Feat summary

Feats are special abilities that give your character a new capability, or improves one he or she already has.

Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. Certain characters can gain additional feats:
 * Humans 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, but must choose from a more limited list of combat-oriented feats.
 * Wizards get to choose a bonus metamagic feat at wizard levels 1, 5, 10, 15 and 20.
 * Monks get an extra feat at monk level 1, 2, and 6, taken from a list of martial arts 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).

Free Active feats

 * Attack: This is the standard attack for all characters. It can be toggled on to attack repeatedly, or activated once by right-clicking the mouse.
 * Defensive Fighting (requires base attack bonus of +1): This feat reduces the character's to-hit by 4 but adds 2 to their Armor Class. Casting a spell ends this mode.
 * Sneak: The character becomes invisible to all enemies that fail a Spot and Listen skill check, opposed by Hide and Move Silently skills.
 * Sunder (, no class requirements)
 * Trip (15 second cooldown, requires base attack bonus of +1, no class requirements as sunder): This feat has a chance to trip the target rendering it prone for a short time. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip.  Some weapons, like a sickle, supposedly provide a bonus to Trip attempts.

Free Passive feats

 * Heroic Durability: This feat increases the characters maximum hit points by 20.
 * Magical Training: ✅

Special attacks

 * Cleave (5 second cooldown, requires Power Attack): Activate this ability to attack one or more enemies in an arc in front of you. Cleave has a better chance to hit more enemies at once than a basic attack.
 * Great Cleave (10 second cooldown, requires Cleave, base attack bonus of +4 or higher): This feat attacks enemies in a wider arc than Cleave. Great Cleave has a greater chance to hit more enemies than Cleave.
 * Hamstring (15 second cooldown, requires Sneak Attack):
 * Improved Feint (8 second cooldown, requires Combat Expertise, Sneak Attack): An attack which also Bluffs the enemy, enabling a Sneak Attack.
 * Improved Sunder (15 second cooldown, requires Sunder, Power attack):.
 * Improved Trip (10 second cooldown, requires Combat Expertise): This feat has a chance to trip the target, rendering it prone for a longer period of time than Trip. Some creatures may be immune to this effect.
 * Sap (15 second cooldown): 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.
 * Slicing Blow (15 second cooldown): When this feat successfully lands, the attack will deal its initial damage plus additional damage as the target bleeds. Some creatures may be immune to the bleeding effect.
 * Stunning Blow (15 second cooldown): This feat has a chance to stun the target for 6 seconds. Some creatures may be immune to the stunning effect.
 * Whirlwind Attack (15 second cooldown, requires Combat Expertise, Spring Attack, base attack bonus of +4 or higher): This feat attacks all enemies in a 360 degree arc around the character.

Combat stances

 * Combat Expertise (requires Intelligence 13+): This feat subtracts 5 from the characters to-hit roll, and increases its Armor Class by 5. Casting a spell ends this mode.
 * Manyshot (20 second duration, 2 minute cooldown, requires Dexterity 17+, Point Blank Shot, Rapid Shot, base attack bonus of +6 or higher): 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.
 * Power Attack (10 second cooldown, requires Strength 13+): Reduces your hit bonus by 5, or your BAB, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus.
 * Precise Shot (requires ): 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).
 * Improved Precise Shot (requires Dexterity 19+, Point Blank Shot, Precise Shot, Base attack bonus +11 or higher): Your targeted ranged attacks will now pass through and damage all foes in your path until they reach your intended target.
 * Precision (30 second cooldown, requires Dexterity 13+, base attack bonus of +1 or higher): This feat grants +4 on to-hit rolls but damage (including Sneak Attack Damage) is halved. (Elemental, and bane damage unaffected).
 * Resilience (30 second cooldown, requires Constitution 13+, base attack bonus of +1 or higher): This feat reduces to-hit rolls by 4; attacks deal half damage but the character gains +4 to all saving throws..

Passive feats

 * Diehard: You automatically stabilize when incapacitated.


 * Dodge (requires Dexterity 13+): This feat grants +1 to the characters Armor Class.
 * Mobility (requires Dodge):.
 * Spring Attack (requires Mobility, base attack bonus of +4 or higher):.


 * Improved Critical (requires base attack bonus of +8 or higher): This feat doubles the threat range of a certain weapon type (Thrown, Ranged, Bludgeoning, Piercing or Slashing). This feat can be taken multiple times, each time applying to a different kind of weapon.


 * Improved Shield Bash (requires Shield Proficiency: General): Enables the character to retain the shield bonus to its Armor Class when using Shield Bash.


 * Power Critical: Provides a +4 bonus to confirm critical hits.


 * Shield Mastery (requires General Shield Proficiency): This feat increases the amount of damage the character can absorb when defending with a shield. The player is granted a +3 to damage reduction.
 * Improved Shield Mastery (requires ): increases the amount of additional damage the character can block with a shield by +3 damage reduction for a total of +6 (when combined with its prerequisite Shield Mastery).


 * Toughness: 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.


 * Two-Handed Fighting (requires Strength 15+): decreases the to-hit penalty on glancing blows from, and.
 * Improved Two-Handed Fighting (requires Strength 17+, Two-Handed Fighting, base attack bonus of +6 or higher):
 * Greater Two-Handed Fighting (requires Strength 17+, Base attack bonus of +11 or higher and Improved two-handed fighting): when fighting with a two-handed weapon, you will get glancing blows on the 4th attack in your combo chain while standing still. . These benefits also apply to quarterstaves.


 * Two-Weapon Fighting (requires Dexterity 15+): 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, so it becomes -4/-4 (instead of -6/-10 without this feat). If the off-hand weapon is light, the penalties both decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat).
 * Two-Weapon Defense (requires Dexterity 15+, Two-Weapon Fighting): This feat grants the character a +1 to its Armor Class when fighting with two weapons or +2 to its Armor Class when fighting defensively with two weapons. In DDO, this is not implemented as a shield bonus and stacks with the Shield spell.
 * Two-Weapon Blocking (requires Dexterity 15+, Two-Weapon Fighting): Increases the damage reduction when actively blocking with two weapons.
 * Oversized Two-Weapon Fighting (requires Strength 12+, Two-Weapon Fighting): Reduces the to-hit penalty when using weapons that are not light weapon on your offhand.
 * Improved Two-Weapon Fighting (requires Dexterity 17+, base attack bonus of +6 or higher, Two-Weapon Fighting): This feat adds a second Off-hand attack to a two-weapon combo chain at a +5 bonus to-hit.
 * Greater Two-Weapon Fighting: (requires Dexterity 17+, base attack bonus of +11 or higher, Improved Two-Weapon Fighting):


 * Weapon Finesse (requires base attack bonus of +1 or higher): 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.


 * Weapon Focus (requires base attack bonus of +1 or higher): This feat grants a +1 bonus on to-hit rolls with the chosen weapon type (Thrown, Ranged, Bludgeoning, Piercing or Slashing). It can be taken multiple times - once for each of the different types.
 * Greater Weapon Focus (requires Fighter level 8 and Weapon Focus in a specific weapon type): This feat grants an additional +1 on to-hit rolls with the chosen weapon type. This feat stacks with Weapon Focus.
 * Weapon Specialization (requires Fighter level 4, Weapon Focus with the same weapon type): grants a bonus of +2 to damage with the chosen weapon type. This feat can be taken multiple times, once for each weapon type.
 * Greater Weapon Specialization in a weapon type (requires Fighter level 12, Weapon Focus and Weapon specialization in the same weapon type): adds +2 damage when using the specified weapon type, that stacks with the bonus from weapon specialization.
 * Superior Weapon Focus (requires Fighter level 16, Greater Weapon Focus and Greater Weapon Specialization in the same weapon type): grants an additional +1 on to-hit rolls with the chosen weapon type.

Ranged combat related

 * Point Blank Shot: Grants a +1 to-hit bonus and +1 damage bonus with ranged weapons ✅) against enemies who are within 30 feet of the character.
 * Rapid Shot (requires Dexterity 13+, Point Blank Shot):.
 * Shot on the Run (requires Dexterity 13+, Point Blank Shot, Mobility, base attack bonus of +4 or higher): Negates the -4 to-hit penalty for firing ranged weapon while moving.


 * Quick Draw:


 * Rapid Reload (requires Proficiency with light crossbows): Allows crossbows to be reloaded about 20% faster.

Turn undead related

 * Extra Turning (requires the ability to Turn undead): allows the character to turn undead an additional 4 times per rest period. This feat can be taken only once.


 * Improved Turning (requires Turn Undead): This feat gives clerics and paladins a better chance at turning the undead.

Spellcasting related

 * Mental Toughness (requires being able to cast spells): This feat Increases the characters maximum spell points by 10 at first level, and 5 spell points for each additional level.
 * Improved Mental Toughness (requires Mental Toughness, ability to cast 3rd level spells): This feat increases the characters maximum spell points by 10 for level 1, and 5 spell points for each additional level and stacks with Mental Toughness.


 * Mobile Spellcasting (requires Combat Casting, ability to cast 2nd level spells, Dexterity 13+): This feat allows the caster to move faster when casting a spell.


 * Spell Focus: This feat makes it harder for enemies to resist the caster's spells. It adds +1 to the difficulty class of the spell. The available choices are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.
 * Greater Spell Focus : adds +1 to the DCs of your spells from the chosen school of magic, making them harder to resist. This bonus stacks with the bonus from the Spell focus feat of the same school. The available choices are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.


 * Spell Penetration: Adds +2 to the caster level check for defeating a foe's spell resistance.
 * Greater Spell Penetration: Same effect as spell penetration, but cumulative to Spell Penetration for a grand total of +4.

Proficiency feats

 * Light Armor Proficiency: This feat negates the penalties from wearing light armor.
 * Medium Armor Proficiency (requires Light Armor Proficiency): This feat negates the penalties from wearing medium armor.
 * Heavy Armor Proficiency (requires Medium Armor Proficiency): This feat negates the penalties from wearing heavy armor.


 * General Shield Proficiency: This feat negates the penalties from using a shield untrained.
 * Tower Shield Proficiency: (requires General Shield Proficiency): This feat negates the extra penalties acquired from using a tower shield untrained (however the normal -2 to attack penalty still applies).


 * Simple Weapon Proficiency: This feat negates the penalty from using any of the simple weapons untrained.


 * Martial Weapon Proficiency: Negates the -4 penalty from using a martial weapon untrained. ✅


 * Exotic Weapon Proficiency (requires base attack bonus of +1 or higher): This feat negates the -4 penalty from using an exotic weapon untrained. It must be taken once for each exotic weapon you wish to become proficient in (Bastard sword, Dwarven axe, Kama, Khopesh, Great crossbow, Repeating heavy crossbow, Repeating light crossbow or Shuriken).

Skill bonus feats

 * Acrobatic: This feat provides a +2 bonus to the characters Jump and Tumble skills.
 * Alertness: This feat provides a +2 bonus to the characters Listen and Spot skills.
 * Athletic: This feat grants a +2 to the Balance and Swim skills.
 * Combat Casting: This feat grants +4 to the concentration skill when spells are cast in combat.
 * Negotiator: This feat grants a +2 bonus to Diplomacy and Haggle skills.
 * Nimble Fingers: This feat grants a +2 bonus to the Disable Device and Open Lock skills.
 * Self Sufficient: This feat grants a +2 bonus to the Heal and Repair skills.
 * Skill Focus: This feat grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times, but each skill can only be taken once. Available Skill Focus feats are: Listen, Jump, Haggle, Concentration, Repair, Bluff, Intimidate, Balance, Heal, Swim, Diplomacy, Disable Device, Move Silently, Open Lock, Perform, Use Magic Device, Spot, Hide, Search, Tumble.
 * Stealthy: This feat grants a +2 bonus to the Hide and Move Silently skills.

Skill and Save bonus feats

 * Bullheaded: This feat grants +2 to the skill Intimidate and +1 on Will saves.
 * Discipline: This feat grants +2 to Concentration skill checks, and +1 to all Will saving throws.

Save bonus feats

 * Great Fortitude: This feat grants a +2 bonus to all Fortitude saves.
 * Iron Will: This feat grants a +2 bonus to Will saves.
 * Lightning Reflexes: This feat grants a +2 bonus to all Reflex saving throws.
 * Luck of Heroes: This feat grants a bonus to +1 to all saving throws.
 * Resist Poison: This feat grants a +4 bonus to all saving throws vs. poison.
 * Snake Blood: This feat grants a +2 bonus to saving throws vs. poison and +1 to reflex saving throws.

Other Save related feats

 * Force of Personality (requires Charisma 13+): This feat allows character to use charisma modifier for will saving throws, instead of wisdom.
 * Insightful Reflexes (requires Intelligence 13+): This feat allows character to use intelligence modifier for reflex saving throws, instead of dexterity.

Metamagic feats

 * Empower Healing Spell (1 second cooldown): Increases the healing power of a healing spell by 50% and costs an extra 10 spell points per spell.
 * Empower Spell (1 second cooldown): Causes spells to deal 50% more damage, but increases the spell point cost of casting the spell by 15.
 * Enlarge Spell (1 second cooldown): Doubles the range of a spell, but increases the amount of spell points needed to cast the spell by 10.
 * Eschew Materials (1 second cooldown): Allows the caster to cast a spell without its material component. Using this feat increases the spell points consumed by the spell by 2.
 * Extend Spell (1 second cooldown): Doubles the duration of a spell, but increases the amount of spell points needed to cast the spell by 10.
 * Heighten Spell (requires being able to cast 2nd level spells): While this spell is active, spells are harder for monsters to resist but the spells cost more spell points to cast.
 * Maximize Spell (1 second cooldown): While active, spells will deal double damage. Spells will cost 25 more spell points while this feat is active.
 * Quicken Spell (1 second cooldown): While this feat is activated, spells will be cast faster and cannot be interrupted. During this time though, all spells will cost 10 more spell points to cast.

Dragonmark feats

 * Drow and Warforged cannot obtain Dragonmark feats.
 * Refer this article for details

Favor awarded free feats

 * Draconic Vitality: This feat increases the characters maximum hit points by 10. Requires 150 of Agents of Argonnessen favor.

Racial feats
To the exception of some Warforged racial feats, all racial feats below are given for free at character creation.

Drow feats

 * Drow Spell Resistance: Drow are naturally resistant to spells and magical effects. You begin with SR 11 against non-damaging spells and effects, and can later improve it through enhancements.
 * Elven Keen Senses: Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
 * Enchantment Save Bonus: Elves are naturally resistant to enchantments, receiving a +2 bonus on saves against enchantments.
 * Exotic Weapon Proficiency (Shuriken): You do not suffer a -4 penalty on attack rolls when using a shuriken.
 * Immunity to Sleep: Elves are naturally immune to magical sleep effects.
 * Martial Weapon Proficiency (Rapier): You do not suffer a -4 penalty on attack rolls when using a rapier.
 * Martial Weapon Proficiency (Shortsword): You do not suffer a -4 penalty on attack rolls when using a shortsword.
 * Spell Save Bonus: Drow are naturally resistant to spells, receiving a +2 bonus on Will saves against spell effects.

Dwarf feats

 * Dwarven Stability: With this feat, dwarves gain a +4 modifier to the Balance skill.
 * Giant Evasion: With this feat, dwarves gain a bonus of +4 to their armor class vs. giant-type monsters including giants, ogres, trolls, etc.
 * Orc Bonus: This feat gives dwarves a +1 to-hit bonus against orcs and goblinoids.
 * Poison Save Bonus: This feat grants dwarves a +2 bonus to saving throws vs. poison.
 * Dwarven Stonecunning: This feat grants dwarves a +2 bonus to the skill Search while in dungeons.
 * Spell Save Bonus: This feat grants dwarves a +2 bonus to saving throws vs. spells and spell-like effects.

Elf feats

 * Enchantment Save Bonus: This feat grants elves a +2 bonus to saving throws vs. enchantment spells and spell-like effects.
 * Elven Keen Senses: This feat grants elves a +2 bonus to the skills Listen, Search and Spot.
 * Immunity to Sleep: This feat grants elves immunity to sleep and sleep-like effects.

Halfling feats

 * Halfling Agility: This feat grants halflings a +2 bonus to the skills Jump and Move Silently.
 * Halfling Bravery: This feat grants halflings a +2 morale bonus to saving throws vs. fear effects.
 * Halfling Keen Ears: This feat grants halflings a +2 bonus to Listen checks.
 * Halfling Luck: This feat grants halflings a +1 luck bonus to all saving throws.
 * Halfling Size Bonus: This feat grants halflings a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
 * Halfling Thrown Weapon Focus: Halflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.

Free Warforged feats
Free feats given at character creation:
 * Composite Plating: The feat Composite Plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
 * Warforged Resistances: Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease and paralysis effects.
 * Light Fortification: This feat grants the character a 25% immunity to critical hits and Sneak Attacks.

Warforged body feats
These feats used to only be purchased at character creation but can now be swapped via Fred:
 * Adamantine Body: The feat Adamantine Body counts as heavy armor. It grants a +8 bonus to Armor Class and a damage reduction bonus of 2/adamantine. The character also incurs a 35% chance for arcane spell failure, a -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.
 * Mithral Body: The feat Mithral Body counts as light armor for the character, and grants a +5 bonus to Armor Class. With this feat, the character also incurs a 15% arcane spell failure rate, a -2 armor check penalty to certain skills, and a +5 maximum dexterity bonus.

Regular Warforged feats
These feats may be purchased just like regular feats:


 * Improved Fortification (requires Warforged, level 8): This feat improves the warforged fortifications. It gains immunity to Sneak Attacks and extra damage from critical hits. This feat will cause the character to lose the ability to be healed by spells such as Cure Light Wounds.
 * Warforged Improved Damage Reduction: This feat grants the character damage reduction 1/adamantine, or improves the characters existing damage reduction by 1.
 * Mithral Fluidity (requires Mithral Body): This feat has two bonuses. It increases the character's maximum dexterity bonus to armor class by +1, and it decreases the armor check penalties by 1.

Past Life Feats
You can only get a Past Life Feat if you undergo Reincarnation. A list is available on the Past Life Feats page.

=See also=
 * Feat - (Definition)
 * Class feat - (Definition)
 * Feat tree - summary of feat prereqs
 * Fighter bonus feats - category
 * Monk bonus feats - list