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Epic Destiny Feats

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Not to be confused with Epic Feats.

Epic Destiny Feats[edit]

All characters are granted their choice at levels 22, 25, 28, 31 and 34 (& levels 37 & 40 when the cap is raised.)


Feat list[edit]

Icon SortKey Feat Type Description Prerequisites
Arcane Actions Arcane Actions Passive

Whenever you use an Action Boost, you gain a +50 Competence Bonus to Universal Spell Power and +2 Imbue Dice for 6 seconds.

Level 22
Arcane Pulse Arcane Pulse Active Cost: 10 Spell points Cooldown: 3 seconds

Gain the spell Arcane Pulse:

  • A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack.
Level 28
Arcane Warrior Arcane Warrior Passive
  • Your weapon and unarmed attacks grant you a stack of Arcane Warrior: Magical (+2 Universal Spell Power).
  • Your offensive spells grant you a stack of Arcane Warrior: Physical (+1 Melee and Ranged Power).

Each of these stacks to 20 times and each stack lasts for 12 seconds. You may gain a stack of each no more than once per second.

(Spells that are capable of healing via Positive, Negative, or Repair will not provide stacks, even if they can also have an offensive component).

Level 28
Channel Power Channel Power Passive

After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to Spell DCs for 3 seconds.

Level 22
Crush Weakness Crush Weakness Passive

+15% damage versus the Helpless

Level 25
Deific Warding Deific Warding Passive

+10 PRR and MRR. When you take damage from an enemy's attack or spell, add one stack of Deific Warding (+2 to PRR and MRR). This effect can stack up to 10 times. One stack is removed every 3 seconds.

Level 28
Doubleshot (epic destiny feat) Doubleshot (epic destiny feat) Passive

+10% Doubleshot

Level 25
Doublestrike Doublestrike Passive

+5% Doublestrike.

Level 22
Dreamscape Dreamscape Active Cooldown: 1 minute

Activate to pop off to the land of dreams. You are invulnerable and invisible for five seconds, then return with a random 30-second buff. 1 minute cooldown. The available buffs are:

Level 28
Elemental Form Specialty Elemental Form Specialty Passive
  • Your elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to air, earth, fire, and water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form: +3 caster levels with those elements, +3 to max caster level with those elements, +20 to spellpower of those elements, +2% spell critical chance with those elements.
Level 31
Elusive Target Elusive Target Passive

Each time you would be physically damaged, you have a +5% chance to completely ignore the damage.

(This applies to physical attacks and spells that deal physical damage.)

Level 25
Embodiment of Law Embodiment of Law Passive

+3 Physical and Magical Resistance Rating. If you are lawful, gain +2 Imbue Dice.

Level 28
Enhanced Elemental Dice Enhanced Elemental Dice Passive Level 31
Epic Mage Armor Epic Mage Armor Active Cost: 5 Spell points

Gain SLA:

  • Effect: +20 Armor bonus to AC for 10 minutes.
  • Target: Friend, Self.
Level 22
Epic Pact Dice Epic Pact Dice Passive

+1d6 Pact dice, +1d6 per 2 epic levels and legendary levels. For example, a level 32 character receives +1d6 base increase, +5d6 from epic levels, and +1d6 from legendary levels.

Level 22, Acolyte of the Skin or Warlock 12
Epic Spell Power Epic Spell Power Passive

This feat has multiple variants: Acid Cold Electricity Fire Force Light Negative Poison Positive Repair Sonic
(acid, cold, electricity, fire, force, light/alignment, negative, poison, positive, repair, sonic).

  • +20 Spell Power of the selected type.
  • +10% spell critical damage with the selected type.
  • +5% universal types of spell critical damage.
Level 22
Face Me Face Me Passive

Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.

Level 22
First Blood First Blood Passive

Melee weapons and unarmed attacks deal 50-300 extra untyped damage against enemies with 90% or more HP. This extra damage won't trigger twice within three seconds.

Level 25
Forced Escape Forced Escape Active Cost: 30 Spell points Cooldown: 20 seconds

You gain the spell Forced Escape:

  • You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious).
Level 25
Fount of Life Fount of Life Passive

+20 Healing Amplification and Positive Spell Power

Level 28
Guarded Actions Guarded Actions Passive

Whenever you use an Action Boost, you take 20% less damage for 6 seconds.

Level 22
Guardian Angel Guardian Angel Passive

When you drop below 50% HP, for thirty seconds you gain Physical Resistance equal to your Wisdom and saving throws equal to your epic level. This won't trigger again for three minutes.

Level 22
Harbinger of Chaos Harbinger of Chaos Passive

+2% Doublestrike and Doubleshot. If you are Chaotic, gain +2 Imbue Dice.

Level 28
Hellball Hellball Active Cost: 45 Spell points Cooldown: 6 seconds

Gain the spell Hellball:

  • Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
  • Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
  • Bug: The feat description has incorrect damage and SP cost; however, the Charisma and Intelligence versions it provides are correct.
Level 25
Holy Strike Holy Strike Passive

Your weapons gain Ghost Touch. Your vorpal strikes deal 10d6 untyped damage vs. Evil enemies. (This bonus damage works with melee, unarmed, and ranged attacks.)

Level 22
Intimidating Shout Intimidating Shout Active Cooldown: 30 seconds

Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.

Level 22
Lasting Inspiration Lasting Inspiration Passive
  • +3 Bard Songs per rest.
  • You sing your Bardic Inspiration as if you had 6 additional Bard levels.
Level 22
Legendary Aim Legendary Aim Passive
  • While using a Ranged Weapon, +10 to Attack, +5% Dodge bypass.
Level 31
Legendary Toughness Legendary Toughness Passive
  • +100 maximum hit points. This can be taken multiple times.
Level 31, Constitution 21
Perfect Natural Fighting Perfect Natural Fighting Passive
  • If in Bear form, your Two-Handed ability modifier increases by .25, and your Bear form's bonus to Armor Class is increased by 5%.
  • If in Wolf form, +20% competence bonus to maximum hit points, and you gain +2d6 sneak attack dice.
Level 22, Natural Fighting
Perfect Shield Mastery Perfect Shield Mastery Passive

You are the paragon of shield usage, able to effectively leverage all types of shields in close combat. Your shield gains +1W, and you gain +20% Shield Armor Class and +5 Physical Resistance Rating.

Level 22, Shield Mastery
Perfect Single Weapon Fighting Perfect Single Weapon Fighting Passive

While Single Weapon Fighting:

  • Your vorpal threat range is increased by +1 (instead of scoring Vorpal hits only on a roll of 20, you score them on a roll of 19-20, assuming you confirm the critical hit.)
  • Your ability score modifier to damage increases by 25%.
  • +10 Combat Style bonus to Melee Power.
Level 22, Single Weapon Fighting
Perfect Two Handed Fighting Perfect Two Handed Fighting Passive

While two-handed fighting: You gain +30% Strikethrough chance. You also gain a +10 Combat Style bonus to Melee Power while two-handed fighting, and your ability score modifier to damage increases by 25% (dwarven axes and bastard swords are not included).

Level 22
Perfect Two Weapon Fighting Perfect Two Weapon Fighting Passive
  • Your offhand attacks now doublestrike at 65% of the rate of your main hand, versus the base 50%, up to a maximum of 65%.
Level 22, Two Weapon Fighting
Pierce Adamantine Pierce Adamantine Passive

Your equipped weapons are considered Adamantine, allowing them to bypass that form of damage reduction.

Level 22
Pierce Byeshk Pierce Byeshk Passive

Your equipped weapons are considered Byeshk, allowing them to bypass that form of damage reduction.

Level 22
Pierce Cold Iron Pierce Cold Iron Passive

Your equipped weapons are considered Cold Iron, allowing them to bypass that form of damage reduction.

Level 22
Pierce Silver Pierce Silver Passive

Your equipped weapons are considered Silver, allowing them to bypass that form of damage reduction.

Level 22
Shield Mastery Specialty Shield Mastery Specialty Passive

While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in animal form. This does not count as a Combat Fighting Style feat.

Level 31; at least one of Greater Single Weapon Fighting, Greater Two Weapon Fighting or Greater Two Handed Fighting
Single Weapon Specialty Single Weapon Specialty Passive
  • While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage.
  • For the bastard sword and dwarven waraxe, this adds to their existing 10% bonus.
  • If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies.
  • This does not work in animal form.
  • This does not count as a Combat Fighting Style feat.
Level 31; at least one of Greater Two Weapon Fighting, Greater Two Handed Fighting or Greater Shield Mastery
Spell Specialty Spell Specialty Passive

This feat allows you to improve potency (+3 DC) in a secondary school. It has multiple variants.

  • Spell Specialty: Abjuration: You gain a secondary spell focus: +3 to the DC of your Abjuration spells.
  • Spell Specialty: Conjuration: You gain a secondary spell focus: +3 to the DC of your Conjuration spells.
  • Spell Specialty: Enchantment: You gain a secondary spell focus: +3 to the DC of your Enchantment spells.
  • Spell Specialty: Evocation: You gain a secondary spell focus: +3 to the DC of your Evocation spells.
  • Spell Specialty: Illusion: You gain a secondary spell focus: +3 to the DC of your Illusion spells.
  • Spell Specialty: Necromancy: You gain a secondary spell focus: +3 to the DC of your Necromancy spells.
  • Spell Specialty: Transmutation: You gain a secondary spell focus: +3 to the DC of your Transmutation spells.
Level 31, Epic Spell Focus
Spirit Blades Spirit Blades Active Cost: 20 Cooldown: 4 seconds

Gain the spell Spirit Blades:

  • Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage.
Level 28
Tactician Tactician Passive

Gain +2 to the DCs of your tactical feats.

Level 22
Titan's Blood Titan's Blood Passive

You gain a +10% Legendary Bonus to Maximum Hit Points.

Level 34
Toughness Toughness Passive

Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.

Two Handed Specialty Two Handed Specialty Passive
  • While Two-Handed Fighting:
    • +120% Strikethrough Chance.
    • You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting.
    • For the purpose of this feat,
      • you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps).
      • You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand.
      • You are not considered to be Two-Handed Fighting while in Druid Animal Forms.
    • In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus).
    • When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies).
    • Neither bonus applies in Animal Form.
    • This does not count as a Combat Fighting Style feat.
Level 31; at least one of Greater Single Weapon Fighting, Greater Two Weapon Fighting or Greater Shield Mastery
Two Weapon Specialty Two Weapon Specialty Passive
  • Reduces the penalty for fighting with two weapons.

You gain +60% offhand strike chance. This does not work in animal form. This does not count as a Combat Fighting Style feat. You may not take this feat if you've taken the Two Weapon Fighting feat.

Note: Feat exchange would not prevent you from taking Two Weapon Fighting but make this feat no effect.

Level 31; at least one of Greater Single Weapon Fighting, Greater Two Handed Fighting or Greater Shield Mastery
Wild Force Wild Force Passive

While in Druid Wild Shape, you gain some of the aspects of the form you aren't in.

  • While in wolf or winter wolf form, you gain bear form's +10% exceptional bonus to AC.
  • While in bear or dire bear form, you gain wolf form's +10% movement speed.
Level 31, Druid level 5
Wind Through the Trees Wind Through the Trees Passive
  • When enemies hit or miss you, they have a 5% chance to be knocked down with no save. This may only trigger once every 12 seconds.
Level 28