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.

Alphabetically
This list of feats was originally posted here by UberMonkey on the official DDO forums (thank you!).


 * Acrobatic: You have an excellent body awareness and coordination. You receive +2 bonus on Jump checks and Tumble checks.
 * 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)
 * Alertness: You have finely tuned senses. You receive a +2 bonus on Listen checks and Spot checks.
 * Armor Proficiency (Light)
 * Armor Proficiency (Medium)
 * Armor Proficiency (Heavy)
 * Athletic: You have a knack for athletic endeavors. You receive a +2 bonus on balance checks and swim checks.
 * Bullheaded: You are exceptionally headstrong and difficult to sway. You receive a +1 on all will saves and +2 bonus on Intimidate checks.
 * Cleave (5 second cooldown): Activate this ability to attack one or more enemies in an arc in front of you. Prereq: Power Attack
 * Combat Casting: You gain a +4 bonus to concentration checks for defensive casting
 * Combat Expertise (30 second cooldown): While using Combat Expertise mode, you trade your attack bonus for extra AC. Casting a spell ends this mode. Prereq: 13 Int
 * 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
 * Empower Healing Spell (1 Second cooldown): While this metamagic feat is active, healing spells are more effective, but they consume additional spell points . Prereq: Able to cast healing spells.
 * Empower Spell (1 second cooldown): While this metamagic feat is active, spells are more damaging, but they consume additional spell points. Prereq: Able to cast spells.
 * Enlarge Spell (1 second cooldown): While this metamagic feat is active, spells have a greater range, but they consume additional spell points. Prereq: Able to cast spells.
 * Eschew Materials (1 second cooldown): While this metamagic feat is active, normal material components are not required, but they consume additional spell points. Prereq: Able to cast spells.
 * Extend Spell (1 second cooldown): While this metamagic feat is active, spells with durations last longer, but they consume additional spell points. Prereq: Able to cast spells.
 * Extra Turning: You can cast Turn Undead four more times per rest period. Prereq: Turn Undead
 * Great Cleave (10 second cooldown) Activate this ability to attack one or more enemies in a wide arc in front of you. Prereq: BAB +4, Cleave
 * Great Fortitude: Grants you a +2 bonus on your fortitude saves.
 * 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
 * Hamstring (15 second cooldown): Using this attack, you may reduce the target's movement rate for a short time. Some creatures may be immune to the hamstring effect. Prereq: Sneak Attack
 * Heighten Spell: While this metamagic feat is active, spells are harder to resist, but they consume additional spell points. Prereq: Able to cast 2nd level spells.
 * 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 Damage Reduction: You gain damage reduction 1/adamantine. Prereq: Warforged
 * Improved Feint (8 second cooldown): An attack which also Bluffs the enemy, enabling a sneak attack. Prereq: Combat Experise, Sneak Attack
 * 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
 * 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 Sunder (15 second cooldown): Using this attack, you may reduce the target's AC for a longer time. Some creatures may be immune to the sunder effect.
 * Improved Trip (10 second cooldown): Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. Prereq: Combat Expertise
 * 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.
 * Manyshot (20 second duration, 2 minute cooldown): Shoot two or more arrows simultaneously. Prereq: 17 Dex, BAB +6, Point Blank Shot, Rapid Shot
 * Maximize Spell (1 second cooldown): While this metamagic feat is active, damage spells deal maximum damage, but they consume additional spellpoints. Prereq: Able to cast spells.
 * Mental Toughness: Increases your maximum spellpoints by 10 at first level, and 5 spell points for each additional level. Prereq: Able to cast spells.
 * 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
 * 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.
 * Power Attack (10 second cooldown): While using power attack mode, you trade your attack bonus for extra damage. Prereq: 13
 * Precision (30 second cooldown): While using precision mode, you trade half of your damage for a +4 bonus to your attack rolls. Prereq: 13 dex, BAB +1
 * Quick Draw: You can switch weapons and change armors faster. Prereq: BAB +1
 * Quicken Spell (1 second cooldown): While this metamagic feat is active, spells cast quicker and cannot be interrupted, but they consume additional spellpoints. Prereq: Able to cast spells.
 * 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
 * Resilience (30 second cooldown): While using resilience mode, you trade attack bonus and half of your damage for a bonus to saving throws. Prereq: 13 Const, BAB +1
 * Resist Poison: You are especially resistant to poison thanks to your years of training. You receive a +4 bonus on all saves against poison.
 * Sap (15 second cooldown): Using this attack, you may render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the sap effect.
 * 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
 * Slicing Blow (15 second cooldown) Using this attack, your attack may deal its initial damage plus some additional damage as the target bleeds. Some creatures may be immune to the bleeding effect
 * 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
 * Spring Attack: Removes the -4 penalty to hit that melee attacks suffer while moving. Prereq: BAB +4, Mobility
 * Stealthy: You are particularly good at avoiding notice. You receive a +2 bonus on hide checks and move silently checks.
 * Stunning Blow (15 second cooldown): Using this attack, you make stun the target for a few seconds. Some creatures may be immune to the stun effect.
 * Sunder (20 second cooldown) Using this attack, you may reduce the target's AC for a short time. Some creatures may be immune to the sunder effect.
 * 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
 * Trip (15 second cooldown): Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect.
 * 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)
 * 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
 * Whirlwind Attack (15 second cooldown): Activate this ability to attack all enemies in a 360 degree arc around you. Prereq: BAB +4, Spring Attack, Combat Expertise

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