Feat summary

This page is temporarily frozen until we can resolve the issue with the original content author. See here. Here's hoping he understands and releases the content into the public domain! -- &#8465;ilver&#167;&#8465;ide 00:36, January 18, 2006 (PST)


 * Note that I am overriding the frozen status to update content that is NOT based on this guy's original post -- Tihocan 07:23, January 18, 2006 (PST)

=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.
 * Bullheaded: This feat grants +2 to the skill Intimidation and +1 on Willpower 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. This feat can be taken multiple times for different weapons.
 * 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 saving throws.
 * 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 and 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 Cleric (level 1) or Paladin (level 4), and 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 Willpower saving throws.
 * Lightning Relfexes: 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. This feat can be taken multiple times for additional bonuses.
 * 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 bonus instead of the strength bonus 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 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

 * 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
 * Mobile Spellcasting: You are able to move about slowly when casting a spell. Prereq: Combat Casting, able to cast 2nd level spells.
 * 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)

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