Feat summary

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

Acquiring Feats
Each Character gets one feat upon creation. At 3rd level, and every 3 levels after that (6th, 9th...) he or she gains another feat. The fighter class gets a bonus feat on top of that every 2 levels. Humans get one additional feat upon creation.

List
Some part of this list of feats was originally posted here by UberMonkey on the official DDO forums (thank you!).

Active feats

 * Basic attack: This is the standard attack for all level 1 characters.
 * 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.
 * 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.
 * Defensive Fighting (requires Base attack bonus of +1 or higher): This feat reduces the characters to-hit by 4 but adds 2 to their Armor Class.
 * 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): Hamstring has a chance to reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect.
 * 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): This feat has a chance to reduce the target's Armor Class for a longer period of time than Sunder. Some creatures may be immune to the Sunder effect.
 * 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.
 * Manyshot (20 second duration, 2 minute cooldown, requires Dexterity 17+, Point Blank Shot, Rapid Shot, base attack bonus of +6 or higher): This feat enables the character to fire 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+): This feat subtracts 5 from the characters to-hit roll, and increases the damage by 5 points. Casting a spell ends this mode.
 * Precision (30 second cooldown, requires Dexterity 13+, base attack bonus of +1 or higher): This feat grants +4 on to-hit rolls but damage is halved.
 * 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.
 * 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.
 * Shield Bash (requires Shield Proficiency, Martial Weapon Proficiency: Shield):
 * 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.
 * Sneak: The character becomes invisible to all monsters that fail a Spot and Listen skill check.
 * Spring Attack (requires Mobility, base attack bonus of +4 or higher): This feat allows the character to attack the targeted opponent and then spring quickly forward out of range. It also removes the -4 penalty to hit that melee attacks suffer while moving.This feat does not do additional damage.
 * Stunning Blow (15 second cooldown): This feat has a chance to stun the target for a few seconds. Some creatures may be immune to the stunning effect.
 * Sunder (20 second cooldown, requires Base attack bonus of +1 or higher): This feat has a chance to reduce the target's Armor Class for a short time. Some creatures may be immune to the sunder effect.
 * Trip (15 second cooldown): This feat has a chance to trip the target rendering it prone for a short time. Some creatures may be immune to this 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.

Passive 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.
 * Arcane Lore (requires Bard (level 1), Sorcerer (level 1) or Wizard (level 1)): This feat grants an understanding of the arcane. Characters with this skill are allowed to make skill checks to learn insight into specific situations.
 * Athletic: This feat grants a +2 to the Balance and Swim skills.
 * Heavy Armor Proficiency (requires Medium Armor Proficiency): This feat negates the penalties from wearing heavy armor.
 * 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.
 * Bullheaded: This feat grants +2 to the skill Intimidation and +1 on Will saves.
 * Cast on the Run (requires a spell casting class): This feat allows the caster to move slowly while casting a spell.
 * Combat Casting: This feat grants +4 to the concentration skill when spells are cast in combat.
 * Discipline: This feat grants +2 to Concentration skill checks, and +1 to all Will saving throws.
 * Dodge (requires Dexterity 13+): This feat grants +1 to the characters Armor Class.
 * Exotic Weapon Proficiency (requires Base attack bonus of +1 or higher): This feat negates the penalty from using an exotic weapon untrained.
 * Extra Turning (requires Turn Undead): This feat allows the character to turn undead an additional 4 times per rest period. This feat can be taken multiple times to increase the bonus.
 * Great Fortitude: This feat grants a +2 bonus to all Fortitude saves.
 * Greater Two-handed Fighting (requires Strength 17+, Improved Two-handed Fighting, base attack bonus of +11 or higher): This feat increases the damage of glancing blow attacks while fighting with a two-handed weapon.
 * Greater Two-weapon Fighting (requires Dexterity 17+, Improved Two-weapon Fighting, Base attack bonus of +11): This feat increases the number of attacks while fighting with two weapons. This feat grants a fourth attack to a two-weapon combo chain.
 * 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 (thrown, ranged, bludgeoning, piercing or slashing). This feat stacks with Weapon Focus.
 * Heroic Durability: This feat increases the characters maximum hit points by 20.
 * Improved Cast on the Run (requires Cast on the Run): This feat allows the caster to move about faster when casting a spell.
 * Improved Critical (requires Base attack bonus of +7 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.
 * Improved Mental Toughness (requires Mental Toughness, ability to cast 3rd level spells): This feat increases the characters spell points by +5 each level and stacks with Mental Toughness.
 * Improved Shield Bash (requires Shield Proficiency, Martial Weapon Proficiency: Shield): Enables the character to retain the shield bonus to its Armor Class when using Shield Bash.
 * Improved Shield Mastery (requires Shield Mastery): This feat increases the amount of damage the character can block with a shield by +3 damage reduction for a total of +6.
 * Improved Turning (requires Turn Undead): This feat gives clerics and paladins a better chance at turning the undead.
 * Improved Two-handed Fighting (requires Strength 17+, Two-handed Fighting, base attack bonus of +6): This feat increases the damage from glancing blows when fighting with a two-handed weapon by 10%.
 * Improved Two-weapon Fighting (requires Dexterity 17+, base attack bonus of +6 or higher, Two-Weapon Fighting or Ranger (level 6)): This feat adds a third attack to a two-weapon combo chain.
 * 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.
 * Magical Training: This feat increases the maximum spell points at 1st level depending on class. Wizards and Clerics get 120 while Sorcerers get 200.
 * Martial Weapon Proficiency: This feat negates the penalty from using martial weapons untrained.
 * Mental Toughness (requires being able to cast spells): This feat Increases the characters maximum spell points by 20 at first level, and 5 spell points for each additional level.
 * Mobility (requires Dodge): This feat grants a +4 Armor Class bonus while the character is tumbling.
 * 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.
 * Point Blank Shot: This feat grants a +1 to-hit bonus and +1 damage bonus with ranged weapons against enemies who are within 30 feet of the character.
 * Precise Shot (requires Point Blank Shot): This feat negates the -4 penalty to ranged attacks when attacking a target engaged in melee combat. Missile attacks may pass through other players in order to hit a target.
 * Quick Draw: This feat allows the character to switch weapons in combat faster than they would normally be able to.
 * Rapid Reload (requires Proficiency with light crossbows): This feat allows crossbows to be reloaded faster.
 * Rapid Shot (requires Dexterity 13+, Point Blank Shot): Gives an extra ranged attack but reduces the characters to-hit by -2 for that attack. Or it could be: you can fire at a 38% increase with no penalty (according to data from shinyhalo's Rapid Shot topic).
 * Religious Lore (requires Cleric (level 1) or Paladin (level 1)): This feat grants an understanding of the gods. Characters with this skill are allowed to make skill checks to learn insight into specific situations.
 * Resist Poison: This feat grants a +4 bonus to all saving throws vs. poison.
 * Self Sufficient: This feat grants a +2 bonus to the Heal and Repair skills.
 * Shield Mastery (requires Shield Proficiency: General): 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.
 * Shield Proficiency: General: This feat negates the penalties from using a shield untrained.
 * Shield Proficiency: Tower: (requires Shield Proficiency: General): This feat negates the penalties from using a tower shield untrained.
 * Shot on the Run (requires Dexterity 13+, Point Blank Shot, Mobility, base attack bonus of +4 or higher): This feat allows the character to move while firing missile weapons or throwing ranged weapons.
 * Simple Weapon Proficiency: This feat negates the penalty from using simple weapons untrained.
 * Skill Focus: This feat grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times. 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.
 * Snake Blood: This feat grants a +2 bonus to saving throws vs. poison and +1 to reflex saving throws.
 * Spell Focus: This feat makes it harder for enemies to resist the casters spells. It adds +1 to the difficulty class of the spell. The available choices are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.
 * Stealthy: This feat grants a +2 bonus to the Hide and Move Silently skills.
 * Superior Two-handed Fighting (requires Strength 19+, Greater Two-handed Fighting, base attack bonus of +16 or higher): This feat adds a glancing blow to the fifth attack of a two-handed combat chain.
 * Toughness: This feat adds +3 hit points to the character and adds +1 per level for each level. This feat can be taken multiple times so that the effects stack.
 * Two-handed Fighting (requires Strength 15+): This feat decreases the to-hit penalty on glancing blows from -5 to -2.
 * Two-Weapon Blocking (requires Dexterity 15+, Two-Weapon Fighting): This feat increases the amount of damage the character can block when defending with two weapons by +2.
 * Two-Weapon Defense (requires Dexterity 15+, Two-Weapon Fighting): This feat grants the character a +1 shield bonus to its Armor Class when fighting with two weapons or +2 to its Armor Class when fighting defensively with two weapons.
 * Two-Weapon Fighting (requires Dexterity 15+): This feat reduces the penalty to using two weapons at the same time. It negates the -2 penalty to the main hand, and the -6 penalty to the off hand.
 * Weapon Finesse (requires Base attack bonus of +1 or higher): This feat allows the character to use its dexterity modifier 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). This feat can be taken multiple times.
 * Weapon Specialization (requires Fighter (level 4), Weapon Focus with the same weapon type): This feat grants a bonus of +2 to damage with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing). This feat can be taken multiple times.
 * Wilderness Lore (requires Barbarian (level 1) or Ranger (level 1)): This feat grants an understanding of the wilderness. Characters with this skill are allowed to make skill checks to learn insight into specific situations.

Metamagic feats

 * Empower Healing Spell (1 second cooldown): Gives healing spells a greater effect, but casting them will cost more spell points.
 * Empower Spell (1 second cooldown): Causes spells to deal 50% more damage, but doubles the spell point cost of casting the spell.
 * Enlarge Spell (1 second cooldown): Doubles the range of a spell, but increases the amount of spell points needed to cast the spell by 50%.
 * 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 30%.
 * Extend Spell (1 second cooldown): Doubles the duration of a spell, but increases the amount of spell points needed to cast the spell by 50%.
 * 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 maximum damage. Spells will cost 200% 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 100% more spell points to cast.

Class Specific

 * Fighter
 * Weapon Specialization Bludgeoning Weapons: Provides a +2 bonus to damage rolls when using a bludgeoning weapon. Prereq: Level 4 Fighter, Weapon Focus Bludgeoning
 * Weapon Specialization Piercing Weapons: Provides a +2 bonus to damage rolls when using a piercing weapon. Prereq: Level 4 Fighter, Weapon Focus Piercing
 * Weapon Specialization Ranged Weapons: Provides a +2 bonus to damage rolls when using a ranged weapon. Prereq: Level 4 Fighter, Weapon Focus Ranged
 * Weapon Specialization Slashing Weapons: Provides a +2 bonus to damage rolls when using a slashing weapon. Prereq: Level 4 Fighter, Weapon Focus Slashing
 * Weapon Specialization Thrown Weapons: Provides a +2 bonus to damage rolls when using a thrown weapon. Prereq: Level 4 Fighter, Weapon Focus Thrown

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

Dwarf

 * 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. enchantment spells and spell-like effects.

Elf

 * 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

 * 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.

Warforged

 * Free feats given at character creation:
 * Composite Body: The feat Composite Body counts as light armor and provides a +2 Armor Class bonus. With this feat, the character incurs a 5% arcane spell failure chance.
 * Warforged Resistances: Warforged characters are naturally resistant to sleep, energy drain, nausea, exhaustion, poison and paralysis effects. With this feat warforged characters gain a +3 on all saving throws vs. these effects.
 * Light Fortification (this is a free feat at character creation): This feat grants the character a 25% immunity to critical hits and sneak attacks.


 * Feats that can only be purchased at character creation:
 * 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.
 * Mithril Body: The feat Mithril 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. This feat can only be purchased at 1st level.


 * Other feats that may be purchased just like regular feats:
 * Warforged Greater Poison and Disease Resistance (requires Warforged, Level 3): This feat increases poison and disease fortitude saves by +3 each (+6 total racial).
 * Warforged Greater Sleep and Paralysis (requires Warforged, level 3): This feat increases sleep and paralysis fortitude / will (fortitude only for paralysis) saves by +3 each (+6 total racial).
 * Warforged Greater Energy Drain Resistance (requires Warforged, level 3): Increases energy drain saves by +3 each (+6 total racial).
 * Improved Fortification: 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.
 * Improved Warforged Damage Reduction: This feat grants the character damage reduction 1/adamantine, or improves the characters existing damage reduction by 1.
 * Mithril Fluidity (requires Mithril 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.

Unsorted feats

 * Mobile Spellcasting: (Probably same as Cast on the run - to be checked) You are able to move about slowly when casting a spell. Prereq: Combat Casting, able to cast 2nd level spells.

=See also=
 * Feat - (Definition)
 * Class feat - (Definition)