RoD

Race: half-elf
Cha 13

1. You may reroll any Diplomacy or Gather Information check once.

Spell Drain
[Monstrous]

LM

Cha 15
Supernatural ability to drain energy
Caster level 5th
Improved Energy Drain

1. If you deal a negative level on a spellcaster who loses a prepared spell because of that attack, you gain the prepared spell as if it were yours. You activate and control the spell, but things such as DC, caster level, etc., function as if the original holder had cast it, including the minimum ability score necessary to cast it. The spell remains in your mind for 1 hour, and you can hold up to your Cha modifier in spells (minimum 1). Spellcasters who do not prepare spells do not provide spells to you.

Weakness, Overcome
[Monstrous]

Drac

Vulnerable to a type of energy
Iron Will
Weakness, Suppress

1. When exposed to the type of energy you are vulnerable to, you take no extra damage.

Weakness, Suppress
[Monstrous]

Drac

Vulnerable to a type of energy
Iron Will

1. When exposed to the type of energy you are vulnerable to, you take only +25% damage.


Racial, Dragon

Name

Source

Prerequisite

Benefit

Awaken Frightful Presence
[Monstrous]

Drac

Cha 11
Type: dragon

1. Gain frightful presence ability with a 5' x 1/2 your racial HD radius. To be affected, targets must see you and have fewer HD than your racial HD. If the targets save (Will, DC 10 + 1/2 your racial HD + Cha), they are immune to it for 24 hours. If not, they are shaken for 4d6 rounds (panicked if they have 4 HD or less). Dragons are immune to this ability.
Special: If you have both this feat and (or gain) frightful presence as a racial ability, the radius of effect is either the above radius or +50%, whichever is greater. The DC increases by 2.

Awaken Spell Resistance
[Monstrous]

Drac

Con 11
Type: dragon

1. Gain innate spell resistance equal to your racial HD.
Special: If you have both this feat and (or gain) spell resistance as a racial ability, your SR is +2.
Special: You may take this feat multiple times, each time increasing your SR by 2.

Draconic Knowledge
[Monstrous]

Drac

Int 19
Type: true dragon
Any 3 Knowledge skills

1. Gain an ability similar to Bardic Knowledge, but the check is d20 + your age category + your Int modifier, and it is based on the scale of past events rather than how many people know the information. A Knowledge skill related to the information gives a +1 bonus.

Embed Spell Focus
[Monstrous]

Drac

Con 13
Type: dragon
Ability to cast spells

1. Embed up to your Con modifier in spell focuses into your hide you use any time you cast a spell requiring that focus. The cost of the focus is considered part of your treasure.

Endure Blows
[Monstrous]

Drac

Con 13
Type: dragon
Toughness

1. Gain DR 2/-, which stacks with any other forms of damage resistance you may have.

Improved Speed
[Monstrous]

Drac

Str 13
Type: dragon

1. If you have a fly speed, it increases by +20'.
2. All other speeds increase by +10.

Rapidstrike
[Monstrous]

Drac

Dex 9
1+ pairs of natural weapons
Type: aberration, dragon, elemental, magical beast, or plant
BAB +10

1. With a pair of natural weapons, you make an extra attack (at -5) with those weapons.
Special: You may take this feat multiple times, once per pair of natural weapons.

Rapidstrike, Improved
[Monstrous]

Drac

Dex 9
1+ pairs of natural weapons
Type: aberration, dragon, elemental, magical beast, or plant
BAB +15
Rapidstrike

1. With a pair of natural weapons, you make 2 or more extra attacks with those weapons, but never more than 4 extra attacks. The first is at -5, all others at -10.
Special: You may take this feat multiple times, once per pair of natural weapons affected by Rapidstrike.

Shock Wave
[Monstrous]

Drac

Str 13
Type: dragon
Size: Large or larger

1. Take a full-round action to strike a surface with your tail to create a shock wave that extends 5' x your HD; this lets you make a single bull rush attempt against all targets in that area; they must succeed on a Str check opposed by your bull rush attempt or be knocked down. Structures and unattended objects in this area take 1d6+Str damage.

Snatch and Swallow
[Monstrous]

Drac

Con 19
Type: dragon
Snatch
Snatch, Improved

1. If you begin your turn holding an enemy in your mouth, you may make a new grapple check; if you win, your target takes bite damage and is swallowed.

Tail Constrict
[Monstrous]

Drac

Type: dragon
Snatch
Snatch, Improved

1. Grab any target smaller than you with your tail to deal the target bludgeoning damage equal to your tail slap attack +1.5 your Str.
2. While you hold the target, you deal constriction damage, but cannot make tail slap or tail sweep attacks.

Tail Sweep Knockdown
[Monstrous]

Drac

Tail sweep attack

1. Targets who fail to save against your tail sweep attack are also knocked prone.

Tail Sweep, Whirlwind
[Monstrous]

Drac

Tail sweep attack

1. Your tail sweep attack affects a circle with a radius equal to your tail slap's reach.

Wingstorm
[Monstrous]

Drac

Str 13
Type: dragon
Size: Large or larger
Fly speed (20)
Hover
Power Attack

1. Hover in place as a full-round action to create a blast of air in a cylinder with a height and radius equal to 10' x your age category. The strength of the wind is based on your size. If you continue this action beyond your turn, the checking effect of the wind you create affects creatures as normal; if not, it only affects airborne creatures.


Racial, Illumian

Name

Source

Prerequisite

Benefit

Bright Sigil
[Racial]

RoD

Race: illumian

1. As a standard action, make your sigils glow as a daylight spell. This lasts for as long as you concentrate, plus 1 round.

Enhanced Sigil
[Racial]

RoD

Race: Illumian
2 power sigils

1. The bonuses granted by your sigils are increased by +1.

Improved Sigil (Aesh)
[Racial]

RoD

Race: illumian
Aesh power sigil

1. +1 (insight) per sigil on melee weapon damage with any weapon you have Weapon Focus in.

Improved Sigil (Hoon)
[Racial]

RoD

Race: illumian
Hoon power sigil

1. +1 (insight) per sigil on saves vs. death effects, to avoid death by massive damage, and Fort saves to avoid nonlethal damage from hot or cold environments or damage from suffocation.

Improved Sigil (Krau)
[Racial]

RoD

Race: illumian
Krau power sigil

1. Choose 1 spell with a verbal component per sigil you possess. You cast these spells as if they were heightened by 1 spell level, but only when you use the verbal component.
2. You may reassign the chosen spells each time you gain access to a new spell level.

Improved Sigil (Naen)
[Racial]

RoD

Race: illumian
Naen power sigil

1. +1 (insight) per sigil on saves vs. illusions and language-dependent effects.

Improved Sigil (Uur)
[Racial]

RoD

Race: illumian
Uur power sigil

1. +1 (insight) per sigil on ranged weapon damage when the target is denied its Dex bonus to AC.

Improved Sigil (Vaul)
[Racial]

RoD

Race: illumian
Vaul power sigil

1. +1 (insight) per sigil on saves vs. mind-affecting spells and abilities.

Subtle Sigil
[Racial]

RoD

Race: illumian

1. You make your sigils appear or disappear as a free action.
2. You gain the benefits of your sigils even when they are invisible.


Racial, Metabreath
NOTE: Metabreath feats can only be applied to breath weapons with a recharge time measured in rounds.

Name

Source

Prerequisite

Benefit

Clinging Breath

Drac

Con 13
Breath weapon

1. This can only be applied to an instantaneous breath weapon that deals damage. Your breath weapon clings to targets damaged by your breath weapon, dealing half the previous damage for 1 more round. Targets may make another Reflex save to remove the clinging breath (rolling on the ground gives a +2 bonus, but leaves the target prone; immersion in water does not remove it). A clinging breath weapon can be dispelled.
Special: Add 1 round to your recharge time.
Special: You can apply this feat to a breath weapon multiple times, increasing the duration of the cling and the recharge time by 1 round.

Enlarge Breath

Drac

Con 13
Breath weapon

1. The length of your breath weapon increases by +50%.
Special: Add 1 round to your recharge time.

Heighten Breath

Drac

Con 13
Breath weapon

1. Increase the save DC of your breath weapon by any number up to your Con modifier.
Special: Add 1 round to your recharge time for each point of increase.

Lingering Breath

Drac

Con 15
Breath weapon
Clinging Breath

1. After you use your breath weapon, it lingers for 1 round as a cloud of its size and shape. Targets in the cloud when you breathe take no additional damage if they immediately leave by the shortest route possible. If not, or if a creature enters the cloud, it takes half damage or the weapon's effect lasts half as long (normal save).
Special: Add 2 rounds to your recharge time.
Special: You can apply this feat to a breath weapon multiple times, increasing the duration of the cloud by 1 round and the recharge time by 2 rounds.
Special: You can apply this feat to a breath weapon already altered by Clinging Breath, but it only clings to enemies who were caught in the initial breath.

Maximize Breath

Drac

Con 17
Breath weapon

1. All numerical aspects of your breath weapon (damage, duration, etc.) are maximized.
Special: Add 3 rounds to your recharge time.
Special: You can only use this feat by taking a full round action, and it cannot be used with Quicken Breath. This feat stacks with other metabreath feats, but it does not maximize them.

Quicken Breath

Drac

Con 19
Breath weapon

1. You may use your breath weapon as a swift action.
Special: Add 4 rounds to your recharge time.
Special: You cannot use Maximize Breath with this feat.

Recover Breath

Drac

Con 17
Breath weapon

1. Your breath weapon recovers 1 round sooner (minimum recharge time 1 round).
Special: You can take this feat multiple times, reducing recharge time by 1 round each time.

Shape Breath

Drac

Con 13
Breath weapon
Size: Small or larger

1. You may shape your breath weapon from a cone to a line, or from a line to a cone.
Special: Add 1 round to your recharge time.

Spreading Breath

Drac

Con 15
Breath weapon
Size: Small or larger
Shape Breath

1. Your breath weapon becomes a spread centered on your head, with a radius of 10', +5'/size category larger than Small.
Special: Add 2 rounds to your recharge time.

Spreading Breath, Extend

Drac

Con 15
Breath weapon
Size: Small or larger
Shape Breath
Spreading Breath

1. You may use Spreading Breath at a range equal to 4x the radius of your spreading breath.

Split Breath

Drac

Con 13
Breath weapon
Size: Small or larger
Shape Breath

1. You split your breath weapon into two independently aimed areas; each deals half damage or has an effect that lasts half as long as normal. If the areas overlap, targets are affected twice.
Special: Add 1 round to your recharge time.

Tempest Breath

Drac

Str 13
Breath weapon
Size: Large or larger
Power Attack

1. Your breath weapon also creates a wind effect, the strength of which depends on your size (see source). Since a breath weapon is instantaneous, creatures are not checked unless they are airborne.
Special: Add 1 round to your recharge time.


Racial, Shifter

Name

Source

Prerequisite

Benefit

Beasthide Elite
[Shifter]

ECS

Shifter race
Beasthide trait

1. Additional +2 natural armor while shifting.
Special: Shifter feat.

Cliffwalk Elite
[Shifter]

ECS

Shifter race
Cliffwalk trait

1. Additional +10 to your climb speed while shifting.
Special: Shifter feat.

Extra Shifter Trait
[Shifter]

ECS

Shifter race
Any two shifter feats

1. Gain all the benefits of a second shifter racial trait, except for the ability bonus.
Special: Shifter feat.

Great Bite
[Shifter]

ECS

Shifter race
Longtooth trait
BAB +6

1. Fang attacks now have a x3 critical multiplier.
Special: Shifter feat.

Great Rend
[Shifter]

ECS

Shifter race
Razorclaw trait
BAB +4

1. Hit with both claw attacks in the same round to deal +1d4 + 1/2 Str damage, +1/4 character levels.
Special: Shifter feat.

Healing Factor
[Shifter]

ECS

Shifter race
Con 13

1. When your shift ends, heal 1 hp/character level; this does not heal characters at -10 hit points.
Special: Shifter feat.

Improved Natural Attack

ECS

Natural weapon
BAB +4

1. Increase the damage of one natural weapon by one step.
Special: This feat can be taken multiple times, once per natural weapon.
Special: This feat can be selected as a shifter feat.

Longstride Elite
[Shifter]

ECS

Shifter race
Longstride trait

1. Additional +10 to your land speed while shifting.
Special: Shifter feat.

Shifter Defense
[Shifter]

ECS

Shifter race
Any two other shifter feats

1. Gain DR 2/silver while shifting.
Special: Shifter feat.

Shifter Defense, Greater
[Shifter]

ECS

Shifter race
Shifter Defense
Any three other shifter feats

1. Increase DR to 4/silver while shifting. (This does not stack with Shifter Defense.)
Special: Shifter feat.

Shifter Ferocity
[Shifter]

ECS
ECS(e)

Shifter race
Wis 13

1. When at 0 hp in a shift, continue to fight as if not disabled; do not lose hp for performing strenuous actions.
2. When at -1 to -9 hp in a shift, you do not fall unconscious; you do not automatically lose hp.
3. You die if reduced to -10 hp as normal.
Special: Shifter feat.

Shifter Multiattack
[Shifter]

ECS

Shifter race
Longtooth or razorclaw trait
BAB +6

1. Secondary attacks with a natural weapon take only a -2 penalty.
Special: Shifter feat.


Racial, Undead

Name

Source

Prerequisite

Benefit

Baleful Moan
[Monstrous]

LM

Type: undead
Subtype: incorporeal
Daunting Presence

1. As a standard action, moan (a sonic, necromantic, mind-affecting fear effect) to make all within 30' save (Will, DC Cha) or be shaken for 1 minute; a save grants immunity for 24 hours.
Special: If you already have the frightful moan ability, this feat instead increases its DC by +2.

Death master
[Monsterous]

LM

Type: undead
Cha 13
BAB +1
Daunting Presence

1. Living targets hit by your critical hits in melee are shaken for 1 minute. This is a mind-affecting fear effect.

Empowered Ability Damage
[Monstrous]

LM

Type: undead (incorporeal)
Cha 11
Ability to drain/damage ability scores

1. Variable numeric effects of your ability damage or ability drain attack are multiplied by 1.5.

Eviscerator
[Monstrous]

LM

Type: undead
Cha 13
BAB +1
Death Master
Daunting Presence
Improved Critical

1. If you score a critical hit in melee with a living enemy, allies of that enemy are shaken for 1 minute. This is a mind-affecting fear effect.

Improved Paralysis
[Monstrous]

LM

Type: undead
Paralysis ability
Ability Focus (paralysis)

1. When your natural attacks threaten to paralyze your target, the DC is +4.

Improved Turn Resistance
[Monstrous]

LM

Type: undead

1. When you would be affected by turn or rebuke attempts, your HD total is considered to be +4.

Life Drain
[Monstrous]

LM

Cha 13
Energy drain ability

1. When you bestow a negative level with your supernatural attack, your target also loses your Cha modifier in hp on top of normal damage; you gain this amount as temporary hit points for up to 1 hour, on top of the normal amount.

Lifebond
[Monstrous]

LM

Type: undead
Cha 11

1. You have a special bond to a friendly living creature; when the creature is within 60', you gain +4 turn resistance and +2 on all saves.
2. If the creature dies, you lose these bonuses and take -2 on all saves for 24 hours.
3. You can take a new bond at any time, even while the old creature is still alive.
Special: You can take this feat once per friendly living creature; its effects stack.

Lifesense
[Monstrous]

LM

Cha 13
No Con score

1. To your eyes, living creatures give off light. A Medium or smaller creature gives off bright illumination out to 60'. The life-light of larger creatures double for each size larger than Medium.

Necrotic Reserve
[Monstrous]

LM

Cha 13
Supernatural ability to drain/damage abilities or drain energy

1. Each day you slake your hunger by damaging/draining a living creature's ability score or life force, you gain a necrotic reserve. If reduced beyond 0 hp, you are not destroyed, and you act as a character with the Diehard feat, except that taking strenuous actions that do not raise your hp automatically destroy you. Regardless of how many times you feed, you can only use this feat once per day.

Wild Shape, Corrupted
[Monstrous]

LM

Type: undead
Wild shape ability

1. You may use wild shape, but only with undead versions of the normal forms.


Racial, Warforged

Name

Source

Prerequisite

Benefit

Adamantine Body
[Warforged]

ECS

Warforged race
Character level 1st

1. Armor bonus is now +8
2. Gain DR 2/adamantine.
3. You are considered to be wearing heavy armor (+1 max Dex bonus, -5 armor check penalty, 35% arcane spell failure, reduced speed).
Special: Class features that cannot be used in heavy metal armor cannot be used by a character with this feat, including druid abilities.

Improved Damage Reduction
[Warforged]

ECS

Warforged race

1. Gain DR 1/adamantine.
2. If you already have damage reduction, it increases by 1.
Special: If you have Adamantine Body, this feat can be taken multiple times; its effects stack.

Improved Fortification
[Warforged]

ECS

Warforged race
BAB +6

1. Gain immunity to critical hits and sneak attacks.
2. You can no longer be healed by spells from the healing subschool.

Mithral Body
[Warforged]

ECS

Warforged race
Character level 1st

1. Your armor bonus is now +5.
2. You are considered to be wearing light armor with a +5 max Dex bonus, -2 armor check, and 15% arcane spell failure.
Special: Class feature that cannot be used in light metal armor cannot be used by a character with this feat, including druid abilities.

Mithral Fluidity
[Warforged]

ECS

Warforged race
Mithral Body

1. +1 to max Dex limit.
2. Reduce armor check penalty by 1.
Special: This feat can be taken multiple times. The armor check penalty cannot be less than 0.


Saving Throws

Name

Source

Prerequisite

Benefit

Altitude Adaptation

FB

Base Fort save +2

1. +2 on Survival while in high altitude (5,000' or higher).
2. +4 on Fortitude saves vs. the effects of altitude.
3. When determining the effects of altitude, you are treated as if in an altitude 1 step lower. Spend 1 week in a high altitude to become completely acclimated to it and all lower altitudes. You loose this benefit if you spend more than 1 week in a lower altitude.

Arcane Defense

CA

Spell Focus (chosen school)

1. +3 on all saving throws vs. any spells from a chosen school in which you have Spell Focus.
Special: You may take this feat multiple times, once per school.

Arctic Adaptation
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Hide, Move Silently, Search, and Spot in snow.
2. +4 on saves vs. cold effects.
Special: Forgotten Realms regions:
- Human (Damara, Narfell, the North, Vaasa)

Aura of Courage, Improved
[Epic]

SRD Epic

Cha 25
Aura of courage class feature

1. Your aura of courage now grants +8 (morale) vs. fear effects.

Aura of Courage, Widen
[Epic]

SRD Epic

Cha 25
Aura of courage ability

1. Your aura of courage extends to all allies within 100'.

Aura of Dispair, Improved
[Epic]

SRD Epic

Cha 25
Aura of dispair class feature

1. Your aura of dispair now imposes -4 (morale) on all saves.

Aura of Dispair, Widen

SRD Epic

Cha 25
Aura of dispair ability

1. Your aura of dispair extends to all enemies within 100'.

Azerblood
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Craft (armorsmithing, blacksmithing, and weaponsmithing).
2. +4 on saves vs. fire effects.
Special: Forgotten Realms regions:
- Dwarf (Underdark [Old Shanatar])

Beast Totem

ECS

Wild empathy class feature

1. +4 (circumstance) on saves vs. a specified attack form (see source).

Blooded
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Initiative.
2. +2 on Spot.
3. Cannot be shaken, but can be frightened or panicked.
Special: Forgotten Realms regions:
- Centaur (the Plateau of Thay)
- Dwarf (Underdark [Earthroot])
- Elf (Cormanthor Drow, the Inner Sea, Menzoberranyr, the Outer Sea)
- Gnoll (the Plateau of Thay)
- Grimlock (Underdark [Reeshov])
- Halfling (the Chondalwood)
- Human (the Dalelands, the Nelanther Isles, Silverymoon, Swagdar, Tethyr)
- Lizardfolk (Rethild)
- Orc (Underdark [Northdark], Vaasa)

Bloodline of Fire
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +4 on saves vs. fire effects.
2. Cast spells with the [fire] descriptor at +2 caster level.
Special: Forgotten Realms Regions:
- Human (Calimshan)
- Planetouched (Calimshan)

Bullheaded
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Will saves.
2. Immunity to the shaken condition.
Special: Forgotten Realms Regions:
- Dwarf (Underdark [Earthroot], Underdark [Northdark], the Great Rift, the Spine of the World)
- Human (Altumbel, Damara, the Great Dale, Rashemen, the Western Heartlands)
- Loxo (the Shaar)
- Taer (the Icerim Mountains)

Bulwark of Defense
[Epic]

SRD Epic

Con 25
Defensive stance 3/day

1. Your defensive stance is now:
- +4 Str, +6 Con
- +4 on all saves (resistance)
- +6 AC (dodge).

Channeled Rage
[Racial]

RoD

Race: half-orc
Rage ability

1. As an immediate action, spend a rage use to add your Str modifier to a Will save.

Closed Mind

SRD Psionic

Non-psionic character

1. +2 on all saves vs. powers (not spells).

Destiny, Heroic
[Racial]

RoD

Race: human or any half-human

1. 1/day, before any attack, check, or save, you may add +1d6 to the roll.

Destiny, Protected
[Racial]

RoD

Race: human or illumian
Character level 3rd
Destiny, Heroic

1. 1/day, reroll a natural 1 on any save.

Dexterous Fortitude
[Epic]

SRD Epic

Dex 25
Slippery mind class feature

1. Once per round, make a Reflex save in place of a Fortitude save. Evasion does not apply.

Dexterous Will
[Epic]

SRD Epic

Dex 25
Slippery mind class feature

1. Once per round, make a Reflex save in place of a Will save. Evasion does not apply.

Discipline
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Will saves
2. +2 on Concentration.
Special: Forgotten Realms regions:
- Chitine (Underdark [Yathchol])
- Elf (Evereska, the Yuirwood)
- Gnome (the Rathgaunt Hills, the Western Heartlands)
- Halfling (Luiren)
- Human (Aglarond, Cormyr, Shadovar, Shou Expatriate, Thay)
- Planetouched (Mulhorand)
- Slyth (Underdark [Fluvenilstra])
- Thri-Keen (the Shaar)

Divine Cleansing
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds.

Draconic Heritage
[Draconic]

CA

Sorcerer level 1st

1. +1 on saving throws (per draconic feat) against sleep spells, paralysis, and spells and abilities with the energy type of your draconic ancestor.
2. You gain a new class skill, based your ancestor : Black (Hide); Blue (Listen); Green (Move Silently); Red (Intimidate); White (Balance); Brass (Gather Information); Bronze (Survival); Copper (Hide); Gold (Heal); Silver (Disguise).

Dragon Hunter

Drac

Wis 13

1. +2 (dodge) AC vs. dragons
2. +2 (competence) on saves vs. a dragon's spells, spell-like abilities, and special abilities.
3. +2 (competence) on opposed checks made vs. dragons.

Dragon Hunter Bravery

Drac

Wis 13
Dragon Hunter

1. You and all allies within 30' who can see you are treated as having +4 HD when resisting the frightful presence of dragons, and +4 (morale) on saves against a dragon's frightful presence. Your animal companion, familiar, or special mount automatically succeeds on such saves if you do, or if your effective HD total makes you immune to the effect.

Dragon Hunter Defense

Drac

Wis 13
Dragon Hunter

1. You gain evasion against the breath weapons of dragons.
2. You gain a bonus of 1/2 your character level when saving against the supernatural or spell-like abilities of dragons.

Dragonfriend

Drac

Cha 11
Speak Language (draconic)

1. +4 on Diplomacy checks with dragons.
2. +2 on Ride to ride a dragon.
3. +4 to resist the frightful presence of good dragons.
Special: You cannot take this feat if you also have Dragonthrall.

Dragonthrall

Drac

Speak Language (draconic)

+4 on Bluff checks with dragons. +2 on Ride to ride a dragon. +4 to resist the frightful presence of evil dragons. -2 on saves against the enchantment spells and effects of dragons.
Special: You cannot take this feat if you also have Dragonfriend.

Endurance

SRD

--

1. +4 to Swim to resist nonlethal damage
2. +4 to Con checks to continue running, to hold your breath, to avoid nonlethal damage from a forced march, starvation, or thirst
3. +4 to Fort saves to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
4. You may sleep in light or medium armor without becoming fatigued.
Special: Automatic ranger feat (3rd level).

Endurance, Epic
[Epic]

SRD Epic

Con 25
Endurance

1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check.

Endurance, Cold

FB

Base Fortitude save +2

1. +2 on saves vs. cold effects.
2. You are immune to environmental cold over 0 degrees.

Enduring Life

LM

--

1. +4 on Fort saves to remove negative levels.
2. Ignore all effects of negative levels for 1 minute per point of Con bonus.

Epic Devotion
[Epic]

CD
PGtF

Wis 21
Iron Will
You must have a patron deity

1. Choose an alignment component that you do not possess, and that cannot be possessed by a cleric of your patron deity. You gain +4 (divine) on saves vs. spells with that alignment.
Special: You may take this feat multiple times, once per qualifying alignment component.

Eternal Strength
[Initiate]

RoD

Str 13
Cleric level 3rd
Patron deity Kord

1. +4 on saves to resist effects that deal Str damage or cause Str drain.
2. Gain bonus spells (see source).

Eyes to the Sky
[Spelltouched]

UA

Exposure to scrying or greater scrying

1. You automatically detect any scrying sensor within 40'.

False Pretenses
[Spelltouched]

UA

Exposure to charm (any) or dominate (any)

1. When you save against a charm or compulsion effect, the caster believes you failed. You may play along if you wish, and continue to receive all commands, even telepathic ones.

Fearless
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You are immune to all fear effects, magical or otherwise.
Special: Forgotten Realms regions:
- Arakocra (the Stormlands)
- Elf (Elven Court, Snow Eagle Aerie)
- Gloaming (Sphur Upra)
- Gnome (the Rathgaunt Hills, Lantan)
- Halfling (Channath Vale, the Western Heartlands)
- Human (Anauroch, Impiltur)
- Orc (the Hordelands)
- Thri-Keen (the Shaar)

Force of Will

SRD Psionic

Iron Will

1. 1/round, you may make a Will save against a power (and only a power) that normally requires Reflex or Fortitude.

Fortitude, Epic
[Epic]

Drac
SRD Epic

--

1. +4 to all Fortitude saves.

Fortitude, Great

SRD

--

1. +2 to all Fortitude saves.

Filth Eater

S:CoT

--

1. +4 on saves to resist disease or ingested poisons.
2. On a failed save versus such, ability damage is lessened by 1 (minimum 1).

Gatekeeper Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 on saves vs. supernatural and spell-like abilities of aberrations.
2. Add Knowledge (the planes) to your druid class skills.
3. You may use Knowledge (the planes) to identify aberrations and their special abilities.
4. You gain extra spells (see source).

Ghost Scarred

LM

Knowledge (religion) 8 ranks

1. +2 (insight) on attack and damage when fighting incorporeal undead.
2. +2 on saves vs. spells and abilities of incorporeal undead.

Gift of Faith
[Exalted]

BoED

Wis 13

1. +2 on saves vs. fear, despair, or similar mind-affecting conditions (not charms or compulsions).

Gift of Grace

BoED

Divine grace ability

1. You can divide some or all of your divine grace between yourself and your allies.

Heat Tolerance

ShS

--

1. +10 on Fortitude saves to resist nonlethal heat damage.

Heritage, Axiomatic

Planar HB

Alignment: non-chaotic

1. +4 on Will saves vs. enchantment (charm) effects.
2. +1 vs. effects of chaotic creatures.

Heritage, Draconic
[Draconic]

CA

Sorcerer level 1st

1. +1 on saving throws (per draconic feat) against sleep spells, paralysis, and spells and abilities with the energy type of your draconic ancestor.
2. You gain a new class skill, based on which ancestor you choose (Black: Hide; Blue: Listen; Green: Move Silently; Red: Intimidate; White: Balance; Brass: Gather Information; Bronze: Survival; Copper: Hide; Gold: Heal; Silver: Disguise).

Improved Energy Drain
[Monstrous]

LM

Cha 15
Energy drain ability

1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour.

Improved Sigil (Hoon)
[Racial]

RoD

Race: illumian
Hoon power sigil

1. +1 (insight) per sigil on saves vs. death effects, to avoid death by massive damage, and Fort saves to avoid nonlethal damage from hot or cold environments or damage from suffocation.

Improved Sigil (Naen)
[Racial]

RoD

Race: illumian
Naen power sigil

1. +1 (insight) per sigil on saves vs. illusions and language-dependent effects.

Improved Sigil (Vaul)
[Racial]

RoD

Race: illumian
Vaul power sigil

1. +1 (insight) per sigil on saves vs. mind-affecting spells and abilities.

Ineluctable Echo
[Spelltouched]

UA

Exposure to wail of the banshee or any power word

1. When you are targeted by a power word spell, the caster is also affected (whether or not you make your save).
2. When you are within the area of the wail of the banshee, the caster must save against his own spell or die (whether or not you make your save).

Initiate of Cyric
[Initiate]

PGtF

Cleric level 3rd
Patron deity Cyric

1. Gain immunity to normal and magical fear.
2. Gain bonus spells (see source).

Initiate of Ilmater
[Initiate]

PGtF

Cleric level 7th
Patron deity Ilmater

1. When casting any spell that heals more damage than was taken by the target, the target gains the excess as temporary hit points (max hit points = 3 x target's HD) for 1 hour/caster level.
2. While having at least one such hit point, the target gains +2 (sacred) on Fortitude saves and against being bull rushed and tripped.
3. Gain bonus spells (see source).

Initiate of Lovitar
[Initiate]

ShS

Cleric level 5th
Patron deity Lovitar

1. The first time you take damage in combat, you gain a +1 bonus on attack and saves against fear effects for 1 minute/level.
2. Gain bonus spells (see source).

Iron Mind
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Will saves.
2. +4 on all saves vs. psionics (this stacks with the Will bonus).
Special: Forgotten Realms regions:
- Dwarf (Underdark [Darklands])

Jergal's Pact

LEoF

Knowledge (history) 4 ranks
Great Fortitude

1. +2 on saves to resist gaining negative levels, or to remove them.
2. If you have a negative level, and the effect allows a Fort save to remove it, you may attempt the save after only 1 hour.

Jungle Stamina
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Survival.
2. +2 on Fort saves vs. disease.
Special: Forgotten Realms regions:
- Dwarf (Chult)

Knight of Stars
[Exalted]

BoED

--

1. 1/day, while performing a good act, gain a +1 luck bonus on 1 roll or check.
Special: You may not take the feats Favored of the Companions or Servant of the Heavens.

Lasting Life

LM

Endurance
Enduring Life

1. 1/round as a standard action, attempt to save (Will, DC 10 + 1/2 attacker's HD + attacker's Cha modifier) to remove a negative level. You save once per negative level, but you may continue making saves as standard actions once per round.

Lifebond
[Monstrous]

LM

Type: undead
Cha 11

1. You have a special bond to a friendly living creature; when the creature is within 60', you gain +4 turn resistance and +2 on all saves.
2. If the creature dies, you lose these bonuses and take -2 on all saves for 24 hours.
3. You can take a new bond at any time, even while the old creature is still alive.
Special: You can take this feat once per friendly living creature; its effects stack.

Lliira's Blessing

PGtF

Good alignment
Escape Artist 1 rank
Nimbus of Light

1. +2 (sacred) on Escape Artist.
2. +2 (sacred) on all saves vs. effects that paralyze, hold, or entangle you.
3. If you fail such a save, you may try again 1 round later.

Luck of Heroes
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 (luck) to AC.
2. +1 (luck) to all saving throws.
Special: Forgotten Realms regions:
- Elf (Elven Court, the Forest of Lethyr, the Yuirwood)
- Gloaming (Sphur Upra)
- Half-elf (Aglarond)
- Halfling (Channath Vale, the Western Heartlands)
- Human (Aglarond, the Dalelands, Tethyr, the Vast)

Mage Slayer

CA

BAB +3
Spellcraft 3 ranks

1. +1 to Will saves.
2. Spellcasters you threaten may not cast spells defensively (spellcasters are aware of this).
Special: Your caster level for all spells and spell-like abilities is reduced by 4.

Mulilingual

LEoF

Int 15

1. You become fluent in any 3 languages of your choice, but you may only choose secret languages if you already qualify to take them.
2. Speak Language is always a class skill for you.
3. +2 on Decipher Script.

Nymph's Kiss
[Exalted]

BoED

--

1. +2 on all Cha-based checks.
2. +1 on saves vs. spells and spell-like abilities.
3. Fey creatures regard you as fey.
4. You gain +1 skill point per level, starting with the level you take this feat.

Perfect Health
[Epic]

SRD Epic

Con 25
Great Fortitude

1. You are immune to all nonmagical diseases.
2. You are immune to all poisons with a Fort save of 25 or less.

Phalanx Fighting
[Fighter]

CW

BAB +1
Proficiency with heavy shields

1. If using a heavy shield and a light weapon, gain +1 AC. I
2. f you are 5' from an ally using a heavy shield and a light weapon who has this feat, you both gain another +2 AC and +1 Reflex.

Pious Soul

CD

Knowledge (religion) 2 ranks

1. Spend 1 faith point to add +1d6 to a d20 roll on an attack, save, or check. You may spend more than 1 at a time in this way.
Special: This feat gives you 4 faith points. You gain more as detailed in the source.

Plague Resistant
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +4 on saves vs. disease.
Special: Forgotten Realms regions:
- Human (the Vilhon Reach)

Reflexes, Epic
[Epic]

Drac
SRD Epic

--

1. +4 to all Reflex saves.

Reflexes, Lightning

SRD

--

1. +2 to all Reflex saves.

Residual Rebound
[Spelltouched]

UA

Exposure to spell resistance or spell turning

1. If you roll a natural 20 on a save vs. a targeted spell, it is affected as if by spell turning, except that it can also affect touch-ranged spells as well.

Resist Disease

ShS

--

1. +4 on Fortitude saves vs. disease.

Resist Poison
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +4 on Fortitude saves vs. poison.
Special: Forgotten Realms Regions:
- Bugbear (the Earthfast Mountains)
- Chitine (Underdark [Yathchol])
- Dwarf (Underdark [Northdark])
- Goblin (the Earthfast Mountains)
- Hobgoblin (the Earthfast Mountains)
- Human (Dambrath, Lapaliiya)
- Lizardfolk (Rethild)
- Orc (the Moonsea, the North)

Sacred Vitality
[Divine]

LM

Ability to turn undead

1. As a standard action, spend a turn attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute.

Saddleback
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You may take 10 on Ride checks at any time.
2. If you or your mount fail a Reflex save while you are mounted, make a Ride check; if the result is equal to or greater than the DC, you and your mount are treated as having succeeded on the saving throw. You can do this once per round, though the same check can apply to both your save and your mount's save at the same time.
Special: Forgotten Realms Regions:
- Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands)

Servant of the Heavens
[Exalted]

BoED

--

1. 1/day, while performing a good act, gain a +1 luck bonus on 1 roll or check.
Special: You may not take the feats Favored of the Companions or Knight of Stars.

Shadow Shield
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on saves vs. all spells and spell-like abilities with the [shadow] descriptor.
2. +2 on saves vs. all spells and spell-like abilities that draw on the Shadow Weave.
3. These bonuses stack.
Special: Forgotten Realms regions:
- Human (the Western Heartlands)
Note: This feat requires the existence of the Weave and the Shadow Weave, both part of the Forgotten Realms Campaign Setting.

Snake Blood
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on all Reflex saves.
2. +2 on Fortitude saves vs. poison.
Special: Forgotten Realms Regions:
- Human (Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon Reach, the Western Heartlands)

Spellwise
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Knowledge (arcana) and Spellcraft.
2. +2 on saves against illusion spells or effects.
Special: Forgotten Realms Regions:
- Elf (Evermeet)
- Human (Calimshan, Halruaa, Nimbral, Samarach, Shadovar, the Wizards' Reach)

Strong Mind

ECS

Wis 11

1. +3 on saves against psionic abilities and mind attacks.
Special: This feat only works against psionic abilities. It does not affect magical abilities.

Strong Soul
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Fortitude and Will.
2. The above bonuses are +3 vs. death effects, energy drain, and ability drain.
Special: Forgotten Realms Regions:
- Dwarf (Oldonnar)
- Elf (Elven Court, Silverymoon)
- Gnome (Underdark [Northdark], the Western Heartlands)
- Half-elf (Dambrath, the Dalelands, Silverymoon)
- Halfling (Channath Vale, Lurien)
- Human (the Moonshae Isles)

Stigmata
[Exalted]

BoED

Nimbus of Light

1. You activate your stigmata by willing yourself to take at least 2 points of Con damage. You may heal allies of 1 hp per 2 points of damage, and anyone with a disease gains a new save with a sacred bonus equal to the total Con damage you took (if the save succeeds, the disease is cured). You may touch 1 ally/point of Con damage. The activation lasts for 1 hour, and the Con damage cannot be cured during that time.

Survivor
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Survival.
2. +2 on Fortitude.
Special: Forgotten Realms Regions:
- Dwarf (Chult, the Great Glacier)
- Elf (the Chondalwood, the Forest of Amtar, the Inner Sea, the Outer Sea)
- Human (Anauroch, Chult, the Great Glacier, Narfell, the Shaar)
- Kuo-toa (Underdark [Sloopdilmonpolop])
- Slyth (Underdark [Fluvenilstra])
- Taer (the Icerim Mountains)

Tomb-Born Resilience

LM

Alignment: any non-good
Tomb-Tainted Soul

1. +2 on saves vs. mind-affecting spells and abilities.
2. +2 on saves vs. poison.
3. +2 on saves vs. disease.
4. Your nails or claws look yellow and rotten (there is no change in your unarmed damage).

Tomb-Born Vitality

LM

Alignment: any non-good
Tomb-Tainted Soul

1. You do not need to sleep. (Spellcasters still require 8 hours of mental rest.)
2. You are immune to magic sleep effects.
3. Your body is unnaturally thin, and your skin stretches so tight as to make you look skeletal.

True Believer

CD

Paton deity
Alignment: one step from your patron

1. 1/day, gain a +2 insight bonus on any 1 saving throw.

Unquenchable Flame of Life

LM

--

1. +2 on all saves against the extraordinary or supernatural abilities of undead.
2. If you have selected undead as a favored enemy, this bonus is instead equal to your favored enemy bonus against undead.

Vow of Abstinence
[Exalted]

BoED

Sacred Vow

1. +4 (perfection) on saves vs. poisons and drugs taken unwillingly.
Special: You must not consume intoxicating, stimulating, depressant, or hallucinogenic substances. If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Chastity
[Exalted]

BoED

Sacred Vow

1. +4 (perfection) on saves vs. charms and phantasms.
Special: You must not participate in sexual contact with another person. If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Obedience
[Exalted]

BoED

Sacred Vow

1. +4 (sacred) on saves vs. compulsions.
Special: You must obey all the rules and orders of your organization and superiors. If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vow of Poverty
[Exalted]

BoED

Sacred Vow

1. Gain bonuses to AC, saves, and abilities, and bonus exalted feats, all based on character level. See source for details.
Special: You must not own more than the bare minimum (simplest clothes, 1 day's food, non-masterwork weapons, ordinary spell component pouch, etc.); no magic items, though you can drink a potion someone gives you or receive a spell. You may not borrow items even for 1 round. If you break this vow, you loose this feat permanently and do not gain a replacement.

Vow of Purity
[Exalted]

BoED

Sacred Vow

1. +4 (perfection) on saves vs. disease and death.
Special: You must always avoid the flesh of dead creatures (including meat food), unless to raise it from the dead. Fighting undead requires purification as soon as possible (requires 1 hour and 1 flask of holy water). If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Will, Epic
[Epic]

Drac
SRD Epic

--

1. +4 to all Will saves.

Will, Iron

SRD

--

1. +2 to all Will saves.

Whispered Secrets
[Initiate]

RoD

Cleric level 1st
Patron deity Vecna

1. Listen and Spot are cleric class skills for you.
2. You automatically know when you are scried on. You do not gain any other information.
3. Gain bonus spells (see source).


Skill

Name

Source

Prerequisite

Benefit

Able Learner
[Racial]

RoD

Race: human or doppelganger
Character level 1st

1. All skill ranks cost 1 point. The max number of ranks per skill does not change (even for cross-class skills). Speak language is not affected, nor is purchasing literacy.

Acrobatic

SRD

--

1. +2 on Jump and Tumble.

Aftersight
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. 3/day, take a full round action and make a Wis check (DC 10) to gain +4 on Knowledge (history) and Bardic Knowledge for 1 minute.
Special: Forgotten Realms regions:
- Human (Rashemen)

Agile

SRD

--

1. +2 on Balance and Escape Artist.

Alertness

SRD

--

1. +2 on Listen and Spot.

Altitude Adaptation

FB

Base Fort save +2

1. +2 on Survival while in high altitude (5,000' or higher).
2. +4 on Fortitude saves vs. the effects of altitude.
3. When determining the effects of altitude, you are treated as if in an altitude 1 step lower. Spend 1 week in a high altitude to become completely acclimated to it and all lower altitudes. You loose this benefit if you spend more than 1 week in a lower altitude.

Ancestral Spirit
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Heal and Knowledge (history).
Special: Forgotten Realms regions:
- Human (the Great Glacier, Uthgardt Tribesfolk)

Animal Affinity

SRD

--

1. +2 on Handle Animal and Ride.

Animal Friend
[Exalted]

BoED

Cha 15
Wild empathy class feature

1. +4 (exalted) on Wild Empathy with all animals.
2. No penalty when targeting good-aligned magical beasts.

Ankheg Tribe Ambush
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +4 (circumstance) on Hide in tall grass.
2. In a surprise round, leap up from prone as a free action.
Special: Forgotten Realms regions:
- Human (the Shaar [Ankheg Tribe])

Appraise Magic Value

CAd

Appraise 5 ranks
Knowledge (arcana) 5 ranks
Spellcraft 5 ranks

1. If you know an item is magical, spend 8 hours and 25 gp of special materials to use Appraise to identify the item's properties (DC 10 + caster level).

Arachnid Rider
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Handle Animal and Ride when dealing with monstrous spiders of up to Large size.
Special: Forgotten Realms regions:
- Dwarf (Underdark [Darklands])
- Elf (Menzoberranyr)

Arcane Insight
[Initiate]

RoD

Cleric level 3rd
Patron deity Boccab

1. Knowledge (arcana) is a cleric class skill for you.
2. +2 (insight) on Spellcraft.
3. Gain bonus spells (see source).

Arctic Adaptation
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Hide, Move Silently, Search, and Spot in snow.
2. +4 on saves vs. cold effects.
Special: Forgotten Realms regions:
- Human (Damara, Narfell, the North, Vaasa)

Artist
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 to all Perform skills.
2. +2 to one Craft skill involving art.
1. +3 uses of bardic music per day.
Special: Forgotten Realms Regions:
- Elf (Sidëyuir, Snow Eagle Aerie)
- Gnome (Thesk, the Western Heartlands)
- Half-elf (the Dalelands)
- Human (Chessenta, Waterdeep, the Western Heartlands)

Auspicious Marking

RoS

Race: Goliath

1. +2 on Cha-based checks with goliaths who see your skin.
2. 1/turn, reroll any stabilization check.

Autonomous

SRD Psionic

None

1. +2 on Autohypnosis and Knowledge (psionics).

Azerblood
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Craft (armorsmithing, blacksmithing, and weaponsmithing).
2. +4 on saves vs. fire effects.
Special: Forgotten Realms regions:
- Dwarf (Underdark [Old Shanatar])

Batrider
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Handle Animal and Ride when dealing with dire bats.
Special: Forgotten Realms regions:
- Dwarf (Underdark [Old Shanatar])

Blooded
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Initiative.
2. +2 on Spot.
3. You cannot be shaken, but can be frightened or panicked.
Special: Forgotten Realms regions:
- Centaur (the Plateau of Thay)
- Dwarf (Underdark [Earthroot])
- Elf (Cormanthor Drow, the Inner Sea, Menzoberranyr, the Outer Sea)
- Gnoll (the Plateau of Thay)
- Grimlock (Underdark [Reeshov])
- Halfling (the Chondalwood)
- Human (the Dalelands, the Nelanther Isles, Silverymoon, Swagdar, Tethyr)
- Lizardfolk (Rethild)
- Orc (Underdark [Northdark], Vaasa)

Breadth of Knowledge
[Spelltouched]

UA

Exposure to legend lore or vision

1. +1 on any Knowledge skill in which you have at least 1 rank,
2. You can use any Knowledge skill untrained.

Caravanner
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Handle Animal and Knowledge (geography).
Special: Forgotten Realms regions:
- Human (Cormyr, the Dalelands, Sembia, Thesk, the Western Heartlands)

Child of Winter

ECS

Ability to spontaneously cast summon nature's ally spells
Non-good alignment

1. Your druid spells now treat vermin as animals.
2. Mindless vermin are considered to have Int 2 when dealing with you and can be charmed, calmed, or targeted by wild empathy or similar abilities.
3. Your summon nature's ally spells may summon additional monsters (see source).

City Slicker

RoD

--

1. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you

Collegiate Wizard

CA

Int 13
Character level 1st
Wizard level 1st

1. +2 on Knowledge (arcana).
2. Begin play with three extra 1st-level spells in your spellbook.
3. At each level, add 4 spells to your spellbook, rather than just two.

Combat Casting

SRD

--

1. +4 on Concentration to cast a spell or use a spell-like ability while on the defensive, grappling, or pinned.

Combat Casting, Improved (2)
[Epic]

CA

Concentration 25 ranks
Combat Casting

1. The bonus from Combat Casting is now 4 + 1/2 your caster level.

Combat Manifestation

SRD Psionic

Psionic character

1. +4 on Concentration to manifest a power or use a psi-like ability while on the defensive, grappling, or pinned.

Complementary Insight
[Racial]

RoD

Race: half-elf

1. Synergy bonuses due to 5 ranks in another skill are now +3.

Cosmopolitan
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

+2 to Bluff, Gather Information, and Sense Motive.
Special: Forgotten Realms regions:
- Dwarf (Waterdeep)
- Elf (Waterdeep)
- Half-elf (Waterdeep)
- Halfling (Amn)
- Human (Amn, the Golden Water, the Sword Coast, Waterdeep)

Cover Your Tracks

ShS

Track

1. +2 to Hide.
2. +5 to the DC to track you, or +10 if you move at 1/2 speed and hide your trail.

Crowd Tactics
[Tactical]

RoD

Hide 5 ranks
Dodge

1. Moving with the Flow: Entering any space occupied by a crowd costs no extra movement.
2. One with the Crowd: +4 on Hide in a space occupied by a crowd.
3. Master of the Mob: +4 on Diplomacy and Intimidate to influence or direct a crowd.
Special: You only gain the above benefits if the crowd is indifferent or friendly to you.

Deceitful

SRD

--

1. +2 on Disguise and Forgery.

Deft Hands

SRD

--

1. +2 on Sleight of Hand and Use Rope.

Destiny, Heroic
[Racial]

RoD

Race: human or any half-human

1. 1/day, before any attack, check, or save, you may add +1d6 to the roll.

Diligent

SRD

--

1. +2 on Appraise and Decipher Script.

Disentangler
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Escape Artist
2. +2 on opposed grapple checks.
Special: Forgotten Realms regions:
- Dwarf (Chult)

Discipline
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Will saves.
2. +2 on Concentration.
Special: Forgotten Realms regions:
- Chitine (Underdark [Yathchol])
- Elf (Evereska, the Yuirwood)
- Gnome (the Rathgaunt Hills, the Western Heartlands)
- Halfling (Luiren)
- Human (Aglarond, Cormyr, Shadovar, Shou Expatriate, Thay)
- Planetouched (Mulhorand)
- Slyth (Underdark [Fluvenilstra])
- Thri-Keen (the Shaar)

Divine Cleansing
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds.

Draconic Heritage
[Draconic]

CA

Sorcerer level 1st

1. +1 on saving throws (per draconic feat) against sleep spells, paralysis, and spells and abilities with the energy type of your draconic ancestor.
2. You gain a new class skill, based your ancestor : Black (Hide); Blue (Listen); Green (Move Silently); Red (Intimidate); White (Balance); Brass (Gather Information); Bronze (Survival); Copper (Hide); Gold (Heal); Silver (Disguise).

Draconic Knowledge
[Draconic]

Drac

Int 19
Type: true dragon
Any 3 Knowledge skills

1. Gain an ability similar to Bardic Knowledge, but the check is d20 + your age category + your Int modifier, and it is based on the scale of past events rather than how many people know the information. A Knowledge skill related to the information gives a +1 bonus.

Dragoncrafter

Drac

Knowledge (arcana) 2 ranks

1. Create dragoncraft items using Craft (see source).

Dragonfriend

Drac

Cha 11
Speak Language (draconic)

1. +4 to Diplomacy checks with dragons.
2. +2 to Ride to ride a dragon.
3. +4 to resist the frightful presence of good dragons.
Special: You cannot take this feat if you also have Dragonthrall.

Dragonsong

Drac

Cha 13
Knowledge (arcana) 4 ranks
Perform 6 ranks
Speak Language (draconic)

1. +2 to Perform checks with song, poetics, or any other verbal or spoken form of performance.
2. +2 to the DC of mind-affected effects based on your song or poetics.

Dragonthrall

Drac

Speak Language (draconic)

1. +4 to Bluff checks with dragons.
2. +2 to Ride to ride a dragon.
3. +4 to resist the frightful presence of evil dragons.
4. -2 on saves against the enchantment spells and effects of dragons.
Special: You cannot take this feat if you also have Dragonfriend.

Dread Tyranny
[Initiate]

RoD

Str 13
Cleric level 3rd
Patron deity Hextor

1. Intimidate is a cleric class skill for you, and you add your Str bonus to your skill modifier.
2. With a lethal weapon, your attack penalty is 2 less than normal to deal nonlethal damage.
3. Gain bonus spells (see source).

Eagle Tribe Vision
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +5 to Spot.
Special: Forgotten Realms regions:
- Human (the Shaar [Eagle Tribe])

Ecclesiarch

ECS

Knowledge (religion) 6 ranks

1. Add Gather Information and Knowledge (local) to your class list.
2. +2 to Leadership score.

Education (1)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. All Knowledge skills are class skills for all your classes.
2. +2 on two Knowledge skills.
Special: Forgotten Realms regions:
- Elf (Evermeet, Silverymoon, Snow Eagle Aerie)
- Gnome (Lantan)
- Half-elf (Silverymoon)
- Human (Chessenta, Lantan, Silverymoon, Waterdeep)

Education (2)

ECS

Character level 1st

1. All Knowledge skills are class skills for all your classes.
2. +1 on two Knowledge skills.

Ethran
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 to Handle Animal and Survival.
2. +2 to all Cha-based checks when dealing with other Rashemis.
3. You may participate in circle magic.
Special: Forgotten Realms regions:
- Human (Rashemen), female only

Endurance

SRD

--

1. +4 to Swim to resist nonlethal damage
2. +4 to Con checks to continue running, to hold your breath, to avoid nonlethal damage from a forced march, starvation, or thirst
3. +4 to Fort saves to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
4. You may sleep in light or medium armor without becoming fatigued.
Special: Automatic ranger feat (3rd level).

Endurance, Epic
[Epic]

SRD Epic

Con 25
Endurance

1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check.

Epic Reputation
[Epic]

SRD Epic

--

1. +4 on Bluff, Diplomacy, Gather Information, Intimidate, and Perform (all).

Far Horizons
[Initiate]

RoD

Cleric level 1st
Patron deity Fharlanghn

1. Climb, Jump, and Swim are cleric class skills for you.
2. You always know where north is (if 'north' exists in your environment).
3. Gain bonus spells (see source).

Forester
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 to Hide, Listen, Move Silently, and Spot.
2. In a forest, these bonuses increase to +3 each.
Special: Forgotten Realms regions:
- Elf (the Chondalwood, the Forest of Amtar, the Forest of Lethyr, the High Forest, Sildëyuir, the Misty Vale)
- Gnome (the Great Dale)
- Half-elf (Aglarond, the Great Forest)
- Halfling (the Chondalwood)
- Human (the Dalelands, the Great Dale)
- Volodni (the Forest of Lethyr)

Gatekeeper Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 on saves vs. supernatural and spell-like abilities of aberrations.
2. Add Knowledge (the planes) to your druid class skills.
3. You may use Knowledge (the planes) to identify aberrations and their special abilities.
4. You gain extra spells (see source).

Gift of Tongues
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 on Decipher Script and Sense Motive.
2. Your Int is +4 for the purpose of determining your starting bonus languages, and you are not limited to the bonus languages of your region.
3. Speak Language is always a class skill.
Special: Forgotten Realms regions:
- Elf (Evereska)

Greensinger Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. Add Bluff, Hide, and Perform (all) to your druid class skills.
2. Gain bonus spells (see source).

Grim Visage
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Intimidate and Sense Motive.
Special: Forgotten Realms regions:
- Human (Damara)

Halruaan Adept
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +3 on Spellcraft.
2. You may participate in Halruaan circle magic with a Halruaan elder.
Special: Forgotten Realms regions:
- Human (Halruaa)

Harem Trained
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy and Perform (all).
Special: Forgotten Realms regions:
- Human (Calimshan)

Heritage, Shadow

Planar HB

--

1. +3 on Hide and Move Silently in areas of darkness or shadowy illumination.

Horse Nomad
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +3 to Ride.
2. Gain proficiency with the composite shortbow, light lance, and scimitar.
Special: Forgotten Realms regions:
- Human (the Hordelands, Nimbral, the Ride, the Shaar)

Human Heritage
[Racial]

RoD

Race: any half-human or any human-descended
Character level 1st

1. You gain the humanoid (human) type and subtype, as well as your previous type(s).
2. You gain +4 skill points

Hyena Tribe Hunter
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Hide.
2. +2 on trip attempts and to avoid being tripped.
Special: Characters with this feat may select Improved Trip even if they don't fulfill the requirements.
Special: Forgotten Realms regions:
- Human (the Shaar [Hyena Tribe])

Improved Energy Drain
[Monstrous]

LM

Cha 15
Energy drain ability

1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour.

Improved Favored Enemy (1)
[Epic]

SRD Epic

5+ favored enemies

1. The bonus on skill checks and damage increases by +1 for all your favored enemies.
Special: You can take this feat multiple times; its effects stack.

Improved Feint
[Fighter]

SRD

Int 13
Combat Expertise

1. Using Bluff to feint is now a move action.

Initiate of Gond

PGtF

Cleric level 1st
Patron deity Gond

1. Add Disable Device and Open Lock to your Cleric class skills.
2. Gain bonus spells (see source).

Inquisitor
[Psionic]

SRD Psionic

Wis 13

1. Expend your focus to gain +10 on 1 Sense Motive check.

Inside Connection

RoD

--

1. +4 (circumstance) on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive when dealing with 1 selected organization.
Special: You can take this feat multiple times, once per organization.

Investigate

ECS

--

1. Expand Search to find and analyze clues in an area, such as a crime scene. (See source.)

Investigator

SRD

--

1. +2 on Gather Information and Search.

Legendary Climber
[Epic]

SRD Epic

Dex 21
Balance 12 ranks
Climb 24 ranks

1. You ignore all check penalties for accelerated or rapid climbing.

Legendary Leaper
[Epic]

SRD Epic

Jump 24 ranks

1. You only need to move 5' in a straight line to make a running jump.

Legendary Rider
[Epic]

CD
SRD Epic

Ride 24 ranks

1. You take no penalty for riding bareback.
2. You need not make a Ride check to to control a mount in combat.
3. Controlling a mount not trained for combat does not required an action.

Legendary Tracker
[Epic]

SRD Epic

Wis 25
Knowledge (nature) 30 ranks
Survival 30 ranks
Track

1. Add the following surfaces to your list of places you can follow tranks: water, underwater, and air. See source for DCs.

Lliira's Blessing

PGtF

Good alignment
Escape Artist 1 rank
Nimbus of Light

1. +2 (sacred) on Escape Artist.
2. +2 (sacred) on all saves vs. effects that paralyze, hold, or entangle you.
3. If you fail such a save, you may try again 1 round later.

Mage Slayer

CA

BAB +3
Spellcraft 3 ranks

1. +1 to Will saves.
2. Spellcasters you threaten may not cast spells defensively (spellcasters are aware of this).
Special: Your caster level for all spells and spell-like abilities is reduced by 4.

Magical Aptitude

SRD

--

1. +2 on Spellcraft and Use Magic Device.

Manifest Leap

S:CoT

Knowledge (the planes) 3 ranks
Jump 3 ranks

1. +4 on Jump (competence) when in a manifest zone connected to Syrania.
2. Take only 1d4/10' damage on a fall when in a manifest zone connected to Syrania.
Note: This feat requires the existence of manifest zones, part of the Eberron Campaign Setting.

Menacing Demeanor
[Racial]

RoD

Race: orc blood or orc subtype

1. +4 on Intimidate.

Mental Leap
[Psionic]

SRD Psionic

Str 13
Jump 5 ranks

1. Expend your focus to gain +10 on 1 Jump check.

Metallurgy
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +3 on Craft (armorsmithing), Craft (blacksmithing), or Craft (weaponsmithing).
Special: Forgotten Realms regions:
- Dwarf (the Great Rift, the Sword Coast)

Mountaineer

FB

--

1. +2 on Climb and Survival.

Mounted Combat
[Fighter]

SRD

Ride 1 rank

1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated.

Narrow Mind
[Psionic]

SRD Psionic

Wis 13

1. +4 on Concentration to become psionically focused.

Natural Scavenger

ShS

Survival 5 ranks.

1. Move at full overland speed while foraging for food.
2. +4 on Survival while foraging for food.

Negotiator

SRD

--

1. +2 on Diplomacy and Sense Motive.

Nimble Fingers

SRD

--

1. +2 on Disable Device and Open Lock.

Nimbus of Light
[Exalted]

BoED

--

1. +2 on Diplomacy and Sense Motive when dealing with good characters.
2. You gain a radiant aura that sheds bright light for 5' and shadowy illumination for 10'. You may hide or produce this light at will as a free action.

Nobody's Fool
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Gather Information and Sense Motive.
Special: Forgotten Realms regions:
- Halfling (Luiren, the Western Heartlands)

Nymph's Kiss
[Exalted]

BoED

--

1. +2 on all Cha-based checks.
2. +1 on saves vs. spells and spell-like abilities.
3. Fey creatures regard you as fey.
4. You gain +1 skill point per level, starting with the level you take this feat.

Open Minded

SRD Psionic

--

1. Gain 5 skill points to be spent as normal under the standard skill buying rules.
Special: You may take this feat multiple times; its effects stack.

Oral History
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Knowledge (history) and Perform (all).
Special: Forgotten Realms regions:
- Dwarf (the Great Glacier, the Smoking Mountains, the Spine of the World)
- Human (the Moonshae Isles, Uthgardt Tribesfolk)

Otherworldly
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy.
2. Your type changes to outsider (native).
3. You gain darkvision (60').
Special: Forgotten Realms regions:
- Deep Imaskari (Underdark [Deep Imaskar])
- Elf (Evermeet, Sildëyuir)
- Spirit folk (Ashane)

Persuasive

SRD

--

1. +2 on Bluff and Intimidate.

Pious Soul

CD

Knowledge (religion) 2 ranks

1. Spend 1 faith point to add +1d6 to a d20 roll on an attack, save, or check. You may spend more than 1 at a time in this way.
Special: This feat gives you 4 faith points. You gain more as detailed in the source.

Polyglot
[Epic]

SRD Epic

Int 25
Speak Language (5 languages)

1. You can speak all languages.
2. If you are literate, you can read all languages (but not magical script).

Precocious Apprentice

CA

Int 15 or Cha 15
Arcane caster level 1st
Character level 1st

1. +2 on Spellcraft.
2. Choose 1 2nd-level spell from a school of magic you can cast from and gain 1 2nd-level spell slot only to cast that spell. Until you can normally cast 2nd-level spells, you must make a DC 8 caster level check to cast it or suffer spell failure. You use your normal caster level for that spell, even if it is too low to normally cast it.
3. When you become able to cast 2nd-level spells, you retain the bonus spell slot, which can then be used as any other 2nd-level slot.

Psionic Affinity

SRD Psionic

--

1. +2 on Psicraft and Use Psionic Device.

Recognize Impostor

ECS

Sense Motive 3 ranks
Spot 3 ranks

1. +4 to Sense Motive to oppose Bluff checks.
2. +4 to Spot to oppose Disguise checks.

Research

ECS

--

1. Expand all Knowledge skills to research topics or examine records. (See source.)

Roofwalker
[Tactical]

RoD

Balance 5 ranks
Jump 5 ranks
Dodge
Mobility

1. Fleet of Foot: You can move your full speed over precarious surfaces without penalty.
2. Graceful Drop: Jump checks to ignore falling damage ignore 20' of the distance you fell.
3. Master of the Roof: +1 (dodge) AC against any opponent at a different elevation from you.

Run

SRD

--

1. Move 5x your speed during a run (or x4 in heavy armor or carrying a heavy load).
2. +4 to running Jump checks.
3. Retain your Dex bonus to AC while running.

Sacred Vow
[Exalted]

BoED

--

1. +2 (perfection) on Diplomacy.

Saddleback
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. You may take 10 on Ride checks at any time.
2. If you or your mount fail a Reflex save while you are mounted, make a Ride check; if the result is equal to or greater than the DC, you and your mount are treated as having succeeded on the saving throw. You can do this once per round, though the same check can apply to both your save and your mount's save at the same time.
Special: Forgotten Realms Regions:
- Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands)

Sea Legs

FB

--

1. +2 on Balance and Tumble on a ship.
2. +1 on Initiative while on a ship.

Self-Sufficient

SRD

--

1. +2 on Heal and Survival.

Silver Palm
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Appraise, Bluff, and Sense Motive.
Special: Forgotten Realms Regions:
- Dwarf (the Great Dale, Turmish, Waterdeep)
- Halfling (Amn)
- Human (Amn, the Dragon Coast, the Golden Water, Sembia, Tharsult, Thesk, the Vilhon Reach, Waterdeep)

Skill Focus

SRD

--

1. +3 on one skill.
Special: This feat can be taken multiple times, once per skill.

Skill Focus, Epic
[Epic]

SRD Epic

20 ranks in selected skill

1. +10 on all checks with the selected skill.

Sky Rider
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Handle Animal and Ride when dealing with hippogriffs.
Special: Forgotten Realms regions:
- Dwarf (the Great Rift)

Smatterings

RoD

--

1. After 2d6 days of listening to a new language, you know enough of it to ask simple questions, give simple answers, and follow simple directions.
2. When you encounter a language you do not know but have encountered before, the time is reduced to 1d4 days.

Smooth Talk
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. If you attempt a rushed Diplomacy check, you take half the penalty (-5).
Special: Forgotten Realms Regions:
- Elf (Waterdeep)
- Gloaming (Sphur Upra)
- Gnome (Thesk)
- Half-elf (Waterdeep)
- Human (Silverymoon, Thesk, Waterdeep)

Snowrunner

FB

Woodland stride ability

1. +5 (competence) on Balance on icy surfaces.
2. You may move at full speed across loose snow.

Sociable Personality
[Racial]

RoD

Race: half-elf
Cha 13

1. You may reroll any Diplomacy or Gather Information check once.

Spire Walking
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Jump.
Special: Forgotten Realms regions:
- Human (the Western Heartlands)

Stealthy

SRD

--

1. +2 on Hide and Move Silently.

Stoneshaper
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 to your stonecunning ability.
2. Another +2 on Craft (stonemasonry).
Special: Forgotten Realms regions:
- Dwarf (the Galena Mountains, Oldonnar, Turmish)

Stormheart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Profession (sailor).
2. Ignore all hampered movement penalties for fighting on pitching or slippery decks.
3. Gain +1 (dodge) AC while fighting on a ship or boat.
Special: Forgotten Realms Regions:
- Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult)

Street Smart
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Gather Information, Intimidate, and Sense Motive.
Special: Forgotten Realms Regions:
- Halfling (Amn, Calimshan)
- Human (Amn, Calimshan, Chessenta, the Moonsea, Unther, the Wizards' Reach)
- Planetouched (Chessenta, the Western Heartlands)

Surefooted
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Climb and Jump.
2. Ignore all movement penalties for ice and steep slopes. If a surface is both steep and icy, you pay twice the movement cost, instead of four times.
Special: Forgotten Realms Regions:
- Grimlock (Underdark [Reeshov])
- Human (the Great Dale, Uthgardt Tribesfolk)
- Orc (Amn, the Moonsea, Vaasa)

Survivor
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Survival.
2. +2 on Fortitude.
Special: Forgotten Realms Regions:
- Dwarf (Chult, the Great Glacier)
- Elf (the Chondalwood, the Forest of Amtar, the Inner Sea, the Outer Sea)
- Human (Anauroch, Chult, the Great Glacier, Narfell, the Shaar)
- Kuo-toa (Underdark [Sloopdilmonpolop])
- Slyth (Underdark [Fluvenilstra])
- Taer (the Icerim Mountains)

Swift and Silent
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. No penalty on Hide and Move Silently while moving at your full speed.
Special: Forgotten Realms Regions:
- Bugbear (the Earthfast Mountains)
- Elf (Cormanthor Drow, the Misty Vale, the Wealdath)
- Goblin (the Earthfast Mountains)
- Hobgoblin (the Earthfast Mountains)
- Human (Uthgardt Tribesfolk)
- Orc (the North)
- Wemic (the Shaar)

Tactile Trapsmith

CAd

--

1. When you use the skills Disable Device and Search, you consider them Dex-based.
2. You receive no penalty on these checks for darkness or blindness.

Theocrat
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy and Knowledge (religion).
Special: Forgotten Realms regions:
- Human (Mulhorand, Unther)
- Planetouched (Mulhorand, Unther)

Thug
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Appraise and Intimidate.
2. +2 on Initiative.
Special: Forgotten Realms Regions:
- Centaur (the Plateau of Thay)
- Dwarf (Underdark [Northdark], Waterdeep)
- Gnoll (the Plateau of Thay)
- Grimlock (Underdark [Reeshov]
- Human (the Dragon Coast, the Moonsea, the Nelanther Isles, Swagdar, Unther, the Vast, the Vilhon Reach)
- Orc (Amn, Thesk, Underdark [Northdark])
- Planetouched (Impiltur, the Silver Marches, Unther, the Western Heartlands)

Thunder Twin
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Diplomacy and Intimidate.
2. You have a twin brother or sister, identical or fraternal.
3. If your twin is alive and on the same plane, make a DC 12 Wis check to sense his/her direction. If successful, take a move action to sense him/her at any time within the next hour.
Special: Forgotten Realms Regions:
- Dwarf (the Galena Mountains, the Great Rift, the Smoking Mountains, the Spine of the World, the Sword Coast, Underdark [Old Shanatar], Waterdeep)

Track

SRD

--

1. Expand Survival skill to track other creatures. (See source.)

Trapmaster

LEoF

Int 13
Trap sense +2

1. +2 on Disable Device.
2. +4 on your trap sense bonus.

Trap Sense
[Epic]

SRD Epic

Trapfinding ability
Search 25 ranks
Spot 25 ranks

1. When you pass within 5' of a trap, you gain a Search check as if actively looking for it.

Treetopper
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Balance and Climb.
2. You do not loose your Dex bonus to AC while climbing.
3. Enemies do not gain a bonus on attacking you while you are climbing.
Special: Forgotten Realms Regions:
- Elf (the Chondalwood, the Forest of Amtar, the High Forest, the Yuirwood)
- Half-elf (Aglarond, the High Forest)
- Halfling (the Chondalwood)
- Human (Aglarond)

Undead Empathy

ECS

Cha 13

1. +4 on Diplomacy when dealing with intelligent undead.

Urban Steath

RoD

Knowledge (local) 2 ranks

1. +3 on Hide and Move Silently when in a small city or larger community.

Urban Tracking

ECS
RoD
UA

--

1. Expand Gather Information to find people in an urban environment. (See source.)

Vow of Peace
[Exalted]

BoED

Sacred Vow
Vow of Nonviolence

1. All creatures within 20' must save (Will, DC Cha) or be affected by a calm emotions spell as a mind-affecting supernatural effect. (Additional saves are not required unless the targets leave the aura and return.)
2. You gain +2 (natural), +2 (deflection), and +2 (exalted) AC (this stacks with Vow of Poverty).
3. Manufactured weapons that hit you save (Fort, DC Con) or shatter, leaving you unharmed.
4. +4 (exalted) on Diplomacy.
Special: You must not cause harm to any living creature. You may not incapacitate unless you take the targets prisoner (and care for them). If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Vremyoni Training
[Regional]

PGtF
UE

Meet regional requirement
Character level 1st
No other regional feat

1. +2 on Knowledge (arcana) and Spellcraft.
Special: Forgotten Realms regions:
- Human (Rashemen)

Warden Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 AC (deflection) in a forest.
2. Add Climb and Jump to your druid class skills.
3. Gain bonus spells (see source).

Whispered Secrets
[Initiate]

RoD

Cleric level 1st
Patron deity Vecna

1. Listen and Spot are cleric class skills for you.
2. You automatically know when you are scried on. You do not gain any other information.
3. Gain bonus spells (see source).

Words of Creation
[Exalted]

BoED

Int 15
Cha 15
Base Will save +5

1. +4 (sacred) on checks with the bardic music abilities countersong and fascinate.
2. Double all effects of other bardic music abilities if you accept 1d4 nonlethal damage per minimum rank of Perform required to use the effect.
3. The DC for the spells suggestion and dominate abilities is +2.
4. A bard's effective caster level for song of freedom is +2.
5. Conjuration (creation) spells have their duration doubled.
6. +4 (sacred) on all Craft checks.
7. [Good] spells with verbal components are cast at +1 (sacred) caster level if you accept 1d4 nonlethal damage per 2 spell levels. If used to create items, this does not raise the cost of the item, and does not deal nonlethal damage.
8. Research a creature's true name. This takes 1 week per 2 HD of the subject, plus 1,000 gp/week; legend lore must be cast each week, but the cost is included in the above cost. At the end of the period, cast contact other plane or commune and make an appropriate Knowledge check (DC 10 + subject's HD). If you do not make this check, the attempt is ruined. If you find the subject's true name, you can:
- Impose -4 on saves to resist a specific compulsion;
- Reduce the target's SR by 4 or reduce DR by 5 for 1 minute;
- Cast teleport or greater teleport on the target (as a touch spell) without affecting yourself;
- Gain +6 on the opposed Cha check to compel service from a target of planar binding.
All these require a full-round action and incantation; you take 5d4 nonlethal damage.


Spell-Like Ability

Name

Source

Prerequisite

Benefit

Ability Focus

SRD Monster

Special attack

1. +2 DC for all saving throws vs. 1 special attack.
Special: You may take this feat multiple times, once per special attack.

Communicator

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): arcane mark, comprehend languages, message.

Conductivity
[Spelltouched]

UA

Exposure to call lightning, lightning bolt, or chain lightning

1. When you take electricity damage, you may send a line of electricity arcing from you to 1 target within 30' that deals 1/2 of the damage you took. The target may save (Ref, DC 16 + Cha) for half damage.

Controlled Immolation
[Spelltouched]

UA

Exposure to fireball or delayed blast fireball

1. If you catch on fire, you take no damage. This does not protect your equipment or extend to actual fire damage.
2. You remain on fire for 1d4 rounds; any enemy who hits you in melee takes 1d6 fire damage.

Dragonfoe

Drac

Int 13

1. +2 to attack dragons.
2. +2 on caster level checks to overcome a dragon's spell resistance.
3. Dragons take -2 on saves against your spells, spell-like abilities, and supernatural abilities.

Dragonmark, Aberrant

ECS

Member of a dragonmarked race
No other dragonmark feat

1. Gain 1 dragonmark spell-like ability not tied to a true dragonmark house, usable 1/day. Any save for this ability is DC 11 + Cha; caster level is 1/2 character level.
Special: You can never select another dragonmark.

Dragonmark, Greater

ECS

Member of a dragonmarked race
Member of a dragonmarked house
Dragonmark, Least
Dragonmark, Lesser
12 ranks in any 2 skills

1. Gain the greater dragonmark of your house and one associated spell-like ability. The caster level for any of your dragonmark spell-like abilities is now 10, plus any levels of Dragonmark Heir.
2. You may use the spell-like abilities of your least and lesser dragonmarks one more time per day.

Dragonmark, Least

ECS

Member of a dragonmarked race
Member of a dragonmarked house

1. Gain the least dragonmark of your house and one associated spell-like ability. The save of any dragonmark spell-like ability is DC 10 + spell level + Cha.
2. Caster level is 1, plus any levels of Dragonmark Heir.

Dragonmark, Lesser

ECS

Member of a dragonmarked race
Member of a dragonmarked house
Dragonmark, Least
9 ranks in any 2 skills

1. Gain the lesser dragonmark of your house and one associated spell-like ability.
2. The caster level of any dragonmark spell-like ability is now 5, plus any levels of Dragonmark Heir.
3. You may use the spell-like ability of your least dragonmark one more time per day.

Extra Invocation

CA

Ability to use lesser invocations

1. You gain 1 new invocation of one grade lower than the highest available to you.
Special: You may take this feat multiple times, once per invocation.

Godsight
[Regional]

LEoF

Meet regional requirement
Character level 1st
No other regional feat
Cha 13

1. You gain all the following spell-like abilities, usable 3/day: detect magic, detect poison, detect undead, and read magic.
2. You also gain one of the following spell-like abilities, usable 3/day: detect chaos, detect evil, detect good, or detect law.
Special: Forgotten Realms Regions:
- Aasimar (Mulhorand)
- Human [Mulan] (Mulhorand)
- Tiefling (Mulhorand)

Innate Spell

CA
PGtF

Silent Spell
Still Spell

1. Choose one spell you know. Cast that spell three times a day as a spell-like ability. XP costs are paid each casting. Costly material components require a costly focus (x50 gp). You permanently sacrifice one spell slot of the appropriate level to power this feat.

Insightful

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): detect magic, detect secret doors, read magic.

Live My Nightmare
[Spelltouched]

UA

Exposure to death touch granted power or death knell

1. When you are targeted with a divination effect, you can effect the caster as if through a phantasmal killer spell (except the form is from your own mind). The DCs are Cha-based.

Magic in the Blood
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Any racial spell-like ability you could use 1/day is now 3/day.
Special: Forgotten Realms regions:
- Dwarf (Oldonnar, Underdark [Darklands])
- Elf (Menzoberranyr)
- Gnome (the Great Dale, Thesk, Underdark [Northdark])
- Planetouched (Calimshan, Mulhorand, Unther)
- Spirit folk (Ashane)

Momentary Alteration
[Spelltouched]

UA

Exposure to alter self

1. You gain alter self as a spell-like ability 1/day for 1 minute. You can only change into one form (see Special) and it must be a form you have gained by casting alter self before taking this feat.
Special: You can take this feat multiple times. Each time, you can extend the duration by an additional minute, or add another form (with the same restrictions) in addition to the first.

Natural Trickster

RoS

Race: Gnome
Cha 13

1. Gain 1 of the following as a spell-like ability 1/day: disguise self, silent image or ventriloquism (caster level 1st, DC Cha).
Special: This feat may be taken multiple times, once per spell-like ability to be chosen.

Necropolis Born

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): cause fear, ghost sound, touch of fatigue.

Night Haunt

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): dancing lights, prestidigitation, unseen servant.

Omniscient Whispers
[Spelltouched]

UA

Exposure to commune or contact other plane

1. You hear whispers in your mind, and once per week you can focus on them to such extent as to gain the answer to a single question as if you had cast commune. You are exhausted afterwards.

Polar Skin
[Spelltouched]

UA

Exposure to cone of cold or ice storm

1. 1/day, you can make a 20' area centered on you icy, causing the appropriate movement penalties. This remains for 1 minute or until exposed to fire. To use this feat, you must be touching the ground, and the ambient temperature cannot be above 100 degrees.

Soul of the North

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): chill touch, ray of frost, resistance.

Spellfire Wielder

MoF

Character level 1st

1. You gain the ability to use spellfire (see source).

Spellfire Wielder, Epic
[Epic]

PGtF

Concentration 20 ranks
Endurance
Spellfire Wielder

1. You may treat your Con as +4 when storing spellfire levels.
Special: You can take this feat multiple times; its effects stack.

Spell Hand

CA

--

1. Gain 3 spell-like abilities 1/day (caster level 1st): mage hand, open/close, Tenser's floating disk.

Spell-Like Ability, Consecrate

BoED

Alignment: any good

1. 1 spell-like ability is affected by the Consecrate Spell feat up to 3/day (or normal limit if lower).

Spell-Like Ability, Empower

SRD Monster

Spell-like ability at caster level 6th

1. Choose 1 spell-like ability that mimics a spell less than or equal to 1/2 your character level - 2. Use it as an empowered ability up to 3/day (or the ability's normal limit, whichever is lower).
Special: You may take this feat multiple times, once per qualifying spell-like ability.

Spell-Like Ability, Heighten

CA

Spell-like ability at caster level 6th

1. Choose 1 spell-like ability that mimics a spell less than or equal to 1/2 your character level - 2. Use it as a heightened ability up to 3/day (or the ability's normal limit, whichever is lower). The ability is considered the equivalent of a spell 2 levels higher than normal (max 9th).
Special: You may take this feat multiple times, once per qualifying spell-like ability.

Spell-Like Ability, Maximize

CA

Spell-like ability at caster level 6th

1. Choose 1 spell-like ability that mimics a spell of a level less than or equal to 1/2 your character level - 2. Use it as a maximized ability up to 3/day (or the ability's normal limit, whichever is lower). It functions as if affected by the Maximize Spell feat. If you choose a spell-like ability that is affected by the Empower Spell-Like Ability feat, the bonus damage is not maximized.
Special: You may take this feat multiple times, once per qualifying spell-like ability.

Spell-Like Ability, Purify

BoED

Alignment: any good

1. 1 spell-like ability is affected by the Purify Spell feat up to 3/day (or normal limit if lower).

Spell-Like Ability, Quicken

SRD Monster

Spell-like ability at caster level 6th

1. Choose 1 spell-like ability that mimics a spell of a level less than or equal to 1/2 your character level - 4. Use it as a quickened ability up to 3/day (or the ability's normal limit, whichever is lower). It functions as if affected by the Quicken Spell feat (subject to that feat's limitations).
Special: You may take this feat multiple times, once per qualifying spell-like ability.

Stench of the Dead
[Spelltouched]

UA

Exposure to ghoul touch or vampiric touch

1. You have a stench like that of the ghoul touch spell (the DC is Cha-based). You cannot suppress this voluntarily.


Spellcaster, General

Name

Source

Prerequisite

Benefit

Accurate Jaunt
[Spelltouched]

UA

Exposure to plane shift, shadow walk, greater teleport, or teleport

1. When you use any of the prerequisite spells,, roll the destination roll twice, taking whichever result you prefer.

Antipsionic Magic

SRD Psionic

Non-psionic character
Spellcraft 5 ranks

1. +2 on caster level checks to overcome power resistance. This stacks with Spell Penetration and Greater Spell Penetration in regard to power resistance, but not spell resistance.
2. When a psionic creature dispels a spell you cast, its check is at a DC of 13 + spell level.

Augment Summoning

SRD

Spell Focus (conjuration)

1. Creatures you summon with any summon spell gain +4 (enhancement) on Str and Con.

Beckon the Frozen

FB

Augment Summoning
Spell Focus (conjuration)

1. You may choose to enhance creatures you summon with any summon spell gain with the cold subtype (unless it has the fire subtype), and their natural attacks deal +1d6 cold damage.

Bloodline of Fire
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +4 on saves vs. fire effects.
2. Cast spells with the [fire] descriptor at +2 caster level.
Special: Forgotten Realms Regions:
- Human (Calimshan)
- Planetouched (Calimshan)

Bolster Resistance

LM

Corpsecrafter

1. Undead you create or raise gain +4 turning resistance.

Cold Focus

FB

--

1. +1 DC to spells you cast with the [cold] descriptor.

Cold Focus, Greater

FB

Cold Focus

1. Additional +1 DC to spells you cast with the [cold] descriptor.

Cold Spell Specialization

FB

Con 13
Frozen Magic
Snowcasting

1. In cold areas, damage-dealing spells you cast with the [cold] descriptor gain +1 damage per die.
2. In areas of extreme cold, the bonus is +2.

Combat Casting

SRD

--

1. +4 on Concentration to cast spells or use a spell-like ability while on the defensive, grappling, or pinned.

Combat Casting, Improved (1)
[Epic]

SRD Epic

Concentration 25 ranks
Combat Casting

1. You do not provoke attacks of opportunity by casting spells while threatened.

Combat Casting, Improved (2)
[Epic]

CA

Concentration 25 ranks
Combat Casting

1. The bonus from Combat Casting is now 4 + 1/2 your caster level.

Cormanthyran Moon Magic

LEoF

Ability to cast 3rd-level spells
Knowledge (history) 4 ranks

1. When in moonlight, your effective caster level is +2.

Corpsecrafter

LM

--

1. Undead you create or raise gain +4 (enhancement) Str and +2 hp/HD.

Counterspell, Epic
[Epic]

PGtF

Spellcraft 30 ranks
Combat Reflexes
Counterspell, Improved
Counterspell, Reactive
Improved Initiative
Quicken Spell

1. No limit to the number of times you may counterspell per round, even on another character's turn and when you have not readied an action to do so.

Counterspell, Improved

SRD

--

1. When counterspelling, use a spell of the same school that is at least 1 level higher than the target spell.

Counterspell, Reactive

PGtF

Counterspell, Improved
Improved Initiative

1. Once per round if not flat-footed, spend your next action to counterspell as if you had readied an action to do so.

Deadly Chill

LM

Corpsecrafter

1. Corporeal undead you raise or create with necromancy spells deal +1d6 cold damage with natural weapons.

Destruction Retribution

LM

Corpsecrafter

1. When undead you create or raise with necromancy spells are destroyed, they deal 1d6 negative damage per 2 HD to all within a 10' spread (Ref DC 15 half).

Dragonfoe

Drac

Int 13

1. +2 to attack dragons.
2. +2 on caster level checks to overcome a dragon's spell resistance.
3. Dragons take -2 on saves against your spells, spell-like abilities, and supernatural abilities.

Dreadful Wrath
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Gain frightful presence ability (as an extraordinary morale effect) when you charge, make a full attack, or cast a spell that targets or includes an enemy. Enemies within 20' must save (Will, DC Cha) or be shaken for 1 minute. Those exposed to this effect are immune to it for 24 hours.
Special: Forgotten Realms regions:
- Human (Rashemen)
- Kuo-toa (Underdark [Sloopdilmonpolop])
- Loxo (the Shaar)
- Planetouched (Impiltur, the Silver Marches, Thay, the Western Heartlands)

Ethran
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 to Handle Animal and Survival.
2. +2 to all Cha-based checks when dealing with other Rashemis.
3. You may participate in circle magic.
Special: Forgotten Realms regions:
- Human (Rashemen), female only

Embed Spell Focus

Drac

Con 13
Type: dragon
Ability to cast spells

1. Embed up to your Con modifier in spell focuses into your hide you use any time you cast a spell requiring that focus. The cost of the focus is considered part of your treasure.

Epic Spellcasting
[Epic]

SRD Epic

Spellcraft 24 ranks
One of the following:
- Knowledge (arcana) 24 ranks
Ability to cast 9th-level arcane spells
- Knowledge (religion) 24 ranks
Ability to cast 9th-level divine spells
- Knowledge (nature) 24 ranks
Ability to cast 9th-level divine spells

1. You may develop and cast epic spells.
2. You have 1 epic spell slot per day per 10 ranks in your class's primary knowledge skill.
3. If you meet more than one set of prerequisites, you treat the spell slots as separate to each class.

Eschew Materials

SRD

--

1. Ignore non-costly material components for spells, or any costing less than 1gp.

Extra Slot

CA

Caster level 4th

1. You gain 1 extra spell slot of any level less than your highest available.
Special: You may take this feat multiple times, gaining a new spell slot each time.

Extra Spell

CA

Caster level 3rd

1. You gain 1 extra spell of any level less than your highest available.
Special: You may take this feat multiple times, gaining a new spell each time.

Frostfell Prodigy

FB

Con 13
Cold Focus
Frozen Magic
Snowcasting

1. In cold areas, you gain bonus spells as if your spellcasting ability score is 2 points higher.
2. In areas of extreme cold, you gain bonus spells as if it were 4 points higher.
3. If you spend more than 1 minute in a warmer area, you loose appropriate bonus spells and spell slots and do not regain them until you return to the colder area and rest.

Frozen Magic

FB

Con 13
Snowcasting

1. In cold areas, you cast spells with the [cold] descriptor at +1 caster level.
2. In areas of extreme cold, cold spells are cast at +2 caster levels.

Genie Lore
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 to the DC of spells you cast with 1 energy descriptor (acid, cold, electricity, or fire).
Special: Forgotten Realms regions:
- Human (Calimshan)

Hardened Flesh

LM

Corpsecrafter

1. Undead you create or raise with necromancy spells have +2 natural armor.

Icy Calling

FB

Con 13
Snowcasting

1. In cold areas, any creatures you summon who are native to cold regions or have the cold subtype gain +4 (enhancement) to Str and Dex.
2. In areas of extreme cold, they also gain maximum hit points.

Ignore Material Components
[Epic]

SRD Epic

Ability to cast 9th-level spells
Spellcraft 25
Eschew Materials

1. You need not use material components. You still need costly focuses if the spell calls for them.

Improved Sigil (Krau)
[Racial]

RoD

Race: illumian
Krau power sigil

1. Choose 1 spell with a verbal component per sigil you possess and cast it as if it were heightened by 1 spell level (no extra cost), but only when you use the verbal component.
2. You may reassign the chosen spells each time you gain access to a new spell level.

Improved Snatch Spell
[Epic]

PGtF

Snatch spell ability
Knowledge (arcana) 40 ranks
Spellcraft 40 ranks
Skill Focus, Epic (Spellcraft)

1. When you use your seize concentration or snatch spell abilities, you can substitute your caster level for the original, and change any other variables determined by the caster.

Improved Spell Capacity
[Epic]

SRD Epic

Ability to cast spells of the normal maximum in 1 class

1. Each time you take this feat, you gain a spell slot one level higher than your highest level in 1 class. You must have the minimum ability score to use this slot, and bonus spells apply.
Special: You can take this feat multiple times.

Mother Cyst

LM

Caster level 1st
Knowledge (religion) 2 ranks

1. You grow a mother cyst (an internal cyst of undead flesh); if you wish, it can be visible as a discolored swelling on your skin.
2. You gain access to Necrotic Cyst spells (see source) which are added to your spells known. If you are a wizard, you automatically have access to these spells as if through Spell Mastery.

Permanent Emanation
[Epic]

SRD Epic

Spellcraft 25 ranks
Ability to cast the chosen spell

1. Choose 1 spell whose area is an emanation from you; this becomes permanent. You can dismiss or restart the effect as a free action. If dispelled, it is only suppressed for 2d4 rounds.
Special: You can take this feat multiple times, once per spell.

Pious Spellsurge

CD

Knowledge (religion) 4 ranks

1. Spend 2 faith points while casting a spell to add +1d6 to the DC or to the caster level.
Special: This feat gives you 4 faith points. You gain more as detailed in the source.

Practiced Spellcaster

CA
CD

Spellcraft 4 ranks

1. Your caster level for 1 chosen class increases by 4, but not beyond your HD.
2. If you are below the limit but gain more levels from another class, increase your caster level until it reaches 4.
Special: You may take this feat multiple times, picking a new spellcasting class each time.

Primitive Caster

FB

--

1. You may add a verbal, somatic, and/or material component to a spell, if the spell does not already have that component. Each additional component raises the spell's caster level by 1.
2. The base Listen DC of an added verbal component is -5. Adding a somatic component requires two free hands. An extra material component is a rare plant requiring a DC 15 Profession (herbalist) check to find.

Shadow Song
[Regional]

PGtF
RoF

Meet regional requirement
Character level 1st
No other regional feat

1. +1 to the DC of enchantment spells and all spells with the [sonic] descriptor that you cast.
Special: Forgotten Realms regions:
- Human (the Western Heartlands)

Shadow Weave Magic

PGtF

Wis 15 or patron deity Shar

1. All your spells and spell-like abilities now tap the Shadow Weave.
2. You may activate Shadow Weave items without taking damage.
3. All your enchantment, illusion, and necromancy spells are cast at +1 DC and +1 to beat SR.
4. All evocation and transmutation spells are cast at -1 caster level.
5. You may never cast a spell with the [light] descriptor, and you cannot invoke an item's light power if it is activated by spell completion or spell trigger.
6. Any magic item you create is a Shadow Weave item.
Note: This feat requires the existence of the Weave and the Shadow Weave, both part of the Forgotten Realms Campaign Setting.

Snowcasting

FB

Con 13

1. Spend a move action to add gather fresh snow to use as an additional spell component; this gives the spell the [cold] descriptor. The snow may be natural or created by a conjuration spell. This does not change any damage dealt by the spell, if any.
2. Spells that already have the [cold] descriptor are cast at +1 caster level.
3. You may make no other action between gathering the snow and casting the spell.

Spell Focus

SRD

--

1. Add +1 to the DC of spells you cast from one school of magic.
Special: This feat can be selected multiple times, once per school.

Spell Focus (alignment)

CD

Relevant alignment component

1. Choose an alignment descriptor you possess. Spells with that descriptor are cast at +1 DC.
Special: You may take this feat twice, once per alignment descriptor you possess.

Spell Focus, Epic
[Epic]

SRD Epic

Ability to cast spells of the normal maximum level of one class
Spell Focus (selected school)
Spell Focus, Greater (selected school)

1. Additional +1 DC for spells of the selected school.
Special: You can take this feat multiple times, once per school of magic.

Spell Focus (Good)

BoED

Alignment: any good

1. +2 to the DC of spells you cast with the [good] descriptor.
2. This also applies to the DC of a possessing fiend to hide from your [good] spells.

Spell Focus, Greater

SRD

Spell Focus (selected school)

1. Additional +1 DC to a school in which you have Spell Focus.
Special: This feat can be selected multiple times, once per school.

Spell Opportunity
[Epic]

SRD Epic

Spellcraft 25 ranks
Combat Casting
Combat Reflexes
Quicken Spell

1. Whenever you are allowed an attack of opportunity, you may cast and attack with a touch-ranged spell as the attack. This also provokes attacks of opportunity as if you cast it normally.

Spell Penetration

SRD

--

1. +2 on caster level checks vs. spell resistance.

Spell Penetration, Epic
[Epic]

SRD Epic

Spell Penetration
Spell Penetration, Greater

1. Additional +2 on caster level checks to beat spell resistance.

Spell Penetration, Greater

SRD

Spell Penetration

1. Additional +2 on caster level checks vs. spell resistance.

Spell Specialization, Ranged

CA

Caster level 4th
Weapon Focus (ranged spell)

1. Hit point damage-dealing spells that require ranged touch attack rolls deal +2 hit point damage. This only affects the first successful attack from a spell that creates multiple rays or missiles, or to the first round of damage, and only if the target is within 30'.

Spell Specialization, Touch

CA

Caster level 4th
Weapon Focus (touch spell)

1. Hit point damage-dealing spells that require melee touch attack rolls deal +2 hit point damage. This only affects the first successful attack from a spell that allows multiple touches.

Spell Stowaway
[Epic]

SRD Epic

Caster level 12th
Spellcraft 24 ranks

1. Choose 1 spell-like ability or spell you know; when another spellcaster within 300' (and who has direct line of effect to you) uses that magic, you also gain the affect as if it were cast on you by the same caster. You need not know that this spell is being cast to benefit from it.
Special: You can take this feat multiple times, once per spell or spell-like ability you know.

Spell Thematics

PGtF

Arcane spellcaster level 1st

1. All your spells now have a visual theme.
2. The Spellcraft identification DC of your spells is +4.
3. Choose 1 spell per spell level and cast it at +1 caster level.

Spellcasting Prodigy

PGtF

Character level 1st

1. Treat your spellcasting ability score as 2 points higher for determining DCs and bonus spells.
Special: You can gain this feat multiple times, once per spellcasting ability score.

Spontaneous Casting

ECS

Caster level 5th

1. Spend 2 action points to exchange a prepared spell for another on your spell list of the same level. (Wizards exchange for another spell in their spellbook of the same level.)

Spontaneous Healer

CD

Alignment: any non-evil
Ability to cast any cure wounds spell
Knowledge (religion) 4 ranks

1. You may spontaneously cast cure spells from your class spell list as a good cleric a number of times per day equal to your Wis modifier.

Spontaneous Spell
[Epic]

SRD Epic

Ability to cast the max spell level in 1 spellcasting class
Spellcraft 25 ranks

1. Choose one of your spells; you can spontaneously convert any prepared spell of the selected spell's level into that spell.
Special: You can take this feat multiple times, once per spell.

Spontaneous Summoner

CD

Wis 13
Alignment: any neutral
Ability to cast any summon nature's ally spell
Knowledge (nature) 4 ranks

1. You may spontaneously cast summon nature's ally spells from your class spell list as a druid a number of times per day equal to your Wis modifier.

Spontaneous Wounder

CD

Wis 13
Alignment: any evil
Ability to cast any inflict wounds spell
Knowledge (religion) 4 ranks

1. You may spontaneously cast inflict spells from your class spell list as an evil cleric a number of times per day equal to your Wis modifier.

Storm Magic

FB

--

1. All spells you cast while affected by a storm (natural or magical) are cast at +1 caster level.

Tenacious Magic (1)
[Epic]

SRD Epic

Spellcraft 15 ranks

1. Choose one spell or spell-like ability you know; when that form of magic would be ended by a dispel effect, it is only suppressed for 1d4 rounds. (The suppressed rounds do not count against the spell effect's duration.)

Tenacious Magic (2)

PGtF

Shadow Weave Magic

1. When a Weave user makes a dispel check against one of your spells, the DC is 15 + spell level, except for spells you cast from the evocation or transmutation schools.
Note: This feat requires the existence of the Weave and the Shadow Weave, both part of the Forgotten Realms Campaign Setting.

Vow of Nonviolence
[Exalted]

BoED

Sacred Vow

1. +4 on DCs for spells and abilities you use that do not deal lethal or ability damage, negative levels, or cause death (does not stack with Spell Focus).
2. Allies who kill a helpless/defenseless target within 120' of you take -1 (morale) on attack for 1 hour/character level you have.
Special: You must not cause harm or suffering to humanoid or monstrous humanoid creatures, such as by way of lethal damage, ability damage, death effects, disintegrate, etc. If you unwillingly break your vow, you must seek an atonement spell to keep using this feat. If you deliberately break it, you loose this feat permanently and do not gain a replacement.

Words of Creation
[Exalted]

BoED

Int 15
Cha 15
Base Will save +5

1. +4 (sacred) on checks with the bardic music abilities countersong and fascinate.
2. Double all effects of other bardic music abilities if you accept 1d4 nonlethal damage per minimum rank of Perform required to use the effect.
3. The DC for the spells suggestion and dominate abilities is +2.
4. A bard's effective caster level for song of freedom is +2.
5. Conjuration (creation) spells have their duration doubled.
6. +4 (sacred) on all Craft checks.
7. [Good] spells with verbal components are cast at +1 (sacred) caster level if you accept 1d4 nonlethal damage per 2 spell levels. If used to create items, this does not raise the cost of the item, and does not deal nonlethal damage.
8. Research a creature's true name. This takes 1 week per 2 HD of the subject, plus 1,000 gp/week; legend lore must be cast each week, but the cost is included in the above cost. At the end of the period, cast contact other plane or commune and make an appropriate Knowledge check (DC 10 + subject's HD). If you do not make this check, the attempt is ruined. If you find the subject's true name, you can:
- Impose -4 on saves to resist a specific compulsion;
- Reduce the target's SR by 4 or reduce DR by 5 for 1 minute;
- Cast teleport or greater teleport on the target (as a touch spell) without affecting yourself;
- Gain +6 on the opposed Cha check to compel service from a target of planar binding.
All these require a full-round action and incantation; you take 5d4 nonlethal damage.


Spellcaster, Arcane

Name

Source

Prerequisite

Benefit

Arcane Disciple

CD

Ability to cast arcane spells
Knowledge (religion) 4 ranks
Spellcraft 4 ranks
Patron deity with same alignment

1. Add the spells of one domain available to clerics of your patron deity to your class list. These become arcane spells for you, and you may learn them as normal, but you use your Wis score to determine if you can cast it and how high the DC is.

Arcane Manipulation

LEoF

Wizard level 1st

1. When preparing spells, break up to 3 arcane spell slots into lower level arcane spell slots. The sum must equal the level of the original slot; cantrips count as ½ levels.

Arcane Transfiguration

LEoF

Specialist wizard level 1st
Item Reprieve (chosen school)
Spell Reprieve (chosen school)

1. Choose one of your prohibited schools due to your specialization; this school is no longer prohibited for you.
Special: This feat can only be selected once.

Arcane Mastery

CA

Ability to cast arcane spells or spell-like abilities

1. You may take 10 on caster level checks.

Arcane Preparation

CA
PGtF

Cast spontaneous arcane spells

1. Prepare spells as a wizard, but without a spellbook. The spells prepared cost a spell slot of the appropriate level, after any modifications due to metamagical feats. Prepared metamagical spells are cast with the normal casting time.

Arcane Schooling
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Choose one arcane class. This class becomes an additional favored class.
2. Activate spell trigger items as if you had one level in the chosen class.
Special: Forgotten Realms regions:
- Deep Imaskari (Underdark [Deep Imaskar])
- Human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, the Wizards' Reach)
- Planetouched (Calimshan)

Battle Caster

CA

Ability to ignore arcane spell failure due to armor

1. You may wear armor one category heavier and still cast spells. This does not extend to shields or to spells from another class other than that which grants this ability.

Blessed of the Seven Sisters

PGtF

Good alignment
Arcane caster level 6th

1. Gain bonus spells (see source) to choose from as if they were on your class list.

Collegiate Wizard

CA

Int 13
Character level 1st
Wizard level 1st

1. +2 on Knowledge (arcana).
2. Begin play with three extra 1st-level spells in your spellbook.
3. At each level, add 4 spells to your spellbook, rather than just two.

Draconic Breath
[Draconic]

CA

Draconic Heritage

1. As a standard action, spend a spell slot to create a 30' cone (if your ancestor had a fire or cold breath weapon) or a 60' line (if electricity or acid) with 2d6/spell level damage. Enemies may save (Reflex, standard spell DC) for half damage. This is a supernatural ability.

Draconic Claw
[Draconic]

CA

Draconic Heritage

1. You grow claws.
2. You may make a single claw attack as a swift action in any round when you cast a spell with a casting time of 1 standard action.

Draconic Flight
[Draconic]

CA

Draconic Heritage

1. After you cast an arcane spell with a casting time of 1 standard action, gain a flight speed of 10' per spell level for the remainder of your turn.

Draconic Heritage
[Draconic]

CA

Sorcerer level 1st

1. +1 on saving throws (per draconic feat) against sleep spells, paralysis, and spells and abilities with the energy type of your draconic ancestor.
2. You gain a new class skill, based your ancestor : Black (Hide); Blue (Listen); Green (Move Silently); Red (Intimidate); White (Balance); Brass (Gather Information); Bronze (Survival); Copper (Hide); Gold (Heal); Silver (Disguise).

Draconic Legacy
[Draconic]

CA

Any four other draconic feats

1. You gain additional spells known based on your draconic ancestor (see source for list).
2. If you already know a spell listed, you may choose another of the same level.

Draconic Power
[Draconic]

CA

Draconic Heritage

1. +1 caster level of arcane spells of the same energy type as that of your ancestor.
2. +1 to the DCs of arcane spells of the same energy type as that of your ancestor.

Draconic Presence
[Draconic]

CA

Draconic Heritage

1. When you cast an arcane spell, all enemies within 10' who have fewer HD than you are shaken for 1 round per level of the spell unless they save (Will, standard DC). Those who save are immune to this effect for 24 hours. This does not affect enemies with Int 3 or less, enemies already shaken, or on any dragon.

Draconic Resistance
[Draconic]

CA

Draconic Heritage

1. You gain resistance to the energy type of your ancestor equal to 3 x the number of your draconic feats.

Draconic Skin
[Draconic]

CA

Draconic Heritage

1. You gain +1 natural armor, or your natural armor increases by 1.

Extra Edge

CA

Warmage level 4th

1. Your warmage edge gains a +1 bonus, with an additional +1 per 4 warmage levels.

Extra Spell Secret

CA

Spell secret class ability

1. You gain 1 new spell secret.
Special: You may take this feat multiple times, picking a new spell or the same spell each time.

Familiar, Celestial
[Exalted]

BoED

Summon familiar class ability
Meet alignment requirement
Meet level requirement

1. If you summon a new familiar, you may select a celestial instead of a normal animal, including animals with the Celestial template (which grant their masters abilities due to their base creature).
2. You may also choose other celestial creatures as familiars (see source).

Familiar Concentration

LEoF

Caster level 9th
Improved Familiar

1. When you cast a spell with a duration of 'concentration,' you can hand its direction over to your familiar. Your familiar must have Int 10 + the spell's level and be within 5' of you. You cannot regain control of the spell once it is handed off, but it functions as if you were controlling it.

Familiar, Dragon

Drac

Cha 13
Arcane spellcaster level 7th
Ability to gain a new familiar

1. You may gain a wyrmling dragon as a familiar, provided you are of compatible alignment. (See source for a list.) You lose this familiar when it grows beyond the wyrmling age category.

Familiar, Improved

DMG
PGtF
CW

Ability to gain a new familiar
Meet level requirement (see sources)

1. You may gain a more powerful familiar, if you are of a minimum level (depending on the creature chosen). See the sources for details and familiar lists.

Familiar, Obtain

CA

Arcane caster level 3rd
Knowledge (arcana) 4 ranks

1. Gain a familiar in exactly the same way as a sorcerer or wizard. Familiar abilities dependent on caster level are determined by adding all levels in classes that grant arcane spellcasting

Familiar, Stitched Flesh

LM

Ability to gain a new familiar
Ability to cast three or more necromancy spells

1. Instead of a normal familiar, you gain an undead one.
2. Instead of the normal benefits granted by particular types of familiars, a stitched-flesh familiar grants its master the ability to control +4 HD of undead.

Familiar Spell
[Epic]

SRD Epic

Int 25 or Cha 25

1. Your familiar gains the ability to use one 8th-level spell you know 1/day as a spell-like ability. The spell must not normally have a material component of more than 1 gp, or any XP cost.
Special: You can take this feat multiple times; each time, your familiar either gains a new ability or another daily use of the same one.

Favored of the Zulkirs
[Vile]

PGtF

Evil alignment
Red Wizard level 5th
Corrupt Spell

1. When you cast a corrupted spell, your ability damage is reduced by 1.

Halruaan Adept
[Regional]

ShS

Meet regional requirement
Character level 1st
No other regional feat

1. +3 on Spellcraft.
2. You may participate in Halruaan circle magic with a Halruaan elder.
Special: Forgotten Realms regions:
- Human (Halruaa)

Improved Spellpool Access
[Epic]

PGtF

Ability to call spells from a spellpool
Knowledge (arcana) 30 ranks
Spellcraft 30 ranks

1. The chance of a desired spell being available in the spell pool is 90% - 5% per spell level (minimum 5% for spells of 17th level or higher).

Item Reprieve

LEoF

Specialist wizard level 5th
Spell Reprieve (chosen school)

1. You may now use spell trigger items of the school of the spell you selected for your Spell Reprieve feat. (This only affects one school.)

Magical Training
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat
Int 10 or Cha 10

1. You may cast 3 cantrips as a 1st-level wizard or sorcerer (your choice when you take this feat, so long as you meet the minimum requirement). You may suffer armor-based arcane spell failure as normal. If you cast as a sorcerer, you know 2 cantrips from the sorcerer/wizard list. If you cast as a wizard, you gain a spellbook with 3 cantrips from the sorcerer/wizard list.
2. If you already have levels in the selected class, you gain three bonus 0-level spell slots.
Special: Forgotten Realms regions:
- Elf (Evereska, Evermeet)
- Human (Halruaa, Nimbral)

Mind Over Body (2)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Use Int or Cha at 1st level to determine starting hit points (all other levels use Con).
2. Gain +1 hit points each time you take a metamagic feat.
3. If you cast arcane spells, gain +1 (insight) AC.
Special: Forgotten Realms regions:
- Elf (Silverymoon, Snow Eagle Aerie)
- Half-elf (Silverymoon)
- Human (Calimshan, Mulhorand, Shou Expatriate, Thay)
- Planetouched (Calimshan, Thay)
- Spirit folk (Ashane)

Necromantic Might

LM

--

1. Undead you control that are within 60' of you have +4 turn resistance.

Netherese Battle Curse

LEoF

Arcane caster level 1st
Knowledge (history) 4 ranks
Power Attack

1. Give up an arcane spell or slot to gain a bonus on your next attack equal to its level.
2. If the above attack hits, the target must save (Will, 10 + spell's level + your Cha modifier) or take -2 on all attacks, saves, checks, and damage. Multiple battle curses do not stack, and any enemies who save are immune to this feat for 24 hours.
3. This curse is vulnerable to any effect that removes curses, but for this purpose your caster level is your character level.

Precocious Apprentice

CA

Int 15 or Cha 15
Arcane caster level 1st
Character level 1st

1. +2 on Spellcraft.
2. Choose 1 2nd-level spell from a school of magic you can cast from and gain 1 2nd-level spell slot only to cast that spell. Until you can normally cast 2nd-level spells, you must make a DC 8 caster level check to cast it or suffer spell failure. You use your normal caster level for that spell, even if it is too low to normally cast it.
3. When you become able to cast 2nd-level spells, you retain the bonus spell slot, which can then be used as any other 2nd-level slot.

Signature Spell

PGtF

Spell Mastery

1. Choose 1 spell affected by Spell Mastery; you may now convert prepared spells into that spell as if you were a good cleric converting prepared spells into cure spells.
Special: You can gain this feat multiple times, once per mastered spell.

Spell Knowledge
[Epic]

SRD Epic

Ability to cast spells of the max level in 1 arcane spellcasting class

1. You gain +2 new arcane spells of any level up to the maximum level you can cast.
Special: You can take this feat multiple times; its effects stack.

Spell Mastery

SRD

Wizard level 1st

1. Pick a number of spells equal to your Intelligence modifier that you know. You may now prepare these spells without a spellbook.
Special: This feat may be taken multiple times.

Spell Reprieve

LEoF

Specialist wizard level 1st
Knowledge (history) 2 ranks

1. You may learn a spell from a prohibited school of magic that you could otherwise cast.
Special: You can take this feat multiple times, once per spell.

Tattoo Focus
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat
Specialized in a school of magic

1. When casting spells from your specialized school, gain +1 DC and +1 on caster level checks.
Special: Forgotten Realms regions:
- Human (Thay)
- Planetouched (Thay)


Spellcaster, Bardic

Name

Source

Prerequisite

Benefit

Artist
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. +2 to all Perform skills.
2. +2 to one Craft skill involving art.
3. +3 uses of bardic music per day.
Special: Forgotten Realms Regions:
- Elf (Sidëyuir, Snow Eagle Aerie)
- Gnome (Thesk, the Western Heartlands)
- Half-elf (the Dalelands)
- Human (Chessenta, Waterdeep, the Western Heartlands)

Deafening Song
[Epic]

SRD Epic

Bardic music class feature
Perform (one skill) 24 ranks

1. Use bardic music ability to make all enemies within 30' save (Fort, DC Cha) or become deaf for as long as you play, sing, or recite, for a maximum of 10 rounds.

Dragonsong

Drac

Cha 13
Knowledge (arcana) 4 ranks
Perform 6 ranks
Speak Language (draconic)

1. +2 on Perform checks with song, poetics, or any other verbal or spoken form of performance.
2. +2 to the DC of mind-affecting effects based on your song or poetics.

Extra Music

ECS

Bardic music class feature

1. +4 uses of bardic music per day.
Special: You can take this feat multiple times; its effects stack.

Haunting Melody

ECS

Bardic music class feature

1. Use bardic music to make enemies within 30' save (Will, DC 10 + 1/2 your bard level + Cha) or be shaken for 1 round/rank in the Perform skill you used. This is a mind-affecting fear effect.

Hindering Song
[Epic]

SRD Epic

Bardic music
Perform 27 ranks
Deafening Song

1. Use bardic music to force enemy spellcasters within 30' to make a Concentration check as if casting defensively, with a penalty equal to your level. You may exclude any targets you wish from this effect. This can only last for a maximum of 10 rounds.

Ice Harmonics

FB

Bardic music class feature
Perform (sing) 6 ranks

1. Use bardic music to cause unattended nonmagical ice within 30' to explode, dealing any creature in the targeted 5' space 2d6 + your Cha piercing damage.
2. Ice creatures targeted with this effect take double damage.

Inspiration, Epic
[Epic]

SRD Epic

Cha 25
Bardic music class feature
Perform 30 ranks

1. All competence, dodge, and morale bonuses granted by your bardic music are +1.
2. Inspire greatness grants +1 bonus HD.
Special: You can take this feat multiple times; its effects stack.

Inspiration, Group
[Epic]

SRD Epic

Bardic music
Perform 30 ranks

1. You can affect twice as many allies with inspire competence or inspire greatness.
2. When inspiring competence, you can choose different skills for different allies.
Special: You can take this feat multiple times; each time, you add the normal number of allies you can affect to your maximum to get the new total.

Inspiration, Lasting
[Epic]

SRD Epic

Bardic music ability
Perform 15 ranks

1. Your bardic music inspiration abilities now last ten times the normal duration after you stop singing.

Inspiration, Ranged
[Epic]

SRD Epic

Bardic music
Perform 25 ranks

1. Any bardic music ability with a range has its rang doubled.
Special: You can take this feat multiple times; the range increases by the base amount.

Inspiration, Rapid
[Epic]

SRD Epic

Bardic music
Perform 25 ranks

1. You can use any of your bardic music inspiration abilities as a standard action; the inspiration takes effect immediately after the character concludes the action.
Note: This feat may be a typo, considering that bardic music is already a standard action.

Inspire Excellence
[Epic]

SRD Epic

Bardic music
Perform 30 ranks

1. You can use bardic music to grant +4 (competence) to 1 ability score for all allies. This lasts for as long as the ally hears the bard sing and for five rounds afterwards.

Ironskin Chant
[Bardic Music]

CAd

Bardic music
Concentration 12 ranks
Perform (any) 12 ranks

1. As a swift action, spend a use of bardic music to give yourself (or 1 ally within 30' who can hear you) DR 5/- until the start of your next turn. (This does not work in areas of magical silence.)

Music of Growth

ECS

Bardic music class feature
Perform (one skill) 12 ranks

1. Use bardic music to give +4 (enhancement) to the Str and Con of any animal or plant creature within 30' for as long as you perform.

Music of Making

ECS

Bardic music class feature
Perform (one skill) 9 ranks

1. Spend a use of bardic music to double the duration of a conjuration (creation) spell.
2. Spend a use of bardic music to gain +4 (sacred) to a Craft check.

Music of the Gods
[Epic]

SRD Epic

Cha 15
Bardic music
Perform 30 ranks

1. Your bardic music can affect even those normally immune to mind-affected spells; however, they have +10 on their Will saves to resist it.

Reactive Countersong
[Epic]

SRD Epic

Bardic music
Perform 30 ranks
Combat reflexes

1. You can begin a countersong at any time, even on another's turn, but not while you are using another bardic music ability

Requiem

LM

Bardic music
Perform (any) 8 ranks

1. Your bardic music works on undead, but for only half the normal duration.

Snowflake Wardance

FB

Bardic music ability
Perform (dance) 6 ranks

1. Spend a use of bardic magic as a free action to add your Cha bonus to attack rolls with a melee slashing weapon. This bonus lasts for 1 round per rank in Perform (dance), after which your are fatigued for 10 minutes. You cannot use this ability if you are carrying a shield, are in medium or heavy armor, or carrying more than a light load.

Song of the Heart

ECS

Bardic music class feature
Ability to inspire competence
Perform (one skill) 6 ranks

1. When you inspire courage, competence, greatness, or heroics, any bonus is +1.
2. Fascinate, suggestion, and mass suggestion DCs are +1.
3. If you have the Haunting Melody feat, its DC is +1.
4. If you have the Music of Growth feat, its bonus is now +6.
5. If you have the Music of Making feat, the Craft bonus is now +6.
6. Gain +2 (circumstance) on Perform when using Soothe the Beast.

Soothe the Beast

ECS

Bardic music class feature
Perform (one skill) 6 ranks

1. Use bardic music to use a musical Perform skill to adjust the attitude of an animal within 30'. This takes at least 1 minute. Domesticated animals are usually indifferent; wild animals are usually unfriendly. You may attempt to target magical beasts with Int 1 or 2 at a -4 penalty.

Words of Creation
[Exalted]

BoED

Int 15
Cha 15
Base Will save +5

1. +4 (sacred) on checks with the bardic music abilities countersong and fascinate.
2. Double all effects of applicable bardic music abilities if you accept 1d4 nonlethal damage per minimum rank of Perform required to use the effect.
3. The DC for the spells suggestion (inlcuding as a bardic music ability) and dominate is +2.
4. A bard's effective caster level for song of freedom is +2.
5. Conjuration (creation) spells have their duration doubled.
6. +4 (sacred) on all Craft checks.
7. [Good] spells with verbal components are cast at +1 (sacred) caster level if you accept 1d4 nonlethal damage per 2 spell levels. If used to create items, this does not raise the cost of the item, and does not deal nonlethal damage.
8. Research a creature's true name. This takes 1 week per 2 HD of the subject, plus 1,000 gp/week; legend lore must be cast each week, but the cost is included in the above cost. At the end of the period, cast contact other plane or commune and make an appropriate Knowledge check (DC 10 + subject's HD). If you do not make this check, the attempt is ruined. If you find the subject's true name, you can:
- Impose -4 on saves to resist a specific compulsion;
- Reduce the target's SR by 4 or reduce DR by 5 for 1 minute;
- Cast teleport or greater teleport on the target (as a touch spell) without affecting yourself;
- Gain +6 on the opposed Cha check to compel service from a target of planar binding.
All these require a full-round action and incantation; you take 5d4 nonlethal damage.


Spellcaster, Divine

Name

Source

Prerequisite

Benefit

Arcane Insight
[Initiate]

RoD

Cleric level 3rd
Patron deity Boccab

1. Knowledge (arcana) is a cleric class skill for you.
2. +2 (insight) on Spellcraft.
3. Gain bonus spells (see source).

Arctic Priest

FB

Cold or Winter domain

1. You may swap out prepared, non-domain spells to cast certain spells (see source for a list).

Ascetic Knight

CAd

Ability to smite evil
Improved Unarmed Strike

1. Your paladin and monk levels stack when determining your unarmed damage.
2. Your paladin and monk levels stack when determining your smite evil bonus damage.
3. You may multiclass freely between paladin and monk. Alignment restrictions apply.

Boost, Profane
[Divine]

CD

Ability to rebuke undead

1. Spend a rebuke attempt to create a negative energy aura on creatures within 60' feet. Any inflict spells cast on these creatures before your next turn are automatically maximized.

Boost, Sacred
[Divine]

CD

Ability to turn undead

1. Spend a turn attempt to create a positive energy aura on creatures within 60' feet. Any cure spells cast on these creatures before your next turn are automatically maximized.

Disciple of the Sun
[Divine]

CD

Alignment: any good
Ability to turn or rebuke undead

1. When turning undead, spend two turning uses to destroy any undead that would have been turned.

Divine Accuracy
[Divine]

LM

Ability to turn or rebuke undead

1. Spend a turn/rebuke attempt to let you and all allies within a 60' burst reroll melee miss chances (once per attack) due to incorporealness for the next minute.

Divine Cleansing
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds.

Divine Metamagic
[Divine]

CD

Ability to turn or rebuke undead

1. Choose 1 metamagic feat. When casting a spell, you can apply that metamagic feat to it without using a higher level spell slot by spending a number of turn/rebuke uses equal to the feat's spell slot modifier (minimum 1).
Special: You may take this feat multiple times, once per metamagic feat.

Divine Might
[Divine]

CW

Str 13
Ability to turn or rebuke undead
Power Attack

1. As a free action, spend 1 turn/rebuke undead attempt to add your Cha bonus to weapon damage for 1 round.

Divine Resistance
[Divine]

CW

Ability to turn or rebuke undead
Divine Cleansing

1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst resistance 5 (cold, electricity, and fire) for your Cha bonus in rounds.

Divine Shield
[Divine]

CW

Ability to turn or rebuke undead
Shield proficiency

1. As a standard action, spend 1 turn/rebuke undead attempt to add your Cha bonus to your shield's AC bonus for half your character level in rounds.

Divine Spell Power
[Divine]

CD

Ability to turn or rebuke undead
Ability to cast 1st-level divine spells

1. As a free action, spend a turn/rebuke use to make a special turning check with an additional +3 bonus. Use the result as your caster level on a divine spell you cast before your next turn. (This can result in a caster level lower than your normal one.) If you do not cast a divine spell before your next turn, this attempt is lost.

Divine Vigor
[Divine]

CW

Ability to turn or rebuke undead

1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes.

Domain Access, Spontaneous
[Epic]

SRD Epic

Wis 25
Ability to cast 9th-level divine spells
Spellcraft 30

1. Choose one of your domains; you may spontaneously convert any prepared cleric spell (except a domain spell) into a spell of that level from the selected domain.
Special: You can take this feat multiple times, once per domain you have access to.

Domain Focus

CD

Access to relevant domain

1. Cast all spells of one of your domains at +1 caster level, including level checks. This only affects spells cast as domain spells, even if you can cast that spell normally.
Special: You may take this feat multiple times, once per domain you possess.

Domain Spontaneity
[Divine]

CD

Ability to turn or rebuke undead

1. Choose 1 domain you have access to. Spend 1 turn/rebuke use to spontaneously cast a spell from that domain in place of a normal prepared divine spell.
Special: You may take this feat multiple times, once per domain you possess.

Domain, Bonus
[Epic]

CD
SRD Epic

Wis 21
Ability to cast 9th level divine spells

1. Gain another domain from your deity's list.
Special: You may take this feat multiple times, once per domain.

Dragon Steed

Drac

Cha 13
Ride 8 ranks
Speak Language (draconic)

1. You gain the service of a dragonnel as a steed, so long as you treat it fairly.
2. If you have a special mount ability, this dragonnel replaces your special mount.

Dread Tyranny
[Initiate]

RoD

Str 13
Cleric level 3rd
Patron deity Hextor

1. Intimidate is a cleric class skill for you, and you add your Str bonus to your skill modifier.
2. With a lethal weapon, your attack penalty is 2 less than normal to deal nonlethal damage.
3. Gain bonus spells (see source).

Elemental Healing
[Divine]

CD

Ability to rebuke elementals

1. Spend a rebuke elementals use to heal elementals of that type within 60' of 1d8/2 levels.

Eternal Strength
[Initiate]

RoD

Str 13
Cleric level 3rd
Patron deity Kord

1. +4 on saves to resist effects that deal Str damage or cause Str drain.
2. Gain bonus spells (see source).

Faith in the Frost
[Divine]

FB

Ability to turn or rebuke
Cold or Winter domain

1. When you turn or rebuke a creature, it takes cold damage equal to your Cha modifier.

Far Horizons
[Initiate]

RoD

Cleric level 1st
Patron deity Fharlanghn

1. Climb, Jump, and Swim are cleric class skills for you.
2. You always know where north is (if 'north' exists in your environment).
3. Gain bonus spells (see source).

Gift of Grace

BoED

Divine grace ability

1. You can divide some or all of your divine grace between yourself and your allies.

Glorious Weapons
[Divine]

CD

Ability to turn or rebuke undead

1. Spend a turn/rebuke attempt as a standard action to align all melee weapons (including natural weapons) of all allies within 60' as good (if you turn undead) or evil (if you rebuke). This lasts until the end of your next turn.

Hands of a Healer
[Exalted]

BoED

Cha 13
Lay on hands ability

1. Count your Cha as 2 points higher when determining how many points of damage you may heal per day.

Improved Alignment-Based Casting
[Epic]

SRD Epic

Chaos, Evil, Good, or Law domain
Same alignment as chosen domain
Ability to cast 9th-level spells

1. Select one alignment you possess that matches your alignment domain; you cast spells with that alignment descriptor at an additional +2 caster levels.
Special: You can take this feat multiple times, once per alignment descriptor and domain pair you possess.

Initiate of Bane
[Initiate]

PGtF

Cleric level 5th
Patron deity Bane

1. Gain frightful presence. When you attack or charge, enemies within 30' must save (Will, DC Cha) or be shaken for 1d4 rounds.
2. Gain bonus spells (see source).

Initiate of Cyric
[Initiate]

PGtF

Cleric level 3rd
Patron deity Cyric

1. Gain immunity to normal and magical fear.
2. Gain bonus spells (see source).

Initiate of Gond
[Initiate]

PGtF

Cleric level 1st
Patron deity Gond

1. Add Disable Device and Open Lock to your Cleric class skills.
2. Gain bonus spells (see source).

Initiate of Helm
[Initiate]

PGtF

Cleric or paladin level 5th
Patron deity Helm

1. You may make attacks of opportunity when flat-footed.
2. Gain bonus spells (see source).

Initiate of Ilmater
[Initiate]

PGtF

Cleric level 7th
Patron deity Ilmater

1. When casting any spell that heals more damage than was taken by the target, the target gains the excess as temporary hit points (max hit points = 3 x target's HD) for 1 hour/caster level.
2. While having at least one such hit point, the target gains +2 (sacred) on Fortitude saves and against being bull rushed and tripped.
3. Gain bonus spells (see source).

Initiate of Lathander
[Initiate]

PGtF

Cleric level 1st
Patron deity Lathander

1. Spontaneously cast any spell on your list with the [light] descriptor or the word “light” in its name in the same way you spontaneously cast cure spells.
2. Gain bonus spells (see source).

Initiate of Lovitar
[Initiate]

ShS

Cleric level 5th
Patron deity Lovitar

1. The first time you take damage in combat, you gain a +1 bonus on attack and saves against fear effects for 1 minute/level.
2. Gain bonus spells (see source).

Initiate of Malar
[Initiate]

PGtF

Cleric or druid level 3rd
Patron deity Malar

1. When using summon monster or summon nature's ally to summon a natural or fiendish animal it gains a +4 enhancement bonus to Str and Con.
2. Gain bonus spells (see source).

Initiate of Mystra
[Initiate]

PGtF

Cleric level 3rd
Patron deity Mystra

1. Make a caster level check (DC 20 + spell level) to cast a spell normally in a dead magic zone..
2. Gain bonus spells (see source).

Initiate of Nature
[Initiate]

PGtF

Cleric or druid level 5th
Patron deity Eldath, Mielikki, or Silvanus

1. Rebuke or command animals or plant creatures 3 + Cha times per day.
2. Gain bonus spells (see source).

Initiate of Selune
[Initiate]

PGtF

Cleric, druid, or ranger level 3rd
Patron deity Selune

1. Cast augury and divination at +5 caster level.
2. Gain bonus spells (see source).

Initiate of Tyr
[Initiate]

PGtF

Cleric level 7th
Patron deity Tyr
War domain

1. +1 damage bonus with a longsword.
2. Gain bonus spells (see source).

Law Inviolate
[Initiate]

RoD

Alignment: any lawful
Cleric level 1st
Patron deity St. Cuthbert

1. Your weapons are considered lawful-aligned.
2. Gain bonus spells (see source).

Mount, Celestial
[Exalted]

BoED

Paladin level 4th

1. Your special mount gains the celestial template.

Mount, Winter's

FB

Special mount class ability

1. Your special mount gains the cold subtype and +2 (racial) Con.

Negative Energy Burst
[Divine] [Epic]

CD
SRD Epic

Alignment: any evil
Cha 25
Ability to rebuke undead
Ability to cast inflict critical wounds

1. Make a rebuke attempt that targets living creatures; any creature that, if undead, would have been rebuked gains a negative level, and any that would have been commanded gains two negative levels. The targets may save (Fort, DC 10 + your turning level + your Cha) to remove the level(s) 1 day later.

Positive Energy Aura
[Epic]

CD
SRD Epic

Cha 25
Ability to turn undead
Ability to cast dispel evil.

1. Undead within 15' are automatically turned, without costing a turn attempt. This only affects undead with HD equal to or less than your effective cleric level -10. Undead with HD equal to or less than your effective cleric level -20 are destroyed. Undead with total cover are not affected.

Profane Lifeleech
[Divine]

LM

Ability to rebuke undead

1. Spend a standard action and two rebuke attempts to deal 1d6 damage to all living creatures within 30'. This cannot reduce a target's hp below 0.
2. You are healed by the same amount, but not beyond your maximum.

Profane Vigor
[Divine]

LM

Cha 13
Ability to rebuke undead

1. Spend a rebuke attempt to heal 1 undead ally within 60' of 2 hp/level. This cannot exceed the normal amount hit point total.

Radiant Fire
[Initiate]

RoD

Cleric level 3rd
Patron deity Pelor

1. +2 (insight) on damage rolls against targets with the evil subtype.
2. Gain bonus spells (see source).

Sacred Healing
[Divine]

CD

Ability to turn undead
Heal 8 ranks

1. Spend a turn attempt as a full round action to grant fast healing 3 to all living creatures within 60'. This lasts for 1 + your Cha modifier rounds (minimum 1 round).

Sacred Vengeance
[Divine]

CW
LM

Ability to turn or rebuke undead

1. As a free action, spend 1 turn/rebuke undead attempt to add +2d6 to all melee damage against undead for the rest of the current round.

Sacred Vitality
[Divine]

LM

Ability to turn undead

1. As a standard action, spend a turn attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute.

Sanctify Weapon
[Exalted]

BoED

Ability to cast align weapon

1. When you cast align weapon, the weapon becomes sanctified; it deals +1 damage vs. evil targets, or +1d4 vs. evil outsiders and evil undead.
2. Targets with the corrupted template (from The Book of Vile Darkness) cannot heal this bonus damage naturally (including fast healing).

Servant of the Fallen

LEoF

Cleric level 1st
Dead or forgotten god as patron deity

1. You still receive your cleric spells from your patron.
2. 1/day, you can gain +1 (luck) on any roll.
3. You can be raised and resurrected normally.
Special: You can take this feat only once. If doing so changes your patron deity, you do not suffer any ill effects for it.

Smite Evil, Ranged
[Exalted]

BoED

Smite evil class ability

1. Channel 1 use of your smite evil ability into a fired missile.

Smite Fiery Foe

FB

Smite ability

1. You may attempt to smite a creature with the fire subtype once per day, and may also use other uses of smite normally targeting other creatures to gain more uses per day. The damage dealt is cold damage, meaning fire creatures take extra damage as normal.

Smite, Exalted
[Exalted]

BoED

Smite evil ability

1. Your smite evil ability is considered good-aligned for bypassing damage reduction.

Smite, Silver

ECS

Smite evil class feature
Patron deity Silver Flame

1. +1d6 (sacred) damage when smiting evil.

Smiting, Elemental
[Divine]

CD

Ability to turn elementals

1. 1/round, spend a turn elementals use as a free action when making a melee attack. If you hit a creature with the elemental subtype you are able to turn, you add +1 damage/cleric level. If you miss, the attempt is lost.

Smiting, Extra

CW

BAB +4
Ability to smite

1. +2 smite attempts per day.

Smiting, Great
[Epic]

SRD Epic

Cha 25
Smite ability

1. On a successful smite, add twice the level you use to calculate damage, rather than just once.
Special: You can take this feat multiple times; each time, count the appropriate class levels one more time per successful smite.

Smiting, Improved

CD

Cha 13
Smite ability

1. If your smite attack has an alignment associated with it, it deals +1d6 damage to targets of that alignment and is treated as being aligned with the opposite alignment.
2. If it has no normal alignment, you choose 1 alignment component; your smites are treated as being of that alignment, and deal the bonus damage to targets of the opposite alignment.
Special: You cannot choose an alignment you do not possess. If you change alignments so that you no longer possess that alignment component, you loose the benefit of that feat.
Special: If you gain the smite ability from more than one source, this feat applies to all sources.

Spell Penetration, Divine
[Epic]

PGtF

Wis 21
Alignment to be chosen
Domain of alignment to be chosen
Ability to cast 9th-level divine spells
Improved Alignment-Based Casting

1. When casting spells of the chosen alignment, gain a +4 bonus on checks to overcome spell resistance.

Spell Trigger, Consecrate
[Exalted]

BoED

Ability to turn undead
Craft Wand or Craft Staff

1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item.

Spell Trigger, Purify
[Exalted]

BoED

Ability to turn undead
Craft Wand or Craft Staff

1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item.

Spurn Death's Touch
[Divine]

LM

Ability to turn undead

1. As a standard action that does not provoke attacks of opportunity, spend a turning use to touch an ally to heal 1d4 points of ability damage, or remove paralysis or 1 negative level, if these conditions were brought about by an undead creature.

Touch of Hate

PGtF

Evil alignment
Divine caster level 5th
Patron deity Bane
Violate Spell

1. 1/tenday, touch an animal with fewer HD than your cleric levels to turn it into a beast of Bane (as beast of Xvim) if it fails its save (Will, DC 10 + 1/2 your cleric level + Wis). If the animal is a bonded companion, it may use its master's save. Beasts of Bane deal vile damage with a smite good attack.

Turning, Empower

CD
LM

Ability to turn or rebuke undead

1. On a turn/rebuke attempt, multiply your normal turning damage by 1.5.

Turning, Exalted
[Exalted]

BoED

Ability to turn undead

1. Any creature you turn also takes 3d6 damage.

Turning, Extra

SRD

Ability to turn or rebuke

1. +3 uses of each of your turning or rebuking abilities.
Special: This feat can be taken multiple times; its effects stack.

Turning, Heighten

LM

Cha 13
Turning, Extra

1. When you turn or rebuke undead, you may add +x to your turning check, and -x to your turning damage, where 'x' is a number no higher than your cleric (or effective cleric) level.

Turning, Improved

SRD

Ability to turn or rebuke

1. You turn or rebuke as if you were one level higher in the class that gives you this ability.

Turning, Planar
[Epic]

SRD Epic

Wis 25
Cha 25
Ability to turn or rebuke undead

1. You may turn or rebuke outsiders as if they were undead. Outsiders have effective turn resistance equal to 1/2 its SR.
2. If you turn undead, you may turn/destroy evil outsiders and rebuke/command nonevil outsiders. If you rebuke undead, you rebuke/command evil outsiders and turn/destroy nonevil outsiders.

Turning, Quicken

CD

Ability to turn or rebuke undead

1. You can turn/rebuke as a swift action.

Undead Mastery
[Divine] [Epic]

CD
SRD Epic

Cha 21
Ability to rebuke or command undead

1. You may command up to 10x your level in HD of undead.

Undying Fate
[Initiate]

RoD

Cleric level 3rd
Patron deity Wee Jas

1. Gain the effects of the deathwatch spell as an extraordinary ability; activate as a swift action.
2. Gain bonus spells (see source).

Weapon Specialization, Chosen
[Epic]

PGtF

War domain
Epic Prowess
Weapon Focus (deity's chosen weapon)

1. +2 on damage rolls with your deity's chosen weapon.

Winter's Champion

FB

Paladin level 1st

1. You may add the 1st- through 4fh-level spells from both the Cold and Winter domains to your paladin spell list as paladin spells.

Whispered Secrets
[Initiate]

RoD

Cleric level 1st
Patron deity Vecna

1. Listen and Spot are cleric class skills for you.
2. You automatically know when you are scried on. You do not gain any other information.
3. Gain bonus spells (see source).

Zone of Animation
[Divine] [Epic]

CD
SRD Epic

Cha 25
Ability to rebuke or command undead
Undead Mastery

1. You can spend a rebuke undead attempt to animate a max number of corpses in range equal to 1 HD per undead creature that would have been commanded. They are under your command, up to the maximum number of undead you can control. Fresh bodies yield zombies; otherwise, the undead are skeletons.


Spellcaster, Item Creation

Name

Source

Prerequisite

Benefit

Artisan, Exceptional
[Item Creation]

ECS

Any item creation feat.

1. The base time to craft any magical item is reduced by 25%.

Artisan, Extraordinary
[Item Creation]

ECS

Any item creation feat

1. The base gold price cost to craft any magical item is reduced by 25%.

Artisan, Legendary
[Item Creation]

ECS

Any item creation feat

1. The base XP cost to craft any magical item is reduced by 25%.

Artisan, Magical

PGtF

Any item creation feat

1. Choose 1 item creation feat and make its items for 75% cost.
Special: You can take this feat multiple times, once per item creation feat.

Attune Magic Weapon
[Item Creation]

ECS

Craft Magic Arms and Armor
Caster level 5th

1. +1 insight bonus on attack and damage when using a magic weapon.
Special: You must spend 24 hours attuning to a new weapon before using this feat.

Augmented Alchemy
[Epic]

SRD Epic

Int 21
Craft (alchemy) 24 ranks

1. When creating an alchemical item or substance, you can increase its its DC by +20 and its cost by x5. This doubles damage, duration, or area affected (only one applies).

Bind Elemental
[Item Creation]

ECS

Craft Wondrous Item
Caster Level 9th

1. You can craft and mend items that are powered by a captured elemental. (See source.)

Brew Potion
[Item Creation]

SRD

Caster level 3rd

1. You can create a potion of a 3rd-level or lower spell that you know and targets one or more creatures. The gold price modifier is x50 gp. Whomever uses the potion is the target.
Special: Automatic artificer bonus feat (2nd level).

Craft Construct
[Item Creation]

SRD Monster

Craft Magic Arms and Armor
Craft Wondrous Item

1. You can create or mend constructs. Repairing a construct costs 50 gp per hit point and takes 1 day per 20 hit points repaired.

Craft Contingent Spell
[Item Creation]

CA

Caster level 11th

1. You can create a contingent spell, as if through the contingency spell, except it is permanent until the conditions are met. The gold price modifier is x100 gp. See source for more

Craft Magic Arms and Armor
[Item Creation]

SRD

Caster level 5th

1. You can craft and mend any magic weapon, armor or shield whose prerequisites you meet.
Special: Automatic artificer bonus feat (5th level).

Craft Magic Arms and Armor, Epic
[Epic]

SRD Epic

Knowledge (arcana) 28 ranks
Spellcraft 28 ranks
Craft Magic Arms and Armor

1. You may craft and mend epic-level magical armor and weapons.

Craft Rod
[Item Creation]

SRD

Caster level 9th

1. You can craft and mend any rod whose prerequisites you meet.
Special: Automatic artificer bonus feat (9th level).

Craft Rod, Epic
[Epic]

SRD Epic

Knowledge (arcana) 32 ranks
Spellcraft 32 ranks
Craft Rod

1. You may craft and mend epic-level rods.

Craft Scepter
[Item Creation]

LEoF

Caster level 9th
Knowledge (history) 4 ranks

1. You can create scepters, which function as wands with two spells of up to 7th level with a total of 50 charges (spells of 5th-7th level cost 2 charges each). The gold price modifier is x750 for the highest-level spell, and with an additional item creation cost with a gold price modifer of x375 for the second spell (if any).

Craft Skull Talisman
[Item Creation]

FB

Caster level 6th

1. You can create skull talismans, which store spells like a potion on a skull of at least small size. (Medium skulls hold up to 6th level spells, large up to 9th.) The gold price modifier is x100 gp. Whomever breaks the skull (while standing next to it) is the target. See source for more.

Craft Staff
[Item Creation]

SRD

Caster level 12th

1. You can craft and mend any staff whose prerequisites you meet.
Special: Automatic artificer bonus feat (12th level).

Craft Staff, Epic
[Epic]

SRD Epic

Knowledge (arcana) 35 ranks
Spellcraft 35 ranks
Craft Staff

1. You can craft and mend epic-level staffs.

Craft Wand
[Item Creation]

SRD

Caster level 5th

1. You can create a wand of a 4th-level or lower spell that you know. It has 50 charges. The gold price modifier is x750 gp.
Special: Automatic artificer bonus feat (6th level).

Craft Wondrous Item
[Item Creation]

SRD

Caster level 3rd

1. You can craft and mend any wondrous item whose prerequisites you meet.
Special: Automatic artificer bonus feat (3rd level).

Craft Wondrous Item, Epic
[Epic]

SRD Epic

Knowledge (arcana) 26 ranks
Spellcraft 26 ranks
Craft Wondrous Item

1. You can craft and mend epic-level wondrous items.

Efficient Item Creation
[Epic]

SRD Epic

Knowledge (arcana) 24 ranks
Spellcraft 24 ranks
Item creation feat to be selected

1. Pick 1 item creation feat you know. Crafting such an item now takes 1/10th the normal time.
Special: You may take this feat multiple times, once per item creation feat.

Extra Rings
[Item Creation]

ECS

Forge Ring
Caster level 12th

1. You can wear and benefit from up to four magical rings, two on each hand.

Forge Ring
[Item Creation]

SRD

Caster level 12th

1. You can create or mend any ring whose prerequisites you meet.
Special: Automatic artificer bonus feat (14th level).

Graft Flesh

LM

Heal 10 ranks

1. Choose 1 type of graft from the following list: aboleth, beholder, fiendish, illithid, undead, or yuan-ti. You must be of the same type as the graft chosen, except for beholder or undead grafts. You can create grafts (see source) of the chosen type and apply them to living creatures, including yourself. (These follow item creation rules, but are not magical items.)

Improved Flight Item
[Item Creation]

S:CoT

Knowledge (the planes) 6 ranks
Craft Wondrous Item

1. When you craft an item with a flight speed, it is +50% in a manifest zone linked to Syrania.
2. In the zone, it can be used +2 times per day. If it could already be used 3/day, it is continuous.
3. If you have Craft Construct or the ability to create a homunculous, any construct you create with a fly speed gains Manifest Flight as a bonus feat.
Note: This feat requires the existence of manifest zones, part of the Eberron Campaign Setting.

Inscribe Epic Rune
[Epic]

PGtF

Int 19
Craft (any writing) 24 ranks
Inscribe Rune

1. You can inscribe runes that exceed the normal limits of runes. You cannot inscribe a rune with an epic spell.

Inscribe Rune
[Item Creation]

PGtF

Int 13
Appropriate Craft skill
Divine spellcaster level 3rd

1. You can inscribe divine spells as runes. Medium-sized objects (or smaller) hold only 1 rune. Larger objects hold 1 per 25 square feet of surface area. The gold price modifier is x50 gp.

Portal Master
[Item Creation]

PGtF

Craft Wondrous Item

1. Create portals at half cost (does not stack with Magical Artisan).
2. As a standard action at any time, you may attempt to stabilize a malfunctioning portal by adding the result of a Spellcraft check to the d% roll to determine the portal's effect. If stabilized, it remains so for 1 minute.

Sanctify Relic
[Item Creation]

CD

Any other item creation feat

1. You may create items as relics. See source for details.

Scribe Scroll
[Item Creation]

SRD

Caster level 1st

1. You can create a scroll of any spell you know. The gold price modifier is x25 gp.
Special: Automatic artificer bonus feat (1st level).

Scribe Scroll, Epic
[Epic]

SRD Epic

Knowledge (arcana) 24 ranks
Spellcraft 24 ranks
Scribe Scroll

1. You can scribe scrolls that exceed the normal limits for such items (this does not allow you to scribe an epic scroll).

Wand Mastery
[Item Creation]

ECS

Craft Wand
Caster level 9th

1. The caster level and DC of any wand you use is increased by two.


Spellcaster, Metamagic

Name

Source

Prerequisite

Benefit

Augment Healing

CD

Heal 4 ranks

1. All your conjuration [healing] spells heal +2 damage per spell level.

Black Lore of Moil
[Metamagic]

CA

Caster level 7th
Spell Focus (necromancy)

1. Modify necromancy spells to deal extra damage (negative) (see source).
Special: +0 spell slot modifier.

Born of the Three Thunders
[Metamagic]

CA

Knowledge (nature) 4 ranks
Energy Substitution (electricity)

1. You may choose upon casting a spell with either the [electricity] or the [sonic] descriptor that deals hit point damage to cast it as a spell that deals damage half as electricity and half as sonic energy. The spell gains both energy descriptors.
2. The spell stuns all creatures that take damage (Fort negates) and then knocks stunned targets prone (Reflex negates).
3. After casting the spell, you are automatically dazed for 1 round.
Special: +0 spell slot modifier.

Consecrate Spell
[Metamagic]

BoED
CD

Alignment: any good

1. The affected spell gains the [good] descriptor.
2. If it deals damage, half of the damage is divine.
Special: +1 spell slot modifier.

Corrupt Spell
[Metamagic] ([Vile]?)

BoVD
CD

Alignment: any evil

1. The affected spell gains the [evil] descriptor.
2. If it deals damage, half of the damage is divine.
Special: +1 spell slot modifier.
Note: The BoVD version (a Vile feat) only affected 1 spell, and could be taken multiple times. It is listed in PGtF as the prerequisite for another Vile feat. Likely the CD version should be considered a Vile feat for this purpose and the proper prerequisite.

Delay Spell
[Metamagic]

CA
PGtF

Any other metamagic feat

1. The affected spell does not manifest until after 1-5 rounds (you choose while casting), and does so just before your turn on that round. This affects only spells with personal or touch ranges, or area spells. All decisions or actions you make are made when cast. All actions of the target, if any (i.e., saving throws), take place when the spell is triggered. If, at the end of the delay, the spell cannot take effect, it fails. Spells such as dispel magic or detect magic can react to the spell during the delay.
Special: +3 spell slot modifier.

Divine Metamagic
[Divine]

CD

Ability to turn or rebuke undead

1. Choose 1 metamagic feat. When casting a spell, you can apply that metamagic feat to it without using a higher level spell slot by spending a number of turn/rebuke uses equal to the feat's spell slot modifier (minimum 1).
Special: You may take this feat multiple times, once per metamagic feat.

Empower Spell
[Metamagic]

SRD

--

1. All variable, numeric effects of the affected spell are increased by 1/2.
Special: +2 spell slot modifier.

Energize Spell
[Metamagic]

LM

Alignment: any non-evil
No ability to rebuke undead

1. The affected spell becomes infused with positive energy, and deals 1.5x damage to undead, but half damage to non-undead creatures and objects.
Special: +1 spell slot modifier.

Energy Admixture
[Metamagic]

CA

Energy Substitution

1. Choose 1 energy descriptor that matches the one used for Energy Substitution. You double the damage of spells with any of those descriptors by adding an equal amount of damage of the chosen energy type. If you use different energies, the spell gains both energy descriptors. You roll separately for damage.
Special: +4 spell slot modifier.
Special: You may take this feat multiple times, once per Energy Substitution feat.

Energy Substitution
[Metamagic]

CA

Any other metamagic feat
Knowledge (arcana) 5 ranks

1. Choose 1 energy descriptor ([acid], [cold], [electricity], or [fire]); alter spells without that energy descriptor to use the chosen descriptor instead. Any energy damage uses the new type.
Special: +0 spell slot modifier.
Special: You may take this feat multiple times, once per energy type.

Enervate Spell
[Metamagic]

LM

Alignment: any non-good
No ability to turn undead

1. The affected spell becomes infused with negative energy, and deals 1.5x damage to living targets, but half damage to non-living targets.

Enhance Effect
[Epic]

PGtF

Metamagic effect class feature
Knowledge (arcana) 30 ranks
Spellcraft 30 ranks
Skill Focus (Spellcraft)

1. You may use your metamagic effect ability +2/day.
2. You may use the ability to change the variables of a persistent spell effect already in place, except for its point of origin.
3. You may substitute your caster level for the original caster level. The Spellcraft DC is +12 over the normal use of this ability.

Enhance Spell
[Epic] [Metamagic]

SRD Epic

Maximize Spell

1. Spells that deal a number of dice of damage equal to the caster's level have their damage cap increased by 10 dice.
2. Spells that deal a number of dice of damage equal to half of the caster's level have their damage cap increased by 5 dice.
Special: +4 spell slot modifier.
Special: This feat can be taken multiple times. The damage cap can stack if you raise its spell slot by +4 levels each time.

Enlarge Spell
[Metamagic]

SRD

--

1. The affected spell doubles its range. (Only affects close-, medium-, or long-ranged spells.)
Special: +1 spell slot modifier.

Explosive Spell
[Metamagic]

CA

--

1. This only affects area spells with Reflex saves. Targets who fail their saves are ejected from the spell's area (shortest path) and take +1d6 damage/10' traveled. If the target is stopped by a barrier before exiting the spell's area, it takes another 1d6 damage on top of any other damage.
Special: +2 spell slot modifier.

Extend Spell
[Metamagic]

SRD

--

1. The affected spell lasts twice as long. Spells with a duration of concentration, instantaneous, or permanent are not affected.
Special: +1 spell slot modifier.

Fell Animate
[Metamagic]

LM

--

1. When a living target with no more than twice your HD that can also be raised as a zombie is killed by the affected spell, the target rises as a zombie under your control at the start of your next action. This can affect more than one target, but only up to a total of twice your HD. The standard rules for controlling undead apply as normal.
Special: +3 spell slot modifier

Fell Drain
[Metamagic]

LM

--

1. When a living target is damaged by the affected spell, the target also gains a negative level, which lasts 1 hour per caster level (max 15).
Special: +2 spell slot modifier.

Fell Frighten
[Metamagic]

LM

--

1. When a target subject to fear effects and mind-effecting spells is damaged by the affected spell, the target is shaken for 1 minute.
Special: +2 spell slot modifier.

Fell Weaken
[Metamagic]

LM

--

1. When a living target is damaged by the affected spell, that target takes -4 to Str for 1 minute. Multiple fell weakened spells do not stack to increase the Str penalty.
Special: +1 spell slot modifier.

Fortify Spell
[Metamagic]

CA

--

1. The affected spell is powered by a higher-level slot, with each additional level giving a +2 bonus to spell penetration checks (not counting other spell slot modifiers).
Special: At least +1 spell slot modifier.

Heighten Spell
[Metamagic]

SRD

--

1. The affected spell becomes a spell of the level of the slot used to power it (not counting other spell slot modifiers).
Special: At least +1 spell slot modifier.

Heighten Spell, Improved
[Epic]

SRD Epic

Spellcraft 20 ranks
Heighten Spell

1. You may now heighten spells beyond 9th level.

Improved Cooperative Metamagic
[Epic]

PGtF

Cooperative metamagic class feature
Spellcraft 30 ranks
Quicken Spell
Silent Spell
Still Spell

1. You can use your cooperative metamagic ability to apply the Silent Spell, Still Spell, or Quicken Spell feats to your ally's spell. If you apply the Quicken Spell feat, both your actions are swift actions. You must still ready your action.
2. You can use your cooperative metamagic ability +2 times per day.

Insidious Magic
[Metamagic]

PGtF

Shadow Weave Magic

1. A Weave user who uses a divination spell, spell-like ability, or magic item to detect one of your spells must first make a caster level check (DC 11 + your caster level), and only checks once per divination spell (no matter how many Shadow Weave spells are in the spell's area).
2. Your spells from the evocation or transmutation schools are not affected by this feat.
Note: This feat requires the existence of the Weave and the Shadow Weave, both part of the Forgotten Realms Campaign Setting.

Intensify Spell
[Epic] [Metamagic]

SRD Epic

Ability to cast 9th-level spells
Spellcraft 30 ranks
Empower Spell
Maximize Spell

1. All variable numeric effects of the affected spell are maximized and then doubled. This does not stack with other metamagical feats that affect variable numeric effects.
Special: +7 spell slot modifier.

Lord of the Uttercold
[Metamagic]

CA

Knowledge (the planes) 9 ranks
Energy Substitution (cold)
Ability to cast spells with the [cold] descriptor

1. You may cast spells with the [cold] descriptor to deal half cold damage, half negative.
Special: +0 spell slot modifier.

Maximize Spell
[Metamagic]

SRD

--

1. All variable, numeric effects of the affected spell are maximized.
Special: +3 spell slot modifier.

Mind Over Body (2)
[Regional]

PGtF

Meet regional requirement
Character level 1st
No other regional feat

1. Use Int or Cha at 1st level to determine starting hit points (all other levels use Con).
2. Gain +1 hit points each time you take a metamagic feat.
3. If you cast arcane spells, gain +1 (insight) AC.
Special: Forgotten Realms regions:
- Elf (Silverymoon, Snow Eagle Aerie)
- Half-elf (Silverymoon)
- Human (Calimshan, Mulhorand, Shou Expatriate, Thay)
- Planetouched (Calimshan, Thay)
- Spirit folk (Ashane)

Multispell
[Epic]

SRD Epic

Ability to cast 9th-level spells
Quicken Spell

1. You may cast one more quickened spell per round
Special: You can take this feat multiple times; its effects stack.

Nonlethal Substitution
[Metamagic]

CA
BoED

Knowledge (arcana) 5 ranks
Any other metamagic feat

1. Choose 1 energy descriptor (acid, cold, electricity, or fire). You may then modify spells with that descriptor to deal nonlethal damage.
Special: +1 spell slot modifier.
Note: The BoED version includes [sonic] spells.

Pernicious Magic
[Metamagic]

PGtF

Shadow Weave Magic

1. +4 bonus on caster level checks to beat a Weave user's spell resistance.
2. Your spells from the evocation or transmutation schools are not affected by this feat.
Note: This feat requires the existence of the Weave and the Shadow Weave, both part of the Forgotten Realms Campaign Setting.

Persistent Spell
[Metamagic]

CA
PGtF

Extend Spell

1. The affected spell lasts 24 hours. (Only affects spells with a personal or fixed range, and not instantaneous or discharged spells.)
2. Persistant spells that require concentration (i.e., detect magic) only require concentration to gain more than the initial information.
Special: +6 spell slot modifier.

Piercing Cold
[Metamagic]

FB

--

1. The affected spell ignores all resistance to cold and deals half damage to creatures immune to cold (or 1/4 damage on a save).
2. Creatures with the cold subtype are still unaffected. Creatures with the fire subtype take double damage, instead of +50%.
Special: +1 spell slot modifier.

Purify Spell
[Metamagic]

BoED

Alignment: any good

1. The affected spell gains the [good] descriptor.
2. If the spell deals damage, good characters take no damage; neutrals take half damage.
3. Damage dice increase by 1 step when dealing damage to evil outsiders.
Special: +1 spell slot modifier.

Quicken Spell
[Metamagic]

SRD

--

1. Cast the affected spell as a swift action. Only spells with a casting time of 1 standard action can be quickened.
Special: +4 spell slot modifier.

Quicken Spell, Automatic
[Epic]

SRD Epic

Ability to cast 9th level spells
Spellcraft 30 ranks
Quicken Spell

1. All spells up to 3rd level are automatically quickened, without taking up a higher-level spell slot or increasing casting time.
Special: You may take this feat multiple times. Each time, the next three lowest spell levels become automatically quickened.

Rapid Spell
[Metamagic]

CD

--

1. An affected spell with a normal casting time of 1 full round takes only 1 standard action.
2. An affected spell with a normal casting time measured in rounds takes only 1 full round.
3. An affected spell with a normal casting time measured in minutes takes only 1 minute.
4. An affected spell with a normal casting time measured in hours takes only 1 hour.
Special: +1 spell slot modifier
Special: A spell with a normal casting time of 1 full round can be made rapid and quickened.

Reach Spell
[Metamagic]

CD

--

1. You may cast a touch-range spell as a ray if the target is within 30'.
Special: +2 spell slot modifier.

Repeat Spell
[Metamagic]

CA

Any other metamagic feat

1. The affected spell is automatically cast again the next round, no matter where you are or what has happened to you. All aspects of the spell are the same, but a ranged target is only hit if it is still within 30' of its original position. Touch spells are not affected by this feat.
Special: +3 spell slot modifier.

Sanctum Spell
[Metamagic]

CA

Any other metamagic feat

1. The affected spell has an effective spell level 1 point higher if cast in your sanctum, -1 if not.
Special: +0 spell slot modifier.

Sculpt Spell
[Metamagic]

CA

Any other metamagic feat

1. Change an area spell to affect an area of a different shape: a 10' x 30' cylinder; a 10' cone; 4 10' cubes; a 20' radius ball; or a 120' line.
Special: +1 spell slot modifier.

Selective Spell
[Metamagic]

ShS

Any other metamagic feat

1. Cast the affected spell so that it does not affect a specified creature in its area.
Special: +1 spell slot modifier.

Silent Spell
[Metamagic]

SRD

--

1. The affected spell has no verbal component.
Special: +1 spell slot modifier.

Silent Spell, Automatic
[Epic]

SRD Epic

Ability to cast 9th level spells
Spellcraft 24 ranks
Silent Spell

1. All spells up to 3rd level are automatically silenced, without taking up a higher-level spell slot or increasing casting time.
Special: You may take this feat multiple times. Each time, the next three lowest spell levels become automatically silenced.

Split Ray
[Metamagic]

CA

Any other metamagic feat

1. The affected ray spell fires another ray beyond the normal number, which requires separate attack and damage rolls. All rays must be aimed at targets within 30' of each other and fired simultaneously.
Special: +2 spell slot modifier.

Still Spell

SRD

--

1. The affected spell has no somatic component.
Special: +1 spell slot modifier

Still Spell, Automatic
[Epic]

SRD Epic

Ability to cast 9th level spells
Spellcraft 27 ranks
Silent Spell

1. All spells up to 3rd level are automatically stilled, without taking up a higher-level spell slot or increasing casting time.
Special: You may take this feat multiple times. Each time, the next three lowest spell levels become automatically stilled.

Sudden Empower
[Metamagic]

CA

Any other metamagic feat

1. Automatically empower a spell once per day without any normal cost.

Sudden Extend
[Metamagic]

CA

--

1. Automatically extend a spell once per day without any normal cost.

Sudden Maximize
[Metamagic]

CA

Any other metamagic feat

1. Automatically maximize a spell once per day without any normal cost.

Sudden Quicken
[Metamagic]

CA

Quicken Spell
Sudden Empower
Sudden Extend
Sudden Maximize
Sudden Silent
Sudden Still

1. Automatically quicken a spell once per day without any normal cost.

Sudden Silent
[Metamagic]

CA

--

1. Automatically silence a spell once per day without any normal cost.

Sudden Still
[Metamagic]

CA

--

1. Automatically still a spell once per day without any normal cost.

Sudden Widen
[Metamagic]

CA

--

1. Automatically widen a spell once per day without any normal cost.

Transdimensional Spell
[Metamagic]

CA
CD

--

1. The affected spell has its full normal effect on incorporeal creatures, creatures on the Ethereal or Shadow planes, and creatures within an extradimensional space. If the spell is targeted, you must know the target is there.
Special: +1 spell slot modifier.

Twin Spell
[Metamagic]

CA
PGtF

Any other metamagic feat

1. The affected spell takes place twice, at the same time. Any variables apply to both spells. Targets are affected by both spells and make two different saves. However, a counterspell affects both halves of a twinned spell, not just one.
Special: +4 spell slot modifier.

Violate Spell
[Metamagic]

BoVD

Evil alignment

1. 1 chosen spell gains the [evil] descriptor, and if it deals damage, half of it is vile damage.
Special: +1 spell slot modifier
Special: You may take this feat multiple times, once per spell.

Widen Spell
[Metamagic]

SRD

--

1. The affected spell's area is doubled. (Only affects burst, emanation, line, or spread spells)
Special: +3 spell slot modifier.

Wounding Spell
[Metamagic]

LEoF

Knowledge (history) 4 ranks
Empower Spell

1. A target directly damaged by one of your spells also loses 1 hp/round starting on your next turn. This can be stopped with a Heal check (DC is the spell's save DC) or any healing spell.
Special: +2 spell slot modifier.


Spellcaster, Wild

Name

Source

Prerequisite

Benefit

Ashbound

ECS

Ability to spontaneously cast summon nature's ally spells

1. Your summon nature's ally spells last twice as long.
2. Creatures you summon with these spells gain a +3 luck bonus on attack rolls.

Beast Shape

ECS

Wild empathy class feature
Beast Totem
Wild shape (huge)

1. You may wild shape into your beast totem once per day, in addition to your normal uses of wild shape.

Beast Totem

ECS

Wild empathy class feature

1. +4 circumstance bonus on saving throws vs. a specified attack form associated with your chosen beast totem. See source for details.

Boar's Ferocity
[Wild]

CD

Wild shape ability

1. When below 0 hp (but not lower than -9) spend 1 wild shape to fight normally for 1 minute.

Cheetah's Speed
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to increase your base land speed to 50' for 1 hour.
2. Once per use, move 10x your normal base speed as part of a charge.

Child of Winter

ECS

Ability to spontaneously cast summon nature's ally spells
Non-good alignment

1. Your druid spells now treat vermin as animals.
2. Mindless vermin are considered to have Int 2 when dealing with you and can be charmed, calmed, or targeted by wild empathy or similar abilities.
3. Your summon nature's ally spells may summon additional monsters (see source).

Companion, Exalted
[Exalted]

BoED

Able to acquire a new animal companion
Minimum level
Compatible alignment

1. You may choose certain magical animals as animal companions (see source). Such magical beasts can accept spells from you as if they were animals.

Companion, Magical Beast
[Epic] [Wild]

SRD Epic

Wild shape 6/day
Knowledge (nature) 24 ranks

1. You can choose magical beasts as animal companions; see source.

Companion, Totem

ECS

Wild empathy class feature
Beast totem
Ability to gain a new animal companion
Meet minimum level requirement

1. You may choose the magical beast of your beast totem as your animal companion. You may cast spells on it as though it were an animal. See the source for a list of possible companions.

Companion, Vermin

ECS

Druid level 3rd
Non-good alignment
Child of Winter
Ability to gain a new animal companion
Meet minimum level requirement

1. You may choose a vermin as your animal companion. You may cast spells on it as though it were an animal. Your companion gains an Int 1 score, but no skills or feats. See the source for a list of possible companions.

Eagle's Wings
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to grow feathery wings for one hour (fly 60', average).

Elephant's Hide
[Wild]

CD

Wild shape (Large)

1. Spend 1 wild shape to gain natural armor +7 (does not stack with any other natural armor).

Gatekeeper Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 on saves vs. supernatural and spell-like abilities of aberrations.
2. Add Knowledge (the planes) to your druid class skills.
3. You may use Knowledge (the planes) to identify aberrations and their special abilities.
4. You gain extra spells (see source).

Greensinger Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. Add Bluff, Hide, and Perform (all) to your druid class skills.
2. Gain bonus spells (see source).

Greenbound Summoning

LEoF

Ability to cast summon nature's ally spells

1. Animals you summon using summon monster's ally gain the greenbound template (see source) for the duration of the spell.

Grizzly's Claws
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain 2 primary claw attacks (full BAB, piercing and slashing, as a short sword for your size). This lasts for 1 hour.

Initiate of Malar
[Initiate]

PGtF

Cleric or druid level 3rd
Patron deity Malar

1. When using summon monster or summon nature's ally to summon a natural or fiendish animal it gains a +4 enhancement bonus to Str and Con.
1. Gain bonus spells (see source).

Initiate of Nature
[Initiate]

PGtF

Cleric or druid level 5th
Patron deity Eldath, Mielikki, or Silvanus

1. Rebuke or command animals or plant creatures 3 + Cha modifier.
2. Gain bonus spells (see source).

Initiate of Selune
[Initiate]

PGtF

Cleric, druid, or ranger level 3rd
Patron deity Selune

1. Cast augury and divination at +5 caster level.
2. Gain bonus spells (see source).

Lion's Pounce
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape as a free action during a charge to make a full attack.

Oaken Resilience
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. Gain great stability (+8 to avoid being bull rushed or tripped). This lasts 10 minutes.

Repel Aberration

ECS

Druid level 3rd
Gatekeeper Initiate

1. You can make a turning check using your druid level in place of any cleric levels to hold aberrations at bay. Affected aberrations are unable to move toward you as long as you hold concentration, but can do anything else they wish, including attack you if you are within range.
2. You can use this feat 3 + Cha times per day, and feats that affect turning affect this feat.

Savage Grapple
[Wild]

CAd

Wild shape
Sneak attack +1d6

1. When using wild shape, if you make a successful grapple check to damage a target you are grappling, add your sneak attack damage as well (if the target is vulnerable to sneak attacks).

Serpent's Venom
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to gain a secondary bite attack (full BAB -5, bludgeoning, piercing, and slashing, as a dagger for your size). You also deliver a toxic venom with this attack (Fort, DC 10 + 1/2 your HD + your Con modifier; 1d6 Con/1d6 Con). This lasts for 1 hour.
Special: If you already have a bite attack, this ability only grants the toxic venom aspect.

Swarm's Embrace

S:CoT

Child of Winter

1. You gain immunity to a swarm's distraction effect.
2. You gain DR 6/- against swarm attacks.

Swim Like a Fish
[Wild]

CD

Wild shape ability

1. Spend 1 wild shape to grow gills and breathe underwater; you do not loose the ability to breathe air. You also gain a swim speed of 40' and +8 on Swim checks. This lasts for 1 hour.

Vermin Shape

ECS

Druid level 5th
Non-good alignment
Child of Winter

1. You gain the ability to wild shape into vermin, and lose the ability to wild shape into animals. All other effects of wild shape are the same.

Warden Initiate

ECS

Ability to spontaneously cast summon nature's ally spells

1. +2 AC (deflection) in a forest.
2. Add Climb and Jump to your druid class skills.
3. Gain bonus spells (see source).

Wild Shape, Colossal
[Epic] [Wild]

SRD Epic

Wild shape (Gargantuan)

1. You may wild shape into a Colossal animal.

Wild Shape, Diminutive
[Epic] [Wild]

SRD Epic

Wild shape (Huge)

1. You may wild shape into a Diminutive animal.

Wild Shape, Dragon (1)
[Epic] [Wild]

SRD Epic

Wis 30
Wild shape 6/day
Knowledge (nature) 30 ranks

1. You may wild shape into a black, blue, brass, bronze, copper, gold, green, red, silver, or white dragon.

Wild Shape, Dragon (2)

Drac

Wis 19
Wild shape ability
Knowledge (nature) 15 ranks

1. You may wild shape into a Small or Medium dragon.

Wild Shape, Exalted
[Exalted]

BoED

Wild shape ability
Wild shaping class level 8th

1. You may wild shape into a celestial version of any animal you could normally transform into.
2. Also, you may transform into a blink dog, giant eagle, giant owl, pegasus, or unicorn. All other aspects of wild shape remain the same.

Wild Shape, Extra
[Wild]

CD

Wild shape ability

1. +2 wild shape uses per day.
2. If you have the elemental wild shape, gain +1 use per day as well.

Wild Shape, Fast
[Wild]

CD

Dex 13
Wild shape ability

1. You may now wild shape as a move action.

Wild Shape, Fine
[Epic] [Wild]

SRD Epic

Wild shape (Diminutive)

1. You may wild shape into a Fine animal.

Wild Shape, Frozen

FB

Base Fortitude save +6
Ability to wild shape

1. You may wild shape into a magical beast with the [cold] descriptor. All other aspects of wild shape remain the same.

Wild Shape, Gargantuan
[Epic] [Wild]

SRD Epic

Wild shape (Huge)

1. You may wild shape into a Gargantuan animal.

Wild Shape, Improved Elemental
[Epic] [Wild]

SRD Epic

Wis 25
Wild shape (elemental)

1. You may wild shape into any elemental creature of any size animal that you can wild shape into.

Wild Shape, Magical Beast
[Epic] [Wild]

CD
SRD Epic

Wis 25
Wild shape 6/day

1. You may wild shape into any magical animal of any size animal that you can wild shape into.

Wild Shape, Plant
[Epic] [Wild]

SRD Epic

Wild shape 4/day
Knowledge (nature) 24 ranks

1. You may wild shape into any plant of any size animal that you can wild shape into.

Wild Shape, Primeval

FB

Ability to wild shape

1. You may choose to use wild shape to gain a version of the animal with +2 (racial) Str, +2 natural armor, and resistance 10 (cold). This form of wild shape lasts only 1 round per level.

Wild Shape, Corrupted
[Monstrous]

LM

Type: undead
Wild shape ability

1. You may use wild shape, but only with undead versions of the normal forms.

Wild Shape, Vermin
[Epic] [Wild]

SRD Epic

Wild shape 6/day
Knowledge (nature) 24 ranks

1. You may wild shape into any vermin of any size animal that you can wild shape into.

Wolverine's Rage
[Wild]

CD

Wild shape ability

1. If you have taken damage within the last round, spend 1 wild shape to enter a rage for 5 rounds. You may not end this rage voluntarily.