Feat summary

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

A character chooses a feat at 1st level, then at 3rd level and every 3 levels after (6th, 9th, 12th...). Additionally, certain characters gain extra feats depending on race or class.

For alphabetical listing of all feats, see Category:Feats.

=Creation Feats=

Activated

 * 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 2 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.

Supporting

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

=General Feats=

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 (5 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, and sap is more effective when performed as a successful sneak attack. (Whether or not your character can normally perform sneak attacks.)
 * 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 (5 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.

Stances

 * Combat Expertise (requires Intelligence 13+): This feat subtracts 5 from the characters to-hit roll, and increases their Armor Class by 5. Casting a spell doubles spell point costs while in the stance.
 * 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.
 * 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.), and bypasses 25% fortification.
 * 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..

General

 * 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.


 * Quick Draw:


 * 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.


 * Trapmaking (Requires Trapfinding and any one of the following: Skill Focus: Disable Device, Nimble Fingers, or Least Dragonmark of Making. Automatically granted to rogues at level 4.): You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
 * Two-Handed Fighting (requires Strength 15+): add 10% weapon damage to glancing blows base of 20% weapon damage, and the chance to produce special weapon effects on glancing blows increases 3%.
 * Improved Two-Handed Fighting (requires Strength 17+, Two-Handed Fighting, base attack bonus of +6 or higher): add 10% weapon damage to glancing blows, and the chance to produce special weapon effects on glancing blows increases an additional 3%.
 * Greater Two-Handed Fighting (requires Strength 17+, Base attack bonus of +11 or higher and Improved two-handed fighting): add 10% weapon damage to glancing blows, and the chance to produce special weapon effects on glancing blows increases an additional 3%. These benefits also apply to quarterstaves.


 * Two-Weapon Fighting (requires Dexterity 15+):  (old text, believed still true) 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):
 * 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, Dexterity 13+): 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.
 * Power Critical (requires base attack bonus of +1 or higher, Weapon Focus with the same weapon type): Provides a +4 bonus to confirm critical hits.
 * 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.


 * Whirling Steel Strike (requires Monk level 1,Weapon Focus: Slashing, and one of proficiency: Longswords, or Favored by the Sovereign Host, or Half-Elf):

Ranged Combat

 * Bow Strength (requires all of Weapon Focus:Ranged Weapons, Point Blank Shot, and any of Combat Expertise, Power Attack, Weapon Specialization:Ranged Weapons): The character applies his full Strength modifier to bow damage no matter how high or low it is.


 * Brutal Throw: You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with thrown weapons if it is higher.


 * 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.
 * 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.


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


 * Zen Archery: You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher. Shortbows and Longbows are considered Ki weapons.

Turn Undead

 * 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

 * 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

 * 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, Great crossbow, Kama, Khopesh, Repeating heavy crossbow, Repeating light crossbow or Shuriken).

Skill Bonuses

 * 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.

Save Bonuses

 * 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.
 * 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.

Misc Save Related

 * 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=


 * Augment Summoning:
 * Empower Healing Spell: Increases the healing power of a healing spell by 50% and costs an extra 10 spell points per spell.
 * Empower Spell: Causes spells to deal 50% more damage, but increases the spell point cost of casting the spell by 15.
 * Enlarge Spell: Doubles the range of a spell, but increases the amount of spell points needed to cast the spell by 10.
 * Eschew Materials: 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: Doubles the duration of a spell, but increases the amount of spell points needed to cast the spell by 10.
 * Heighten Spell: While this spell is active, spells are harder for monsters to resist but the spells cost more spell points to cast.
 * Maximize Spell: While active, spells will deal double damage. Spells will cost 25 more spell points while this feat is active.
 * Quicken Spell: 	Metamagic 	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. Requires ability to cast 2nd level spells.

=Dragonmark=
 * Drow and Warforged cannot obtain Dragonmark feats.
 * Refer this article for details about all the Dragonmarks.

=Favor-Related=
 * Draconic Vitality: This feat increases the characters maximum hit points by 10. Requires 150 of Agents of Argonnessen favor.
 * Coin Lord Finishing School Training: Grants +2 bonus to your Diplomacy and Intimidate. Requires 400 of The Coin Lords favor.

=Racial=

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 and Warforged for the list of their respective racial feats.

Elf

 * Elven Keen Senses: This feat grants elves a +2 bonus to the skills Listen, Search and Spot.
 * Enchantment Save Bonus: This feat grants elves a +2 bonus to saving throws vs. enchantment spells and spell-like effects.
 * Immunity to Sleep: This feat grants elves immunity to sleep and sleep-like effects.
 * Martial Weapon Proficiency (Rapier): You do not suffer a -4 penalty on attack rolls when using a rapier.
 * Martial Weapon Proficiency (Longsword): You do not suffer a -4 penalty on attack rolls when using a longsword.
 * Martial Weapon Proficiency (Longbow): You do not suffer a -4 penalty on attack rolls when using a longbow.
 * Martial Weapon Proficiency (Shortbow): You do not suffer a -4 penalty on attack rolls when using a shortbow.

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.
 * 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.

Automatic

 * 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.
 * Light Fortification: This feat grants the character a 25% immunity to critical hits and Sneak Attacks.
 * Warforged Immunities: Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease and paralysis effects.

Body plating
These feats change the body plating the character starts with. They used to only be purchasable at character creation but can now be swapped via Fred later on:
 * Adamantine Body: The Adamantine Body plating is counted as a heavy armor. It grants a +8 armor 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, and a +1 maximum dexterity bonus.
 * Mithral Body: The Mithral Body plating is counted as a light armor and grants a +5 bonus to Armor Class. It also incurs a 15% arcane spell failure, a -2 armor check penalty and has a +5 maximum dexterity bonus.
 * Mithral Fluidity (requires Mithral Body): This feat increases the character's maximum dexterity bonus from mithral body plating by +1 and it decreases the armor check penalties by 1.

Regular
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.
 * Improved Damage Reduction: This feat grants the character damage reduction 1/adamantine, or improves the characters existing damage reduction by 1/adamantine.

= Past Life =

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

= Misc =


 * Feat Respec Token: Exchange one feat from your Character for another feat at no cost.

=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