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.
 * 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.

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)