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Feats
See also: Epic Feats, Epic Destiny Feats
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Class |
Dragonmark |
(General) |
Favor |
Inherent |
Metamagic |
Racial |
Deity | ||||||||||||||||||||||||||||||||||||||||||||||||
Epic | Past Life | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Epic |
Destiny |
Legendary |
Heroic |
Racial |
Epic |
Iconic |
Feats are special abilities that give your character a new capability, or improves one he or she already has.
Every character gets one feat at the first level, and then at the 3rd level and at every 3 heroic levels after that (6th, 9th, 12th, 15th, 18th) for a total of 7 at level 20.
Every character also gets a feat at levels 21, 24, 27, and 30 (& levels 33, 36, & 39 when the cap is raised) for which Epic Feats can be selected in addition to standard feats.
Every character also gets an Epic Destiny Feat at levels 22, 25, 28, and 31 (& levels 34, 37, & 40 when the cap is raised.)
Every character also gets a Legendary Feat at level 30.
Certain races and classes gain additional feats:
- Half-Elves get an additional race-specific Dilettante feat at 1st level. These feats are similar to taking one multi-class level.
- Humans get one additional generic feat slot at 1st level.
- Fighters get a bonus feat at 1st and 2nd level and every even-numbered fighter level thereafter, taken from a list of combat-oriented feats.
- Monks get an extra feat at Monk level 1, 2, and 6, taken from a list of martial arts feats.
- Rogues get to select an extra feat at Rogue level 10, 13, 16, and 19 from the list of Rogue Special Ability.
- Wizards get to choose a bonus feat at levels 1, 5, 10, 15 and 20, taken from a list of spellcasting-oriented feats.
- Artificers get to choose a bonus feat at levels 4, 8, 12, 16 and 20, taken from a list of Artificer bonus feats.
- Alchemists get to choose a bonus feat at levels 4, 8, 12, 16 and 20, taken from a list of Alchemist bonus feats.
Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (but not necessarily with much success).
Note also that some classes automatically gain free class feats based on their class level: check each class' page for more details on those. Sometimes they allow the player to make a choice of which to take, as with rogue special abilities, ranger favored enemy, and monk philosophical path. Those feats will not be listed on this page, and are described with the appropriate class, even though they are treated as feats for some gameplay purposes (such as swapping them by spending dragonshards).
For alphabetical listing of all feats, see Category:Feats.
Prerequisites[edit]
Some feats have prerequisites that your character must meet to qualify for that feat. These requisites often take the form of minimum Ability scores, Skill scores, or other Feats.
Note: Feats with Ability prerequisites only take into account the following bonuses:
- Base starting Ability value at Character Creation
- Level-up Ability point raises
- Inherent Bonuses from Ability tomes
- Any other bonuses, including Ability bonuses from Racial past lives, enhancements, gear, effects from spells or potions, class abilities (such as Frenzy), guild ship buffs, other feats (such as Completionist), etc., do not count toward feat requisites.
Free active feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Attack | Active | This is the standard attack for all characters. It can be toggled on to attack repeatedly until your target is defeated, or activated once by right-clicking the mouse. |
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Defensive Fighting | Active - Defensive Combat Stance | While using Defensive Fighting mode, you gain a 5% bonus to AC and -5% penalty to-hit. Casting a spell ends this mode. |
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Dismiss Charm | Active | Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect. |
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Sneak | Active | The character becomes invisible to all enemies that fail a Spot and Listen skill check, opposed by Hide and Move Silently skills. |
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Sunder | Active | This melee special attack, when successful, results in a -10%AC and -25% fortification to the target for 6 seconds if it fails a Fortitude save (DC 10 + Str mod + Sunder Bonus). Some creatures may be immune to the sunder effect. |
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Trip | Active | This feat has a chance to trip the target rendering it prone for a short time. Strength or Dexterity save (whichever is higher) is used to oppose a DC of 10 + Strength modifier + related Enhancements + Vertigo. Some creatures may be immune to this effect. Creatures larger or stronger than you are less likely to trip. A successful Balance check negates this effect (DC of 10 + Strength modifier + related Enhancements + Vertigo). |
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Free passive feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Heroic Durability | Passive | This feat increases the character maximum hit points by 30. |
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Improved Heroic Durability | Passive | This feat increases the character maximum hit points by +5. |
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Magical Training | Passive | This feat increases the maximum spell points by 80, increases the spell critical chance by 5% and grants Echoes of Power if the spell points pool drops below 12. |
Active Feats[edit]
Active feats are in two different forms, Special Attacks where you click on the icon to execute that particular type of attack and Combat Stances which are toggled on and off.
Special attacks[edit]
Icon | Feat | Type | Description | Prerequisites |
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Cleave | Active - Special Attack | Activate this ability to attack one or more enemies in an arc in front of you. This attack deals +20% damage. Cleave has a better chance to hit more enemies at once than a basic attack. |
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Great Cleave | Active - Special Attack | This feat attacks enemies in a wider arc than Cleave, hence Great Cleave has a greater chance to hit more enemies than Cleave. This attack deals +40% damage. |
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Hamstring | Active - Special Attack | This melee special attack, when successful, reduces the target's movement rate by half for 12 seconds. Some creatures may be immune to the hamstring effect. |
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Improved Feint | Active - Special Attack | A tactical melee attack which Bluffs the enemy, enabling Sneak Attacks. |
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Improved Sunder | Active - Special Attack | This melee special attack results in a -5 AC penalty and -10% fortification to the target for 12 seconds, if the target fails a Fortitude save (DC 14 + Str mod). Whether successful or unsuccessful, this attack will also apply the Trauma effect, which reduces an enemy's Fortitude saves by 3, stacking up to 5 times and lasting 24 seconds. Some creatures may be immune to the sunder effect. | ||
Improved Trip | Active - Special Attack | This feat has a chance to trip the target, if the target fails a Balance check (DC 14 + Str mod), rendering it prone for a longer period of time than Trip. Some creatures may be immune to this effect. | ||
Sap | Active - Special Attack | This melee 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). |
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Slicing Blow | Active - Special Attack | Tactical Melee Attack: Using this attack, you deal one point of Constitution damage to your target, and deal 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every three Character Levels. This damage scales with 100% Melee Power, and can stack up to three times. Some creatures may be immune to the bleeding or wounding effect. |
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Stunning Blow | Active - Special Attack | This feat has a chance to stun the target for 6 seconds if it fails a DC (10 + Str mod) Fortitude save. Some creatures may be immune to the stunning effect. |
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Whirlwind Attack | Active - Special Attack | This feat attacks all enemies in a 360 degree arc around the character twice. This attack deals +20% damage. |
Combat stances[edit]
Offensive and Defensive Combat Stances do not work with each other but one of either type does work with any ranged stance.
Icon | Feat | Type | Description | Prerequisites |
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Combat Expertise | Active - Defensive Combat Stance | Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Cannot be used while raged. |
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Manyshot | Active - Ability | Ranged Bow Attack: Expend one charge to Fire three arrows in quick succession. You have +1 Critical Threat Range and Critical Multiplier with these shots. Each of these shots can Doubleshot. 2 second cooldown. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot (Requires a Longbow or Shortbow to use). Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows. | ||
Multitude of Missiles | Active - Ability | For the next 20 seconds, while wielding a Simple Thrown Weapon add 100 to your Doubleshot and 2x your Base Attack Bonus to Ranged Power. Shares a cooldown with Manyshot. Cooldown: 2 minutes. | ||
Ten Thousand Stars | Active - Ability | For the next 30 seconds, add your Wisdom ability score to your Ranged Power and add your monk level * 5 to your Doubleshot. This ability puts Manyshot on a 30 second cooldown. Cooldown: one minute. | ||
Power Attack | Active - Offensive Combat Stance | Reduces your hit bonus by 5, or your Base Attack Bonus, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus. |
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Improved Precise Shot | Active - Ranged Combat Stance | Your ranged attacks will now pass through friends and foes to damage all foes in your path, until they strike your intended target. | ||
Precision | Active - Offensive Combat Stance | While using Precision mode, you gain +5% to hit and reduce the target's fortification against your attacks by 25%. Cannot be used while raged. |
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Resilience | Active - Defensive Combat Stance | You gain a +4 to all saving throws. Spells have three times their normal cooldown when this mode is active. |
Passive Feats[edit]
General passive feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Diehard | Passive | You automatically stabilize when incapacitated. |
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Dodge | Passive | This feat grants 3% to the characters dodge bonus. |
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Mobility | Passive | Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while the character is tumbling. You will also gain a 2% dodge bonus. | ||
Spring Attack | Passive/Active | Passive: Character suffers no penalty to their attack roll when meleeing and moving. You also gain a 2% dodge bonus. Active: Charge attack causes you to leap forward, striking a target and all those around them. Requires that you are holding a melee weapon. |
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Improved Critical | Passive | Adds 1, 2, or 3 to critical threat range based on the weapon type's unmodified threat range.This feat is taken for a certain weapon type (Bludgeoning, Piercing, Ranged, Slashing or Thrown), and can be taken multiple times, though each time must be for a different type. | ||
Power Critical | Passive | Provides a +2 bonus to confirm critical hits and +2 bonus to critical hit damage (before multipliers are applied). |
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Toughness | Passive | 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. |
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Weapon Finesse | Passive | 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. The strength modifier is still used as a bonus to the damage roll. |
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Knight's Training | Passive | You have undergone rigorous military training with the traditional weapons of war. These weapons receive one of the following morale bonuses in your hands.
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Swords to Plowshares | Passive | You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following:
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Shield Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Shield Mastery | Passive | You are skilled with the use of a shield, and your Physical Resistance Rating is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield. You gain 3% chance to Doublestrike while using a shield. Add +3 Melee Power. Does not function in animal forms. | ||
Improved Shield Mastery | Passive | You are exceptionally skilled with the use of a shield, and your Physical Resistance Rating is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield. Your Doublestrike chance while using a shield is increased by 5% to a total of 8%. Add +3 Melee Power (for a total of +6). Does not function in animal forms. | ||
Greater Shield Mastery | Passive | You are exceptionally skilled with the use of a shield, and your Physical Resistance Rating is increased by 10 when using a buckler or small shield, 15 when using a large shield, or 20 when using a tower shield. Your Doublestrike chance while using a shield is increased by 2% to a total of 10%. Your Combat Style Bonus to Melee Power is increased by 4 to a total of +10). Does not function in animal forms. | ||
Improved Shield Bash | Passive | Enables the character to retain the shield bonus to its Armor Class when using Shield Bash, and grants a 20% chance to make a secondary Shield Bash while attacking with a melee weapon. | ||
Shield Deflection | Passive | When actively blocking with any type of Shield you are proficient with, you gain a Competence bonus based on the type of shield to completely ignore Acid, Cold, Electric and Fire damage. Buckler: 20%, Small Shield: 25%, Large Shield 30%, Tower Shield: 40% |
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Single Weapon Fighting Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Single Weapon Fighting | Passive | While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and 2 Melee Power.
Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your off hand. (Mutually exclusive with Two-Handed Fighting and Two-Weapon Fighting.)
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Improved Single Weapon Fighting | Passive | Your Single-Weapon Fighting bonus is increased to a +20% Combat Style bonus to attack speed and an additional 2 Melee Power (for a total of 4). You now apply 25% more of your appropriate ability score to your damage instead of just your ability score (for instance, you add 1.25 times your Strength as damage).
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Greater Single Weapon Fighting | Passive | Your Single-Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and 2 additional Melee Power (for a total of 6) and 50% more of your appropriate ability score to your damage (similar to Two-Handed Fighting).
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Offhand Versatility | Passive | You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage. If you have an Orb or a Runearm in your Offhand, you gain +1 bonus Imbue Dice. |
Two-Handed Fighting Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Two Handed Fighting | Passive | Increases the Strikethrough chance by 60% (from a base of 20% normal weapon damage) and gives 2x ability modifier damage scaling with two handed weapons (or 1.1x with dwarven axes and bastard swords). Also grants a +2 Combat Style bonus to Melee Power. Does not function in animal forms. (Mutually exclusive with Single-Weapon Fighting.) |
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Improved Two Handed Fighting | Passive | Increases the Strikethrough chance by an additional 30% and gives 2.5x ability modifier damage scaling with two handed weapons (or 1.35x with dwarven axes and bastard swords)). Also grants an additional +2 Combat Style bonus to Melee Power (total of +4). Does not function in animal forms. | ||
Greater Two Handed Fighting | Passive | Increases the Strikethrough chance by an additional 30% and gives 3x ability modifier damage scaling with two handed weapons (or 1.6x with dwarven axes and bastard swords)). Also grants an additional +2 to Melee Power (total of +6). Does not function in animal forms. |
Two Weapon Fighting Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Two Weapon Fighting | Passive | Reduces the to-hit penalty when using two weapons at the same time. The penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6, resulting in -4/-4 (instead of -6/-10 without this feat). If the off-hand weapon is light, both penalties decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat). Two Weapon Fighting also increases the chance to proc an off-hand attack by 20% (applies to unarmed Monk), bringing the total chance to 40%. (Mutually exclusive with Single-Weapon Fighting.) |
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Oversized Two Weapon Fighting | Passive | When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon on your offhand. | ||
Two Weapon Defense | Passive | Increases the amount of DR that blocking with two weapons grants you. Also grants you a +1 bonus to your AC and +5 physical resistance when you wield two weapons, as well as +10 Magical Resistance Rating cap (cap increase requires dual-wielding or handwraps). Increases the damage reduction by +2 when actively blocking with two weapons. | ||
Improved Two Weapon Fighting | Passive | This feat increases the chance to proc an off-hand attack by 20% (includes unarmed Monk), bringing the total chance to 60%. | ||
Greater Two Weapon Fighting | Passive | Increases the chance to proc an off-hand attack by 20%, bringing the total chance to 80%. |
Weapon Focus Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Weapon Focus | Passive | Provides a +1 bonus to attack rolls with the chosen weapon type Bludgeoning (includes animal form), Piercing, Ranged, Slashing or (Thrown) and +2 stacking Melee Power or Ranged Power. It can be taken multiple times, once for each of the different types. | ||
Greater Weapon Focus | Passive | Provides an additional +1 bonus to attack rolls with the chosen weapon type and additional +2 stacking Melee Power or Ranged Power. This feat stacks with Weapon Focus. |
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Superior Weapon Focus | Passive | Provides an additional +1 bonus to attack rolls with the chosen weapon type and additional +2 stacking Melee Power or Ranged Power. |
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Weapon Specialization Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Weapon Specialization | Passive | Provides a +2 bonus to damage rolls with the chosen weapon type and +2 stacking Melee Power or Ranged Power. This feat can be taken multiple times, once for each weapon type. |
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Greater Weapon Specialization | Passive | Provides an additional +2 bonus to damage rolls with the chosen weapon type and +2 stacking Melee Power or Ranged Power. This bonus stacks with the Weapon Specialization feat. |
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Tactical Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Tactical Training | Passive | +2 bonus to Tactics DC's. |
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Tactical Combatant | Passive | +4 bonus to Tactics DC's. |
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Tactical Mastery | Passive | +6 bonus to Tactics DC's. |
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Tactical Supremacy | Passive | +8 bonus to Tactics DC's. |
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- Note: they all stack with each other.
Heavy armor Passive Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Heavy Armor Training | Passive | While in heavy armor, get +3 PRR and MRR. |
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Heavy Armor Combatant | Passive | While in heavy armor, get +6 PRR and MRR. |
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Heavy Armor Master | Passive | While in heavy armor, get +9 PRR and MRR. |
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Heavy Armor Champion | Passive | While in heavy armor, get +12 PRR and MRR. |
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- Note: they all stack with each other.
Ranged Combat passive feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Bow Strength | Passive | You can use your Strength bonus for damage with Longbows and Shortbows. (Most Longbows and Shortbows innately use your Dexterity bonus for damage. With this feat, you'll use Strength instead if it is higher.) | ||
Brutal Throw | Passive | You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with Thrown weapons if it is higher. |
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Point Blank Shot | Passive | You gain a +1 bonus to hit with ranged attacks within 15 meters, and your ranged weapons deal +1[W].(A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.) While wielding Longbows and Shortbows, you gain +1 Critical Threat Range. |
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Precise Shot | Passive with Offensive Ranged Stance | 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.) This feat also grants you the Offensive Ranged Stance 'Archer's Focus', which lets you deal progressively more damage while standing still. | ||
Quick Draw | Passive | Allows the character to switch weapons and armor faster than they would normally be able to. It also increases the rate of fire of thrown weapons, but not of other ranged weapons. | ||
Rapid Reload | Passive | You reload Crossbows faster than normal. Great Crossbow: +50%, Heavy Crossbow: +65%, Dual Heavy Crossbow: +40%, Repeating Heavy Crossbow: +70%, Light Crossbow: +60%, Dual Light Crossbow: +40%, Light Repeating Crossbow: +65% | ||
Rapid Shot | Passive | You can fire ranged attacks faster and reload faster when using a ranged weapon. With Longbows and Shortbows, you also gain Ranged Power equal to 1.5x your Base Attack Bonus. | ||
Shot on the Run | Passive | Negates the penalty to your attack roll for firing ranged weapon while moving. Also gives +6 ranged power. | ||
Shuriken Expertise | Passive | You are skilled with the use of the shuriken, and have a chance to throw an additional one per throw. Percent chance to throw an additional shuriken is equal to your Dexterity. This is also a racial feat given to all Drow Elf at level 1, regardless of class. |
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Simple Thrown Weapon Expertise | Passive | You are skilled with the use of Simple Thrown Weapons (Throwing Daggers and Darts) and while using one, you gain Doubleshot equal to your Dexterity. Alchemists may select this feat as one of their alchemist bonus feats. |
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Zen Archery | Passive | You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons if it is higher (does not apply to thrown weapons). You treat longbows and shortbows as if they were Ki weapons. |
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Icon | Feat | Type | Description | Prerequisites |
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Improved Bardic Music | Passive | Inspire Greatness now adds an additional +1 to all Skills, and Inspire Heroics now grants an additional +1 to Armor Class, Dodge, and all Saves. You sing your Bardic Inspiration as if you had two more Bard levels. |
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Icon | Feat | Type | Description | Prerequisites |
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Extra Turning | Passive | Allows the character to turn undead an additional 4 times per rest period. This feat can be taken only once. | ||
Improved Turning | Passive | This feat gives clerics and paladins a better chance at turning the undead. |
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Icon | Feat | Type | Description | Prerequisites |
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Natural Fighting | Passive | This feat grants +4 Melee Power, Physical Resistance and Doublestrike chance while in a druid animal form. In bear form:
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Icon | Feat | Type | Description | Prerequisites |
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Augment Summoning | Passive | Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification. |
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Mental Toughness | Passive | This feat Increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level. Also increases your spell critical chance by 1%. | ||
Improved Mental Toughness | Passive | This feat increases the character maximum spell points by 10 at level 1, and 5 spell points for each additional level. Also increases your spell critical chance by 1%. Stacks with Mental Toughness. |
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Mobile Spellcasting | Passive | A character, when casting, will normally move at half speed. This feat allows a character to move at normal speed while casting. | ||
Spell Focus | Passive | This feat makes it harder for enemies to resist the caster's spells of a particular school by adding +1 to the difficulty class of the spell. | ||
Greater Spell Focus | Passive | This feat makes it harder for enemies to resist the caster's spells of a particular school by adding +1 to the difficulty class of the spell. This stacks with Spell Focus. | ||
Spell Penetration (feat) | Passive | Adds +2 to the caster level check for defeating a foe's spell resistance. | ||
Greater Spell Penetration | Passive | Adds +2 to the caster level check for defeating a foe's spell resistance. (This stacks with Spell Penetration for a grand total of +4.) |
Armor, Shield & Weapon proficiencies[edit]
Icon | Feat | Type | Description | Prerequisites |
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Light Armor Proficiency | Passive | You are proficient with light armor, and do not suffer the armor check penalty to attack rolls when wearing light armor. You also gain your base attack bonus in physical resistance when wearing light armor. |
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Medium Armor Proficiency | Passive | You are proficient with medium armor, and do not suffer the armor check penalty to attack rolls when wearing medium armor. You also gain your base attack bonus x 1.5 in physical resistance when wearing medium armor. | ||
Heavy Armor Proficiency | Passive | You are proficient with heavy armor, and do not suffer the armor check penalty to attack rolls when wearing heavy armor. You also gain 2x your base attack bonus in physical resistance when wearing heavy armor. | ||
Shield Proficiency (General) | Passive | This feat negates the penalties from using bucklers, and small and Large Shields. |
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Tower Shield Proficiency | Passive | This feat negates the extra penalties from using a tower shield while untrained. The -2 attack penalty still applies. | ||
Simple Weapon Proficiency | Passive | This feat negates the penalty from using any of the simple weapons while untrained. |
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Martial Weapon Proficiency | Passive | This feat negates the penalty from using any of the martial weapons while untrained. This feat must be taken for separate martial weapons. |
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Exotic Weapon Proficiency | Passive | This feat negates the -4 penalty from using any of the exotic weapons while untrained. Bastard Sword and Dwarven Waraxe deal grazing hits as if they were a two handed weapon if they are the only weapon wielded by a proficient user. This feat must be taken for separate exotic weapons. |
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Skill bonus feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Acrobatic | Passive | Provides a +2 bonus to the character's Jump and Tumble skills. |
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Alertness | Passive | Provides a +2 bonus to the character's Listen and Spot skills. |
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Athletic | Passive | Provides a +2 bonus to the character's Balance and Swim skills. |
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Combat Casting | Passive | Provides a +4 bonus to the character's Concentration while casting spells in combat. | ||
Negotiator | Passive | Provides a +2 bonus to the character's Diplomacy and Haggle skills. |
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Nimble Fingers | Passive | Provides a +2 bonus to the character's Disable Device and Open Lock skills. |
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Self Sufficient | Passive | Provides a +2 bonus to the character's Heal and Repair skills. |
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Skill Focus | Passive | Provides a +3 bonus to the chosen skill check roll. This feat can only be taken once per skill. Available Skills: Balance, Bluff, Concentration, Diplomacy, Disable Device, Haggle, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Repair, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device. |
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Stealthy | Passive | Provides a +2 bonus to the character's Hide and Move Silently skills. |
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Skill and Save bonus feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Bullheaded | Passive | Provides a +1 on Will saves and +2 to the Skill Intimidate. |
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Discipline | Passive | Provides a +1 on Will saves and +2 to Concentration Skill checks. |
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Save bonus feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Great Fortitude | Passive | Grants a +2 bonus to Fortitude saves. |
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Iron Will | Passive | Grants a +2 bonus to Will saves. |
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Lightning Reflexes | Passive | Grants a +2 bonus to Reflex saves. |
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Luck of Heroes | Passive | Grants a +1 bonus to all saving throws. |
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Resist Poison | Passive | Grants a +4 bonus to all saving throws versus Poison. |
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Snake Blood | Passive | Grants a +1 bonus on Reflex saves and +2 bonus to saving throws versus Poison. |
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[edit]
Icon | Feat | Type | Description | Prerequisites |
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Force of Personality | Passive | This Feat allows Player Character to use Charisma modifier for Will saves, instead of Wisdom. |
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Insightful Reflexes | Passive | This Feat allows Player Character to use Intelligence modifier for Reflex saves, instead of Dexterity. |
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Exchange feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Feat Respec Token | Passive | Exchange 1 Feat from your Player Character for another Feat at no cost. |
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See also[edit]
- Feat - (Definition)
- Class feat - (Definition)
- Feat tree - summary of feat prereqs
- Category:Feats - alphabetical listing and structured categories
- Fred- Feat exchanging Mind Flayer
- Artificer bonus feats - list
- Fighter bonus feats - category
- Monk bonus feats - list
- Rogue bonus feats - list
- Wizard bonus feats - list
- Epic Feats - list
- Racial feat
- Past Life Feat