| Items | Crafting | Collectables | Quests | Challenges | Maps | Monsters | Places | Favor Races | Classes | Enhancements | Epic Destinies | Feats | Skills | Spells | Glossary We are testing a new skin! Let us know what you think.
|
| Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat if you need any help! |
Feats
| Please help improve this page. You can help by editing this page. Please see the talk page for suggestions. |
[edit] Overview
Feats are special abilities that give your character a new capability, or improves one he or she already has.
Every character gets one feat at first level, and then at 3rd level and every 3 heroic levels after that (6th, 9th, 12th, 15th, 18th) for a total of 7.
Every character also gets a feat at level 21 and 24 (epic levels 1 and 4), for which Epic Feats can be selected in addition to standard feats.
Certain races and classes gain additional feats:
- Half-Elves get an additional race-specific Dilettante feat at 1st level. These feats are similar to taking one multi-class level.
- Humans get one additional generic feat slot at 1st level.
- Fighters get a bonus feat at 1st and 2nd level and every even-numbered fighter level thereafter, taken from a list of combat-oriented feats.
- Monks get an extra feat at Monk level 1, 2, and 6, taken from a list of martial arts feats.
- Rogues get to select an extra feat at Rogue level 10, 13, 16, and 19 from the list of Rogue Special Ability.
- Wizards get to choose a bonus feat at levels 1, 5, 10, 15 and 20, taken from a list of spellcasting-oriented feats.
- Artificers get to choose a bonus feat at levels 4, 8, 12, 16 and 20, taken from a list of Artificer bonus feats.
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).
Note also that some classes automatically gain free class feats based on their class level: check each class' page for more details on those. Sometimes they allow the player to make a choice of which to take, as with rogue special abilities, ranger favored enemy, and monk philosophical path. Those feats will not be listed on this page, and are described with the appropriate class, even though they are treated as feats for some gameplay purposes (such as swapping them by spending dragonshards).
For alphabetical listing of all feats, see Category:Feats.
Ability bonuses gained from enhancements or equipped items do not count towards feat prerequisites.
[edit] Free Active Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Attack | Active | This is the standard attack for all characters. It can be toggled on to attack repeatedly until your target is defeated, or activated once by right-clicking the mouse. | None | |
| Defensive Fighting | Active | While using Defensive Fighting mode, you gain a 5% bonus to AC and -5% penalty to-hit. Casting a spell ends this mode. | None | |
| Sneak | Active | The character becomes invisible to all enemies that fail a Spot and Listen skill check, opposed by Hide and Move Silently skills. | None | |
| Sunder | Active | This melee special attack, when successful, results in a -4 AC penalty to the target for 12 seconds if it fails a Fortitude save (DC 10 + Str mod). Some creatures may be immune to the sunder effect | None | |
| Trip | Active | This feat has a chance to trip the target rendering it prone for a short time. Strength or Dexterity save (whichever is higher) is used to oppose a DC of 10 + Strength modifier + related Enhancements + Vertigo. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. A successful Balance check negates this effect (DC of 10 + Strength modifier + related Enhancements + Vertigo). | None |
[edit] Free Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Heroic Durability | Passive | This feat increases the character maximum hit points by 20. | None | |
| Magical Training | Passive | This feat increases by 80 the maximum spell points at level 1 and grants Echoes of Power. | Artificer 1, Cleric 1, Druid 1, Favored Soul 1, Sorcerer 1 or Wizard 1 |
[edit] Active Feats
Active feats are in two different forms, Special Attacks where you click on the icon to execute that particular type of attack and Combat Stances which are toggled on and off.
[edit] Special attacks
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Cleave | Active - Special Attack | Activate this ability to attack one or more enemies in an arc in front of you. This attack deals +1[W] damage. Cleave has a better chance to hit more enemies at once than a basic attack. | Power Attack | |
| Great Cleave | Active - Special Attack | This feat attacks enemies in a wider arc than Cleave, hence Great Cleave has a greater chance to hit more enemies than Cleave. This attack deals +2[W] damage. | Cleave, Base Attack Bonus +4 | |
| Hamstring | Active - Special Attack | This melee special attack, when successful, reduces the target's movement rate by half for 12 seconds. Some creatures may be immune to the hamstring effect. | Sneak Attack | |
| Improved Feint | Active - Special Attack | An attack which also Bluffs the enemy, enabling Sneak Attacks. | Combat Expertise, one of Sneak Attack, Half-Elf Dilettante: Rogue | |
| Improved Sunder | Active - Special Attack | This melee special attack results in a -5 AC penalty and -10% fortification to the target for 24 seconds, if the target fails a Fortitude save (DC 14 + Str mod). Whether successful or unsuccessful, this attack will also reduce an enemy's Fortitude saves by 3, stacking up to 5 times. Some creatures may be immune to the sunder effect. | Sunder, Power Attack | |
| Improved Trip | Active - Special Attack | This feat has a chance to trip the target, if the target fails a Balance check (DC 14 + Str mod), rendering it prone for a longer period of time than Trip. Some creatures may be immune to this effect. | Combat Expertise | |
| Sap | Active - Special Attack | This feat has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the sap effect and sap is more effective when performed as a successful sneak attack (whether or not your character can normally perform sneak attacks). | None | |
| Slicing Blow | Active - Special Attack | Using this attack, you deal 1 point of Constitution damage to your target and deal 1d4 additional damage 2 seconds later as the target bleeds. The target suffers an additional round of bleeding for every 3 character levels, up to a max of 6 at level 15. Some creatures may be immune to the bleeding effect. | None | |
| Stunning Blow | Active - Special Attack | This feat has a chance to stun the target for 6 seconds if it fails a DC (10 + Str mod) Fortitude save. Some creatures may be immune to the stunning effect. | None | |
| Whirlwind Attack | Active - Special Attack | This feat attacks all enemies in a 360 degree arc around the character. This attack deals +4[W] damage. | Dodge, Mobility, Combat Expertise, Spring Attack, Base Attack Bonus +4 |
[edit] Combat stances
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Combat Expertise | Active - Combat Stance | Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all rage effects. | Intelligence 13+ | |
| Manyshot | Active - Combat Stance | Enables the character to fire with a bow two or more arrows at a target at -4 to hit. A third arrow can be fired when they achieve a base attack bonus of +11 and a 4th arrow at +16 to hit. Extra arrows apply a cumulative penalty of -2 to hit for each arrow fired. | Dexterity 17+, Point Blank Shot, Rapid Shot, Base Attack Bonus +6 | |
| Power Attack | Active - Combat Stance | Reduces your hit bonus by 5, or your Base Attack Bonus, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus. | Strength 13+ | |
| Improved Precise Shot | Active - Combat Stance | Your ranged attacks will now pass through friends and foes to damage all foes in your path, until they strike your intended target. | Dexterity 19+, Point Blank Shot, Precise Shot, Base Attack Bonus +11 | |
| Precision | Active - Combat Stance | While using Precision mode, you gain +5% to hit and reduce the target's fortification against your attacks by 25%. | Dexterity 13+, Base Attack Bonus +1 | |
| Resilience | Active - Combat Stance | You gain a +4 to all saving throws. Spells have three times their normal cooldown when this mode is active. | Constitution 13+, Base Attack Bonus +1 |
[edit] Passive Feats
[edit] General Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Diehard | Passive | You automatically stabilize when incapacitated. | None | |
| Dodge | Passive | This feat grants 3% to the characters dodge bonus. | Dexterity 13+ | |
| Mobility | Passive | Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while the character is tumbling. You will also gain a 2% dodge bonus. | Dodge | |
| Spring Attack | Passive | Character suffers no penalty to his attack roll when meleeing and moving. You will also gain a 2% dodge bonus. | Dodge, Mobility, Base Attack Bonus 4+, Dexterity 13+ | |
| Improved Critical | Passive | This feat doubles the threat range of a certain weapon type (Bludgeoning, Piercing, Ranged, Slashing or Thrown). This feat can be taken multiple times, though each time must be for a different type, applying to a different kind of weapon. | Base Attack Bonus +8 | |
| Power Critical | Passive | Provides a +2 bonus to confirm critical hits and +2 bonus to critical hit damage (before multipliers are applied). | Weapon Focus: Any, Base Attack Bonus 4+ | |
| Toughness | Passive | This feat Increases your hit points by +3 at first level, and adds +1 additional hit point for each additional level. This feat can be taken multiple times, so that the effects stack. | None | |
| Weapon Finesse | Passive | This feat allows the character to apply their dexterity modifier to hit instead of the strength modifier when making melee attacks with light weapons and rapiers. The strength modifier is still used as a bonus to the damage roll. | Dexterity 13+, Base Attack Bonus +1 |
[edit] Shield Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Shield Mastery | Passive | You are skilled with the use of a shield, and your physical resistance rating is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield. You gain 3% chance to double strike while using a shield. | Shield Proficiency: General | |
| Improved Shield Mastery | Passive | You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield. Your Doublestrike chance while using a shield is increased by 8%. | Shield Mastery, Base Attack Bonus +8 | |
| Improved Shield Bash | Passive | Enables the character to retain the shield bonus to its Armor Class when using Shield Bash, and grants a 20% chance to make a secondary Shield Bash while attacking with a melee weapon. | Shield Proficiency: General |
[edit] Two-Handed Fighting Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Two Handed Fighting | Passive | Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage). Also grants a 3% chance for weapon effects to trigger on glancing blows. | Strength 15+ | |
| Improved Two Handed Fighting | Passive | Increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%. | Strength 17+, Two Handed Fighting, base attack bonus +6 | |
| Greater Two Handed Fighting | Passive | Increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3%. | Strength 17+, Improved Two Handed Fighting, base attack bonus +11 |
[edit] Two Weapon Fighting Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Two Weapon Fighting | Passive | Reduces the to-hit penalty when using two weapons at the same time. The penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6, resulting in -4/-4 (instead of -6/-10 without this feat). If the off-hand weapon is light, both penalties decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat). Two Weapon Fighting also increases the chance to proc an off-hand attack by 20% (applies to unarmed Monk), bringing the total chance to 40%. | Dexterity 15+ | |
| Oversized Two Weapon Fighting | Passive | When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon on your offhand. | Strength 12+, Two Weapon Fighting | |
| Two Weapon Defense | Passive | Grants you a +1 bonus to your AC and 5 PRR when you wield two weapons. ( This bonus does not apply when fighting unarmed/with handwraps.) In DDO, this is not implemented as a shield bonus and stacks with the Shield spell. | Two Weapon Fighting | |
| Two Weapon Blocking | Passive | Increases amount of damage you can block when defending with two weapons. ( This bonus does not apply when fighting unarmed/with handwraps.) | Two Weapon Fighting | |
| Improved Two Weapon Fighting | Passive | This feat increases the chance to proc an off-hand attack by 20% (includes unarmed Monk), bringing the total chance to 60%. | Dexterity 17+, Two Weapon Fighting, base attack bonus +6 | |
| Greater Two Weapon Fighting | Passive | Increases the chance to proc an off-hand attack by 20%, bringing the total chance to 80%. | Dexterity 17+, Improved Two Weapon Fighting, base attack bonus +11 |
[edit] Weapon Focus Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Weapon Focus | Passive | This feat grants a +1 bonus on to-hit rolls with the chosen weapon type Bludgeoning (includes animal form), Piercing, Ranged, Slashing or (Thrown). It can be taken multiple times, once for each of the different types. | Base Attack Bonus +1 | |
| Greater Weapon Focus | Passive | This feat grants an additional +1 on to-hit rolls with the chosen weapon type. This feat stacks with Weapon Focus. | Fighter level 8, Weapon Focus Specific Weapon Type | |
| Superior Weapon Focus | Passive | Grants an additional +1 on to-hit rolls with the chosen weapon type. | Fighter level 16, Greater Weapon Focus, Greater Weapon Specialization in the same Specific Weapon Type |
[edit] Weapon Specialization Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Weapon Specialization | Passive | Grants a bonus of +2 to damage with the chosen weapon type. This feat can be taken multiple times, once for each weapon type. | Fighter Level 4, Weapon Focus in same weapon type | |
| Greater Weapon Specialization | Passive | Adds +2 damage when using the specified weapon type, that stacks with the bonus from weapon specialization. | Fighter Level 12, Weapon Focus & Weapon Specialization in same Weapon Type |
[edit] Ranged Combat Passive Feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Bow Strength | Passive | Strength bonus to damage is applied to Longbow and Shortbow. | Base Attack Bonus +4, Point Blank Shot, Weapon Focus: Ranged Weapons, and one of: Weapon Specialization: Ranged Weapons, Power Attack, Combat Expertise, or Zen Archery | |
| Brutal Throw | Passive | You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with Thrown weapons if it is higher. | +1 Base Attack Bonus, Strength 13+ | |
| Point Blank Shot | Passive | Grants a +1 bonus to hit within 45 feet, and your ranged weapons deal +1[W]. (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage per hit instead. This affects the base dice of the associated weapon any time they are rolled, including critical hits.) | None | |
| Precise Shot | Passive | Your targeted ranged attacks will now pass through friends and foes alike, to strike your target. (No damage will be done other than to your target.) This feat also grants you the Offensive Ranged Stance 'Archer's Focus', which lets you deal progressively more damage while standing still. | Point Blank Shot | |
| Quick Draw | Passive | Allows the character to switch weapons and armor faster than they would normally be able to. It also increases the rate of fire of thrown weapons, but not of other ranged weapons. | +1 Base Attack Bonus | |
| Rapid Reload | Passive | Allows Crossbows to be reloaded about 20% faster. | Proficiency with Light Crossbows | |
| Rapid Shot | Passive | You can make ranged attacks about 20% faster and reload faster when using a ranged weapon. | Dexterity 13+, Point Blank Shot | |
| Shot on the Run | Passive | Negates the penalty to your attack roll for firing ranged weapon while moving. | Dexterity 13+, Point Blank Shot, Mobility, Base Attack Bonus 4+ | |
| Shuriken Expertise | Passive | You are skilled with the use of the shuriken, and have a chance to throw an additional one per throw. (Percent chance to throw an additional shuriken is equal to your Dexterity.) This is also a racial feat given to all Drow Elf at level 1, regardless of class. | Dexterity 13+ and any of Proficiency: Shuriken or Half-Elf Dilettante: Monk | |
| Zen Archery | Passive | You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons if it is higher (does not apply to thrown weapons). You treat longbows and shortbows as if they were Ki weapons. | +1 Base Attack Bonus, Wisdom 13+ |
[edit] Turn Undead Related
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Extra Turning | Passive | Allows the character to turn undead an additional 4 times per rest period. This feat can be taken only once. | Ability to Turn Undead | |
| Improved Turning | Passive | This feat gives clerics and paladins a better chance at turning the undead. | Turn Undead |
[edit]
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Augment Summoning | Passive | Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification. | None | |
| Mental Toughness | Passive | This feat Increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level. | Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 | |
| Improved Mental Toughness | Passive | This feat increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level. Stacks with Mental Toughness. | Mental Toughness, ability to cast 3rd level spells, Artificer 7, Bard 7, Cleric 5, Druid 5, Favored Soul 6, Paladin 10, Ranger 10, Sorcerer 6, Wizard 5 | |
| Mobile Spellcasting | Passive | Character while moving cast at half their normal movement speed, however with Mobile Spellcasting, character can move at full speed. | Combat Casting, Dexterity 13+, ability to cast 2nd level spells, Artificer 3, Bard 4, Cleric 3, Druid 3, Favored Soul 4, Paladin 7, Ranger 7, Sorcerer 4, Wizard 3 | |
| Spell Focus | Passive | This feat makes it harder for enemies to resist the caster's spells of a particular school by adding +1 to the difficulty class of the spell. | Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 | |
| Greater Spell Focus | Passive | This feat makes it harder for enemies to resist the caster's spells of a particular school by adding +1 to the difficulty class of the spell. This stacks with Spell Focus. | Spell Focus for the same school, Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 | |
| Spell Penetration (feat) | Passive | Adds +2 to the caster level check for defeating a foe's spell resistance. | Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 | |
| Greater Spell Penetration | Passive | Adds +2 to the caster level check for defeating a foe's spell resistance. (This stacks with Spell Penetration for a grand total of +4.) | Spell Penetration, Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 |
[edit] Armor, Shield & Weapon Proficiencies
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Light Armor Proficiency | Passive | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. You also gain 2 + 1/2 of your base attack bonus in physical resistance when wearing light armor. | None | |
| Medium Armor Proficiency | Passive | You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor. You also gain 4 + 2/3rds of your base attack bonus in physical resistance when wearing medium armor. | Light Armor Proficiency | |
| Heavy Armor Proficiency | Passive | You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor. You also gain 6 + your base attack bonus in physical resistance when wearing heavy armor. | Medium Armor Proficiency | |
| Shield Proficiency (General) | Passive | This feat negates the penalties from using bucklers, and small and Large Shields. | None | |
| Tower Shield Proficiency | Passive | This feat negates the extra penalties from using a tower shield while untrained. The -2 attack penalty still applies. | Shield Proficiency (General) | |
| Simple Weapon Proficiency | Passive | This feat negates the penalty from using any of the simple weapons while untrained. | None | |
| Martial Weapon Proficiency | Passive | This feat negates the penalty from using any of the martial weapons while untrained. This feat must be taken for separate martial weapons. | None | |
| Exotic Weapon Proficiency | Passive | This feat negates the -4 penalty from using any of the exotic weapons while untrained. Bastard Sword and Dwarven Waraxe deal grazing hits as if they were a two handed weapon if they are the only weapon wielded by a proficient user. This feat must be taken for separate exotic weapons. | Base attack bonus +1 or higher, Bastard Sword and Dwarven Waraxe require 13 STR |
[edit] Skill bonus feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Acrobatic | Passive | Provides a +2 bonus to the character's Jump and Tumble skills. | None | |
| Alertness | Passive | Provides a +2 bonus to the character's Listen and Spot skills. | None | |
| Athletic | Passive | Provides a +2 bonus to the character's Balance and Swim skills. | None | |
| Combat Casting | Passive | Provides a +4 bonus to the character's Concentration while casting spells in combat. | Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1 | |
| Negotiator | Passive | Provides a +2 bonus to the character's Diplomacy and Haggle skills. | None | |
| Nimble Fingers | Passive | Provides a +2 bonus to the character's Disable Device and Open Lock skills. | Rogue 1 | |
| Self Sufficient | Passive | Provides a +2 bonus to the character's Heal and Repair skills. | None | |
| Skill Focus | Passive | Provides a +3 bonus to the chosen skill check roll. This feat can only be taken once per skill. Available Skills: Balance, Bluff, Concentration, Diplomacy, Disable Device, Haggle, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Repair, Search, Spot, Swim, Tumble, Use Magic Device. | None | |
| Stealthy | Passive | Provides a +2 bonus to the character's Hide and Move Silently skills. | None |
[edit] Skill and Save bonus feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Bullheaded | Passive | Provides a +1 on Will saves and +2 to the Skill Intimidate. | None | |
| Discipline | Passive | Provides a +1 on Will saves and +2 to Concentration Skill checks. | None |
[edit] Save bonus feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Great Fortitude | Passive | Grants a +2 bonus to Fortitude saves. | None | |
| Iron Will | Passive | Grants a +2 bonus to Will saves. | None | |
| Lightning Reflexes | Passive | Grants a +2 bonus to Reflex saves. | None | |
| Luck of Heroes | Passive | Grants a +1 bonus to all saving throws. | None | |
| Resist Poison | Passive | Grants a +4 bonus to all saving throws versus Poison. | None | |
| Snake Blood | Passive | Grants a +1 bonus on Reflex saves and +2 bonus to saving throws versus Poison. | None |
[edit]
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Force of Personality | Passive | This Feat allows Player Character to use Charisma modifier for Will saves, instead of Wisdom. | Charisma 13+ | |
| Insightful Reflexes | Passive | This Feat allows Player Character to use Intelligence modifier for Reflex saves, instead of Dexterity. | Intelligence 13+ |
[edit] Favor awarded free feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Coin Lord Finishing School Training | Passive | This Feat grants +2 bonus to the Skills Diplomacy and Intimidate. | 400 of The Coin Lords favor | |
| Draconic Vitality | Passive | This Feat increases the Player Character maximum Hit Points by 10. | 150 of Agents of Argonnessen favor |
[edit] Racial feats
The majority of racial feats are given for free at character creation, the exceptions are for Half-Elves and Warforged.
Please see the respective race pages for Drow, Dwarves, Elves, Half-Elves, Halflings, Half-Orcs, and Warforged for the list of their respective racial feats.
[edit] Exchange feats
| Icon | Feat Name | Type | Description | Prerequisites |
|---|---|---|---|---|
| Feat Respec Token | Passive | Exchange 1 Feat from your Player Character for another Feat at no cost. | None |
[edit] Dragonmark Feats
Dragonmarks provide certain races with 1-3 tiers of magical talents (a spell-like ability) as well as granting a tattoo/birthmark-like symbol on the face, at the cost of feat slots. Refer this article for details about all the Dragonmarks. Drow and Warforged cannot obtain Dragonmark feats.
[edit] Metamagic Feats
This Feat List can be found at the Metamagic Feats page.
[edit] Past Life Feats
You can only get a Past Life Feat if you undergo True Reincarnation. A list is available on the Past Life Feats page.
[edit] Epic Feats
Epic Feats can be taken once a character has reached level 21+ and meets the prerequisites.
[edit] See also
- Feat - (Definition)
- Class feat - (Definition)
- Feat tree - summary of feat prereqs
- Category:Feats - alphabetical listing and structured categories
- Fighter bonus feats - category
- Monk bonus feats - list
- Rogue bonus feats - list
- Epic Feats - list