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

 * Attack: This is the basic auto attack. This is standard to 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.
 * Many-shot (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.
 * 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.

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 more damage but increases the spell point cost of casting the spell.
 * Enlarge Spell (1 second cooldown): Gives spells a greater range, but while active it increases the amount of spell points needed to cast the spells.
 * 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.
 * Extend Spell (1 second cooldown): While this metamagic feat is active, spells will last longer but they will consume more spell points when they are cast.
 * 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 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 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

Race Specific

 * Warforged
 * Adamantine Body: Counts as heavy armor. +8 AC, damage reduction 2/adamantine, -5 skill check penalty, 35% arcane spell failure, +1 max dex bonus. Prereq: Warforged, level 1 (Can only be picked at character creation)
 * Improved Damage Reduction: You gain damage reduction 1/adamantine. Prereq: Warforged
 * Improved Fortification: Immunity to sneak attacks and extra damage from critical hits, however you can no longer be healed by spells from the healing subschool, such as Cure Light Wounds. Prereq: Warforged
 * Mithral Body: Counts as light armor, +5 AC, 15% spell failure, -2 skill check penalty, max dex bonus of +5. Prereq: Warforged, level 1 (Can only be picked at character creation)
 * Mithral Fluidity: Max dex bonus increased by 1, skill check penalties reduced by one. Prereq: Warforged, Mithral Body

Unsorted feats

 * Bullheaded: You are exceptionally headstrong and difficult to sway. You receive a +1 on all will saves and +2 bonus on Intimidate checks.
 * Combat Casting: You gain a +4 bonus to concentration checks for defensive casting
 * Discipline: You are difficult to distract with spell or blow. You receive a +1 on all will saves and +2 bonus on concentration checks.
 * Dodge: Grants you a +1 dodge bonus to your armor class. Prereq: 13 Dex
 * Extra Turning: You can cast Turn Undead four more times per rest period. Prereq: Turn Undead
 * Great Fortitude: Grants you a +2 bonus on your fortitude saves.
 * Greater Two Handed Fighting: This feat increases the damage of glancing blow attacks while fighting with a two-handed weapon. Prereq: 17 Str, Improved Two-handed
 * Greater Weapon Focus Bludgeoning Weapons: Provides a +2 bonus to attack rolls when using a bludgeoning weapon. Prereq: Level 8 fighter, Weapon Focus Bludgeoning Weapons
 * Greater Weapon Focus Piercing Weapons: Provides +2 bonus to attack rolls when using a piercing weapon. Prereq: Level 8 fighter, Weapon Focus Piercing Weapons
 * Greater Weapon Focus Ranged Weapons: Provides +2 bonus to attack rolls when using a ranged weapon. Prereq: Level 8 fighter, Weapon Focus Ranged Weapons
 * Greater Weapon Focus Slashing Weapons: Provides +2 bonus to attack rolls when using a Slashing weapon. Prereq: Level 8 fighter, Weapon Focus Slashing Weapons
 * Greater Weapon Focus Thrown Weapons: Provides +2 bonus to attack rolls when using a thrown weapon. Prereq: Level 8 fighter, Weapon Focus Thrown Weapons
 * Improved Cast on the Run: You are able to move about faster when casting spells. Prereq: 13 Dex, Cast on the Run, Combat Casting, 5th level spellcasting.
 * Improved Critical Bludgeoning Weapons: Doubles your critical hit range when using a bludgeoning weapon. Prereq: BAB +8
 * Improved Critical Piercing Weapons: Doubles your critical hit range when using a Piercing weapon. Prereq: BAB +8
 * Improved Critical Ranged Weapons: Doubles your critical hit range when using a ranged weapon. Prereq: BAB +8
 * Improved Critical Slashing Weapons: Doubles your critical hit range when using a slashing weapon. Prereq: BAB +8
 * Improved Critical Bludgeoning Weapons: Doubles your critical hit range when using a bludgeoning weapon. Prereq: BAB +8
 * Improved Critical Thrown Weapons: Doubles your critical hit range when using a thrown weapon. Prereq: BAB +8
 * Improved Mental Toughness: Grants you an extra 5 max SP per level. Prereq: Mental Toughness, able to cast 3rd level spells
 * Improved Shield Bash: You keep your shield bonus while bashing with a shield. Prereq: Shield Proficiency
 * Improved Shield Mastery: Increases the amount of damage you can absorb when defending with a shield. Prereq: Shield Mastery
 * Improved Turning: Your Turn Undead has a high success rate. Prereq: Turn Undead
 * Improved Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two handed weapon. Prereq: 17 Str, BAB +6, Two Handed Fighting
 * Improved Two Weapon Fighting: Increases the number of attacks when fighting with two weapons. Prereq: 17 Dex, BAB +6, Two Weapon Fighting
 * Iron Will: Grants you a +2 bonus on your will saves.
 * Lightning Reflexes: Grants you a +2 bonus on your reflex saves.
 * Luck of Heroes: You survive when no one expects you to come through. You receive a +1 on all saves.
 * Mental Toughness: Increases your maximum spellpoints by 10 at first level, and 5 spell points for each additional level. Prereq: Able to cast spells.
 * Mobility: Adds a +4 bonus to AC while tumbling. Prereq: Dodge
 * Mobile Spellcasting: You are able to move about slowly when casting a spell. Prereq: Combat Casting, able to cast 2nd level spells.
 * Negotiator: You have a knack for gauging and swaying attitudes. You receive a +2 bonus on diplomacy checks and haggle checks.
 * Nimble Fingers: +2 bonus on disable device and open lock checks.
 * Point Blank Shot: You gain +1 bonus on ranged attacks and damage within 30 feet.
 * Quick Draw: You can switch weapons and change armors faster. Prereq: BAB +1
 * Rapid Reload: You reload a crossbow faster than normal. Prereq: Simple Weapon ; Proficiency: light crossbow
 * Rapid Shot: You can fire at a 38% increase with no penalty (According to data from shinyhalo's Rapid Shot topic) Prereq: 13 dex, point blank shot
 * Resist Poison: You are especially resistant to poison thanks to your years of training. You receive a +4 bonus on all saves against poison.
 * Self Sufficient: You can take care of yourself, and frequently others too. You receive a +2 bonus on heal checks and repair checks.
 * Shield Mastery: Increases your damage reduction of your shield 3. Prereq: Shield Proficiency (General)
 * Shield Proficiency (General)
 * Shot on the Run: You can move quickly before and after ranged attacks. Prereq: 13 dex, BAB +4, Point Blank Shot, Mobility
 * Skill Focus: +3 bonus to select skill checks
 * Snake Blood: The taint of the serpent-like yuan-ti runs in your veins. You receive a +2 bonus on poison saves and a +1 bonus on all reflex saves.
 * Spell Focus: +1 to save DC to the selected spell school
 * Stealthy: You are particularly good at avoiding notice. You receive a +2 bonus on hide checks and move silently checks.
 * Superior Two Handed Fighting: This feat adds a glancing blow to the fifth attack of a two-handed combat chain. Prereq: 19 Str, Greater Two Handed Fighting, BAB +16
 * Toughness: Increases your hitpoints by +3 at first level, and 1 additional hit point for each additional level.
 * Tower Shield Proficiency: Proficient with tower shields. Prereq: Shield Proficiency: General
 * Two Handed Fighting: Increases the chance of glancing blows when wielding a two handed weapon. Prereq: 15 Str
 * Two Weapon Blocking: Increases the amount of damage you can block when defending with two weapons. Prereq: Two Weapon Fighting
 * Two Weapon Defense: Grants you a +1 bonus to your AC when you wield two weapons. Prereq: Two Weapon Fighting
 * Two Weapon Fighting: Reduces the penalty for fighting with two weapons. Prereq: 15 Dex
 * Weapon Finesse: You use your dexterity bonus instead of strength bonus to determine bonus to attack with certain weapons. Prereq: BAB +1
 * Weapon Focus Bludgeoning Weapons: Provides a +1 bonus to attack rolls when using a bludgeoning weapon. Prereq: BAB +1
 * Weapon Focus Piercing Weapons: Provides a +1 bonus to attack rolls when using a piercing weapon. Prereq: BAB +1
 * Weapon Focus Ranged Weapons: Provides a +1 bonus to attack rolls when using a ranged weapon. Prereq: BAB +1
 * Weapon Focus Slashing Weapons: Provides a +1 bonus to attack rolls when using a slashing weapon. Prereq: BAB +1
 * Weapon Focus thrown Weapons: Provides a +1 bonus to attack rolls when using a thrown weapon. Prereq: BAB +1
 * Weapon Proficiency: Simple (1 feat per weapon)
 * Weapon Proficiency: Martial (1 feat per weapon)
 * Weapon Proficiency: Exotic (1 feat per weapon)

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