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A  D  &  D  -  3  e


   [ Official 3rd Edition Feats ]

        The following is a complete compilation of the Official AD&D 3rd Edition Feats found in the Corebooks and the various Class Handbooks. All information presented here is Copyright Wizards of the Coast and is listed here for educational purposes only.


  [Players Handbook]
ALERTNESS [General] - (Tier 1)
     You have finely tuned senses.
    Prerequisites: none.
    Benefit: You get a +2 bonus on all Listen checks and Spot checks.
    Special: The master of a familiar (see page 51 PHB) gains the Alertness feat whenever the familiar is within arm's reach.


  [Players Handbook]
AMBIDEXTERITY * [General] - (Tier 1)
     You are equally adept at using either hand.
    Prerequisites: Dex 15+.
    Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
    Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
    Special: This feat helps offset the penalty for fighting with two weapons. See the
Two-Weapon Fighting Feat and Table 8-2:Two-Weapon Fighting Penalties (page 125 PHB).
    A Ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.
    * - According to our House Rules, you MUST pick this feat at character creation if you want your character to be Ambidextrous.


  [Tome and Blood]
ARCANE DEFENSE [General] - (Tier 2)
     Choose a school of magic, such as Illusion. You can resist spells from that school better than normal.
    Prerequisites: Spell Focus in the school chosen.
    Benefit: Add +2 to your saving throws against spells of the chosen school.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


  [Tome and Blood]
ARCANE PREPARATION [General] - (Tier 1)
     You can prepare an arcane spell ahead of time as a Wizard does.
    Prerequisites: You must be able to cast spells as a bard or sorcerer before you can take this feat.
    Benefit: Each day, you are able to prepare one or more spells as a wizard does. If you are a sorcerer or a bard, this means that you can prepare a spell with a with a metamagic feat ahead of time, instead of casting it as a full-round action.
    The prepared spell remains in your mind and occupies one of you spell slots until you cast it or change it. A prepared spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.


  [Players Handbook]
ARMOR PROFICIENCY (HEAVY) [General] - (Tier 3)
     You are proficient with heavy armor (see Table 7-5:Armor, page 104 PHB).
    Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
    Benefit: See Armor Proficiency (light).
    Normal: See Armor Proficiency (light).
    Special: Fighters, Paladins, and Cleris have this feat for free.


  [Players Handbook]
ARMOR PROFICIENCY (LIGHT) [General] - (Tier 1)
     You are proficient with light armor (see Table 7-5:Armor, page 104 PHB).
    Prerequisites: none.
    Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
    Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
    Special: All classes except Wizards, Sorcerers, and Monks have this feat for free


  [Players Handbook]
ARMOR PROFICIENCY (MEDIUM) [General] - (Tier 2)
     You are proficient with medium armor (see Table 7-5:Armor, page 104 PHB).
    Prerequisites: Armor Proficiency (light).
    Benefit: See Armor Proficiency (light).
    Normal: See Armor Proficiency (light).
    Special: Fighters, Barbarians, Paladins, Rangers, Clerics, Druids, and Bards have this feat for free. Wizards, Sorcerers, Rogues, and Monks do not.


  [Tome and Blood]
AUGMENT SUMMONING [General] - (Tier 1)
     Your summoned creatures are better then normal.
    Prerequisites: Spellcaster level 2nd+.
    Benefit: Creatures you conjure with any summon spell gain +1 hit point per Hit Die and a +1 competence modifier on attack and damage rolls.


  [Players Handbook]
BLIND-FIGHT [General] - (Tier 1)
     You know how to fight in melee without being able to see your foes.
    Prerequisites: none.
    Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Table 8-10:Concealment, page 133 PHB).
    An invisible attacker gets no bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus (see Table 8-8:Attack Roll Modifiers, page 132 PHB). The invisible attacker's bonuses do still apply for ranged attacks, however.
    You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half (see Table 9-4:Hampered Movement, page 143 PHB).
    Normal: Regular attack roll modifiers for invisible attackers trying to hit you (see Table 8-8:Attack Roll Modifiers, page 132 PHB) apply, as does the speed reduction for darkness and poor visibility (see Table 9-4:Hampered Movement, page 143 PHB).
    Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell (see the spell description, page 180 PHB for details).


  [Players Handbook]
BREW POTION [Item Creation] - (Tier 1)
     You can create potions, which carry spells within themselves. See the DMG for rules on potions.
    Prerequisites: Spellcaster level 3rd+.
    Benefit: You can create a potion of any spell 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher then your own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price.
    When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
    Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the potion.


  [Tome and Blood]
CHAIN SPELL [Metamagic] - (Tier 3)
     you can cast spells that arc to other targets in addition to the primary target.
    Prerequisites: Any other metamagic feat.
    Benefit: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum.
    If the chained spell deals damage, the seconday targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reduced by 4. For example, a 10th-level Wizard cast a chained cause fear on a nearby goblin and can specify up to ten secondary targets. The goblin, as primary target, must make a Will save against DC 14, while those affected by the secondary arcs save against DC 10.
    A chained spell uses up a spell slot three levels higher than the spell's actual level.


  [Players Handbook]
CLEAVE [General] - (Tier 2)
     You can follow through with powerful blows.
    Prerequisites: Str 13+, Power Attack.
    Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.


  [Players Handbook]
COMBAT CASTING [General] - (Tier 1)
     You are adept at casting spells in combat.
    Prerequisites: none.
    Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive (see Casting on the Defensive, page 125 PHB).


  [Players Handbook]
COMBAT REFLEXES [General] - (Tier 1)
     You can respond quickly and repeatedly to opponents who let their defenses down.
    Prerequisites: none.
    Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.
    Normal: A character not capable of this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
    Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability (see page 48 PHB) to make that attack.


  [Tome and Blood]
COOPERATIVE SPELL [Metamagic] - (Tier 2)
     You can cast spells to greater effect in conjunction with the same spell cast by another.
    Prerequisites: Any other metamagic feat.
    Benefit: You and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell (at the same time in the round). You must be adjacent to one another when casting cooperatively. Add +2 to the save DC against cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any). Use the base DC and level check of the better caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level.
    Special: For each additianal caster with this feat casting the same cooperative spell simultaneously, The spell's save DC and caster level check both increase by +1. When more than two spell casters cooperatively cast a spell, each must be adjacent to at least two other casters.
    For example, four spellcaters (two wizards and two sorcerers) standing in a circle all possess Cooperative Spell. Three of them ready an action to cast fireball when the member with the lowest initiative takes her action, also casting fireball. The base DC of the Reflex save is equal to the highest individual save DC among the cooperative casters, as determined by their ablity scores or other feats (such as Spell Focus), special ablities, or items. In this case, one Wizard has Intelligence 18, which ties with a Sorcerer's Charisma 18, so the base DC is 17 (10+3 for the spell's level +4 for the ablility score modifier). The final save DC of the cooperatively cast fireball is 17+2+1+1 or 21. Whoever has the highest caster level determines the base caster level check, which gains a +4 modifier.


  [Players Handbook]
CRAFT MAGIC ARMS AND ARMOR [Item Creation] - (Tier 2)
     You can create magic weapons, armor, and shields.
    Prerequisites: none.
    Benefit: You can create any magical weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit or armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit orarmor, or shield, you must spend 1/25 of its features' total price in XP an use up raw materials costing half of this total price. See the DMG for descritions of magical weapons, armor, and shields, the prerequisites associated with each one, and prices of their features.
    You can also mend a broken magic wapon, suit of armor, or ield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
    The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)


  [Players Handbook]
CRAFT ROD [Item Creation] - (Tier 3)
     You can create magic rods, which have varied magical effects.
    Prerequisites: Spellcaster level 9th+.
    Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing half its base price. See the DMG for descriptions of rods, the prerequisites associated with each one, and their prices.
    Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod's base price.


  [Players Handbook]
CRAFT STAFF [Item Creation] - (Tier 3)
     You can create magic staffs, which have multiple magical effects.
    Prerequisites: Spellcaster level 12th+.
    Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DMG for descriptions of staffs, the prerequisites associated with each one, and their prices.
    A newly created staff has 50 charges.
    Some staffs incur extra costs in material components or XP as noted in their description. These costs are in in addition to those derived from the staff's base price.


  [Players Handbook]
CRAFT WAND [Item Creation] - (Tier 2)
     You can create wands, which cast spells (see the DMG for rules on wands).
    Prerequisites: Spellcaster level 5th+.
    Benefit: You can create a wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
    A newly created wand has 50 charges.
    Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component or pay fifty times the XP cost.


  [Players Handbook]
CRAFT WONDROUS ITEM [Item Creation] - (Tier 1)
     You can create miscellaneous magic items, such as crystal balls and flying carpets.
    Prerequisites: Spellcaster level 3rd+.
    Benefit: You can create any miscellaneous magical item whose prerequisites you meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. See the DMG for information on miscellaneous magic items.
    You can also mend a broken miscellaneous magic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.
    Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or mend a broken one.


  [Players Handbook]
DEFLECT ARROWS [General] - (Tier 2)
     You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
    Prerequisites: Dex 13+, Improved Unarmed Strike.
    Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrows, can't be deflected.
    Special: A Monk receives this feat for free at 2nd level, even if she does not have the prerequisite Dexterity score.


  [Tome and Blood]
DELAY SPELL [Metamagic] - (Tier 3)
     You can cast spells that take effect after a short delay of your choosing.
    Prerequisites: Any other metamagic feat.
    Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat.
    Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spells triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible - for example, the target you designate leaves the spell's maximum range before it goes off - the spell fails.
    A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher then the spell's actual level.


  [Players Handbook]
DODGE [General] - (Tier 1)
     You are adept at dodging blows.
    Prerequisites: Dex 13+.
    Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.


  [Players Handbook]
EMPOWER SPELL [Metamagic] - (Tier 2)
     You can cast spells to greater effect.
    Prerequisites: none.
    Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an empowered magic missle deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missle). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot 2 levels higher then the spell's actual level.


  [Players Handbook]
ENDURANCE [General] - (Tier 1)
     You are capable of amazing feats of stamina.
    Prerequisites: none.
    Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.


  [Tome and Blood]
ENERGY ADMIXTURE [Metamagic] - (Tier 3)
     You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy.
    Prerequisites: Energy Substitution, one other metamagic feat, 5 ranks in Knowledge (arcana).
    Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except the type of damage dealt. Thus, an acid fireball cast at 6th level deals 6d6 fire damage and 6d6 acid damage (roll each each set of dice seperately). The damage cap for a spell cast using this feat remains the same as the base spell but counts seperately for each type of energy. So an acid fireball cast at 10th level or higher deals 10d6 fire damage and 10d6 acid damage.
    Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed spell uses up a spell slot four levels higher than the spell's actual level.
    When a spell deals some damage that is not energy-based, that portion of the spell cannot be affected by Energy Admixture. For example ice storm deals 3d6 points of impact damage and 2d6 points of cold damage. Admixing electricity produces an electric ice storm that deals 3d6 points of impact damage, 2d6 points of cold damage, and 5d6 points of electric damage (matching the full amount of damage dice dealt by the spell).
    Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.


  [Tome and Blood]
ENERGY SUBSTITUTION [Metamagic] - (Tier 2)
     You can modify a spell that uses one type of energy to use another type of energy.
    Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (arcana).
    Benefit: Choose one type of energy: acid, cold, electricity, fire or sonic. You can modify a spell with an energy designator to use the chose type of energy instead. A substituted spell works normally in all respects except the type of damage dealt.
    When a spell deals some damage that is not energy-based, that portion of the spell cannot be affected by Energy Substitution. For example ice storm deals 3d6 points of impact damage and 2d6 points of cold damage. Substituting electricity for cold produces an electric storm that deals 3d6 points of impact damage and 2d6 points of electricity damage.
    Special: You can gain this feat multiple times, each time it applies to a different type of energy.


  [Players Handbook]
ENLARGE SPELL [Metamagic] - (Tier 1)
     You can cast spells farther than normal.
    Prerequisites: none.
    Benefit: An enlarged spell has its ranged doubled. Spells whose ranges are not defined by distance do not have their rangeds increased. A spell whose area of effect is determined by its range (such as bless or a cone spell) has the dimensions of its area of effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell's actual level.


  [Tome and Blood]
ESCHEW MATERIALS [Metamagic] - (Tier 2)
     You can cast spells without material components.
    Prerequisites: Any other metamagic feat.
    Benefit: An eschewed spell can be cast with no material components. Spells without material components or whose material components cost more than 1 gp are not affected by this feat.
    An eschewed spell uses up a spell slot of the spell's normal level, modified by any other metamagic feats.


  [Players Handbook]
EXOTIC WEAPON PROFICIENCY [General] - (Tier 1)
     Choose a type of exotic weapon, such as a dire flail or shuriken (see Table 7-4:Weapons, page 99 PHB for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.
    Prerequisites: Base attack bonus +1 or higher.
    Benefit: You make attack rolls with the weapon normally.
    Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
    Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven war axe has a prerequisite of Strength 13+.


  [Players Handbook]
EXPERTISE [General] - (Tier 1)
     You are trained at using your combat skill for defense as well as offense.
    Prerequisites: Int 13+.
    Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your armor class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.
    Normal: A character not capable of the expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.


  [Players Handbook]
EXTEND SPELL [Metamagic] - (Tier 1)
     You can cast spells that last longer than normal.
    Prerequisites: none.
    Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.


  [Tome and Blood]
EXTRA SLOT [General] - (Tier 1)
     You can cast an extra spell.
    Prerequisites: Spellcaster level 4th+.
    Benefit: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest-level spell you can cast. For example, a 4th-level Sorcerer gains either an extra 0-level or 1st-level slot, allowing him to cast any known spell of the chosen level one more time each day. A 4th-level Wizard can prepare any extra 0-level or 1st-level spell she knows. Once selected, the extra spell slot never migrates up or down in level.
    Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one level lower than the highest-level spell you can cast.


  [Tome and Blood]
EXTRA SPELL [General] - (Tier 1)
     You can learn one more spell.
    Prerequisites: Spellcaster level 3rd+.
    Benefit: You can learn one additional spell at any level up to one level lower than the highest-level spell you can cast. Thus, a 4th-level Sorcerer gains a new 0-level or 1st-level spell, expanding his repertoire. A 4th-level Wizard can likewise learn an extra 0-level or 1st-level spell, but since Wizards learn spells far more easily than Sorcerers, this feat is of less use to her.
    Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest-level spell you can cast.


  [Players Handbook]
EXTRA TURNING [Special] - (Tier 1)
     Extra turning is available only to Clerics or Paladins.
    Prerequisites: Cleric or Paladin only.
    Benefit: As a feat, a Cleric or Paladin may take Extra Turning. This feat allows a Cleric or Paladin to turn undead four more times per day than normal. The character can take this feat multiple times, gaining four extra daily turning attempts each time.


  [Players Handbook]
FAR SHOT [General] - (Tier 2)
     You can get greater distance out of a ranged weapon.
    Prerequisites: Point Blank Shot.
    Benefit: When you use a projectile weapon such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.


  [Players Handbook]
FORGE RING [Item Creation] - (Tier 3)
     You can create magic rings, which have varied magical effects.
    Prerequisites: Spellcaster level 12th+.
    Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of the its base price in XP and use up raw materials costing half of its base price. See the DMG for a description of rings, the prerequisites associated with each one, and their prices.
    You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.
    Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived from its base price (as much XP as it costs to cast wish three times). You must pay such a cost to create a ring or mend a broken one.


  [Players Handbook]
GREAT CLEAVE [General] - (Tier 3)
     You can weild a melee weapon with such power that you can strike multiple times when you fell your foes.
    Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
    Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.


  [Players Handbook]
GREAT FORTITUDE [General] - (Tier 1)
     You are tougher than normal.
    Prerequisites: none.
    Benefit: You get a +2 bonus to all Fortitude saving throws.


  [Tome and Blood]
GREATER SPELL FOCUS [General] - (Tier 2)
     Choose a school of magic to which you already have applied the Spell Focus feat. Your magic spells of that school are now even more potent than before.
    Prerequisites: Spell Focus in the chosen school of magic.
    Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This supercedes (does not stack with) the bonus from Spell Focus.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


  [Tome and Blood]
GREATER SPELL PENETRATION [General] - (Tier 2)
     Your spells are especially potent, defeating spell resistance more readily than normal.
    Prerequisites: Spell Penetration.
    Benefit: You get a +4 modifier on caster level checks to beat a creature's spell resistance. This supercedes (does not stack with) the bonus from Spell Penetration.


  [Players Handbook]
HEIGHTEN SPELL [Metamagic] - (Tier 2)
     You can cast a spell as if it were a higher level than it actually is.
    Prerequisites: none.
    Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependant on spell level (such as saving throws, DCs, and ability to penetrate a minor globe of invulnerability) are calculated accordingly to heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a Cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.


  [Players Handbook]
IMPROVED BULL RUSH [General] - (Tier 2)
     You know how to push opponents back.
    Prerequisites: Str 13+, Power Attack.
    Benefit: When you perform a bull rush (see page 136 PHB), you do not draw an attack of opportunity from the defender.


  [Players Handbook]
IMPROVED CRITICAL [General] - (Tier 1)
     Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.
    Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
    Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).
    Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a double threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).
    Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.
    Spellcasters: This feat may can be chosen to enhance the performance of weaponlike spells in combat (page 38, Tome and Blood). Choose one category of weaponlike spell (ray, energy missle, or touch spell). When you use a spell of the selected category, the threat range is doubled. A spell normally threatens a critical on a 20; this feat increases that range to 19 - 20. You can gain this feat multiple times, choosing a different weapon or category of weaponlike spell each time.


  [Players Handbook]
IMPROVED DISARM [General] - (Tier 2)
     You know how to disarm opponents in melee combat.
    Prerequisites: Int 13+, Expertise.
    Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.
    Normal: See the normal disarm rules, page 137 PHB.


  [Players Handbook]
IMPROVED INITITATIVE [General] - (Tier 1)
     You can react more quickly than normal in a fight.
    Prerequisites: none.
    Benefit: You get a +4 bonus on initiative checks.


  [Players Handbook]
IMPROVED TRIP [General] - (Tier 2)
     You are trained not only in tripping opponents but in following through with an attack.
    Prerequisites: Int 13+, Expertise.
    Benefit: If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1.
    Normal: See Trip, page 139 PHB.
    Special: At 6th level, a Monk gains the Improved Trip feat even if she does not have the Expertise feat.


  [Players Handbook]
IMPROVED TWO-WEAPON FIGHTING [General] - (Tier 2)
     You are an expert in fighting two-handed.
    Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
    Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty (see Table 8-2:Two-Weapon Fighting Penalties, page 125 PHB).
    Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
    Special: A Ranger who meets only the base attack bonus prerequisite, can gain this feat but can only use it when wearing light armor or no armor.
    Spellcasters: This feat may can be chosen to enhance the performance of weaponlike spells in combat (page 38, Tome and Blood). You can use a touch spell as part of a two-weapon attack. You must already have a weapon in one hand while casting the touch spell, hold the charge, and then attack with both spell and weapon during a later action. If you cast the spell and then draw a weapon, the spell discharges and is wasted.
    The hand used to deliver the touch spell is considered a light weapon and uses the appropriate attack modifiers (see Attacking with Two Weapons on page 124 of the PHB).


  [Players Handbook]
IMPROVED UNARMED STRIKE [General] - (Tier 1)
     you are skilled at fighting while unarmed.
    Prerequisites: none.
    Benefit: You are considered to be armed even when unarmed - that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
    Special: A Monk fighting unarmed automatically gains the benfit of the feat (see page 39 PHB).
    Spellcasters: This feat may can be chosen to enhance the performance of weaponlike spells in combat (page 38, Tome and Blood). You can use an unarmed strike to deliver a touch spell and are considered to be armed. You make a normal melee attack (the defender gets the full benfit of armor and shield). If the attack hits, the unarmed strike deals its normal damage and the spell is discharged against the defender. Only the unarmed strike can inflict a critical hit.
    A character without this feat also could deliver a touch spell with an unarmed strike, but doing so would provoke an attack of opportunity from the target, and the unarmed strike would deal subdual damage.


  [Tome and Blood]
INNATE SPELL [General] - (Tier 3)
     You have mastered a spell so thoroughly you can now cast it as a spell-like ability.
    Prerequisites: Quicken Spell, Silent Spell, Still Spell.
    Benefit: Choose a spell you can cast. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it. If the innate spell has an XP component, you pay the cost each time you use the spell-like ability. If the innate spell has a focus, you must have the focus to use the spell-like ability. If the innate spell has a costly material component (see the spell description) you use an item worth 50 times that cost to use as a focus for the spell-like ability.
    Since an innate spell is a spell-like ability and not an actual spell, a Cleric cannot convert it to a cure or an inflict spell. Divine spellcasters who become unable to cast divine spells, cannot use divine innate spells.
    Special: You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.


  [Players Handbook]
IRON WILL [General] - (Tier 1)
     You have a stronger will than normal.
    Prerequisites: none.
    Benefit: You get a +2 bonus to all Will saving throws.


  [Players Handbook]
LEADERSHIP [General] - (Tier 1)
     Leadership is described in the DMG.
    Prerequisites: none.


  [Players Handbook]
LIGHTNING REFLEXES [General] - (Tier 1)
     You have faster than normal reflexes
    Prerequisites: none.
    Benefit: You get a +2 bonus to all Reflex saving throws.


  [Players Handbook]
MARTIAL WEAPON PROFICIENCY [General] - (Tier 1)
     Choose a type of martial weapon, such as a longbow (see Table 7-4:Weapons, page 98-99 PHB, for a list of martial weapons). You understand how to use that type of martial weapon in combat.
    Use this feat to expand the list of martial weapons you are proficient with beyond the basic list in the class description.
    Prerequisites: none.
    Benefit: You make attack rolls with the weapon normally.
    Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
    Special: Barbarians, Fighters, Paladins, and Rangers are proficient with all martial weapons.
    You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.
    A Cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon.
    A Sorcerer or Wizard who casts the spell Tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.


  [Players Handbook]
MAXIMIZE SPELL [Metamagic] - (Tier 3)
     You can cast spells to maximum effect.
    Prerequisites: none.
    Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to 60 points of damage). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher then the spell's actual level.
    An empowered, maximized spell gains the seperate benefits of each feat: the maximum result plus one-half the normally rolled result.


  [Players Handbook]
MOBILITY [General] - (Tier 2)
     You are skilled at dodging past opponents and avoiding blows.
    Prerequisites: Dex 13+, Dodge.
    Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.


  [Players Handbook]
MOUNTED ARCHERY [General] - (Tier 2)
     You are skilled at using ranged weapons from horseback.
    Prerequisites: Ride skill, Mounted Combat.
    Benefit: The penalty you suffer when using a ranged weapon from horseback is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. (see Mounted Combat, page 138 PHB.)


  [Players Handbook]
MOUNTED COMBAT [General] - (Tier 1)
     You are skilled in mounted combat.
    Prerequisites: Ride skill.
    Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's AC).


  [Tome and Blood]
PERSISTANT SPELL [Metamagic] - (Tier 3)
     You make one of your spells last all day.
    Prerequisites: Extend Spell.
    Benefit: A persistance spell has a duration of 24 hours. The persistant spell must have a personal or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistant spell uses up a spell slot 4 levels higher than the spell's actual level.


  [Players Handbook]
POINT BLANK SHOT [General] - (Tier 1)
     You are skilled at making well-placed shots with ranged weapons at close range.
    Prerequisites: none.
    Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
    Spellcasters: This feat may can be chosen to enhance the performance of weaponlike spells in combat (page 38, Tome and Blood). You gain a +1 modifier on attack and damage with rays and energy missles at ranges of 30 feet or less. The extra damage is of the same type as the spell deals. However, spells that inflict energy drain or ability damage deal 1 extra point of negative energy damage, not an extra negative level or point of ability damage.


  [Players Handbook]
POWER ATTACK [General] - (Tier 1)
     You can make exceptionally powerful melee attacks.
    Prerequisites: Str 13+.
    Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.


  [Players Handbook]
PRECISE SHOT [General] - (Tier 2)
     You are skilled at timing and aiming ranged attacks.
    Prerequisites: Point Blank Shot.
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty (see Shooting or Throwing into a Melee, page 124 PHB).
    Spellcasters: This feat may can be chosen to enhance the performance of weaponlike spells in combat (page 38, Tome and Blood). You can fire a ray or energy missle into melee without suffering the usual -4 penalty to ranged attacks.


  [Players Handbook]
QUICK DRAW [General] - (Tier 1)
     You can draw weapons with startling speed.
    Prerequisites: Base attack bonus +1 or higher.
    Benefit: You can draw a weapon as a free action instead of as a move-equivalent action.


  [Players Handbook]
QUICKEN SPELL [Metamagic] - (Tier 3)
     You can cast a spell with a moment's thought.
    Prerequisites: none.
    Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four level higher than the spell's actual level.


  [Players Handbook]
RAPID SHOT [General] - (Tier 2)
     You can use ranged weapons with exceptional speed.
    Prerequisites: Dex 13+, Point Blank Shot.
    Benefit: You get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124 PHB) to use this feat.


  [Tome and Blood]
REPEAT SPELL [Metamagic] - (Tier 3)
     You can cast a spell that repeats the following round.
    Prerequisites: Any other metamagic feat.
    Benefit: A repeated spell is automatically cast again at the beginning of your next turn in the round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. You cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise the second spell fails. A repeated spell uses up a spell slot three levels higher than the spell's actual level.


  [Players Handbook]
RIDE BY ATTACK [General] - (Tier 2)
     You are skilled at fast attack from horseback.
    Prerequisites: Ride skill, Mounted Combat.
    Benefit: When you are mounted and use the charge action, you may move and attack as a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You do not provoke an attack of opportunity from the opponent you attack.


  [Players Handbook]
RUN [General] - (Tier 1)
     You are fleet of foot.
    Prerequisites: none.
    Benefit: When running, you move five times your normal speed instead of four times the speed (see Run, page 127 PHB). If you make a running jump (see the Jump skill description, page 70 PHB), increase the distance or height you clear by one-fourth, but not past the maximum.


  [Tome and Blood]
SANCTUM SPELL [Metamagic] - (Tier 2)
     Your spells have a home ground advantage.
    Prerequisites: Any other metamagic feat.
    Benefit: A sanctum spell has an effective spell level one level higher than normal if cast in your sanctum (see Special, below) - but if not cast in the sanctum, it has an effective spell level one lower than normal. All effects dependant on spell level (such as save DCs of the ability to penetrate a minor globe of invulnerability) are calculated according to the adjusted level A sanctum spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.
    Special: Your sanctum is an area you have previously designated within a 10-foot/level radius from the center. This area can be a particular site, building, or structure. A sanctum can be designated within a larger structure, but its special advantages cut off beyond the maximum area. The designated area must be a site where you've spent a cumulative period of at least three months. Once designated, it takes seven days for the site to become a sanctum. If you designate a new area to be your sanctum, the benefits of the old one immediately fade. You may have only a single sanctum at one time.


  [Players Handbook]
SCRIBE SCROLL [Item Creation] - (Tier 1)
     You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DMG for rules on scrolls.
    Prerequisites: Spellcaster level 1st.
    Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.
    Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.


  [Tome and Blood]
SCULPT SPELL [Metamagic] - (Tier 2)
     You can alter the shape of a spell's area.
    Prerequisites: Any other metamagic feat.
    Benefit: You can modify an area spell by changing the area's shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30-feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount of damage, but the lightning ball affects a 20-foot radius spread.
    A sculpted spell uses a spell slot one level higher than the spell's actual level.


  [Players Handbook]
SHIELD PROFICIENCY [General] - (Tier 1)
     You are proficient with shields.
    Prerequisites: none.
    Benefit: You can use a shield and suffer only the standard penalties (see Table 7-5:Armor, page 104 PHB).
    Normal: A character who is using a shield with which he or she is not proficient suffers the shield's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
    Special: Barbarians, Bards, Clerics, Druids, Fighters, Paladins and Rangers have this feat for free. Monks, Rogues, Sorcerers and Wizards do not.


  [Players Handbook]
SHOT ON THE RUN [General] - (Tier 3)
     You are highly trained in skirmish ranged weapon tactics.
    Prerequisites: Dex 13+, Point Blank Shot, Dodge, Mobility.
    Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.


  [Players Handbook]
SILENT SPELL [Metamagic] - (Tier 1)
     You can cast spells silently.
    Prerequisites: none.
    Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
    Special: Bard spells cannot be enhanced by this metamagic feat.


  [Players Handbook]
SIMPLE WEAPON PROFICIENCY [General] - (Tier 1)
     You understand how to use all types of simple weapons in combat (see Table 7-4:Weapons, page 98 PHB, for a list simple weapons).
    Prerequisites: none.
    Benefit: You make attack rolls with simple weapons normally.
    Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
    Special: All characters except for Druids, Monks, Rogues, and Wizards are automatically proficient with all simple weapons.
    A Sorcerer or Wizard who casts the spell Tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.


  [Players Handbook]
SKILL FOCUS [General] - (Tier 1)
     Choose a skill, such as Move Silently. You have a special knack with that skill.
    Prerequisites: none.
    Benefit: You get a +2 bonus on all skill checks made with that skill.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


  [Players Handbook]
SPELL FOCUS [General] - (Tier 1)
     Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal.
    Prerequisites: none.
    Benefit: Add +2 to the DC for all saving throws against spells from the school of magic you select to focus on.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


  [Players Handbook]
SPELL MASTERY [Special] - (Tier 2)
     Spell Mastery is available only to Wizards.
    Prerequisites: Wizard only.
    Benefit: A Wizard (and only a Wizard) can take the special feat Spell Mastery. Each time the Wizard takes this feat, choose a number of spells equal to the Wizard's Intelligence modifier (they must be spells that the Wizard already knows). From that point on, the Wizard can prepare these spells without referring to a spellbook. The Wizard is so intimately familiar with these spells that she doesn't need a spellbook to prepare them anymore.


  [Players Handbook]
SPELL PENETRATION [General] - (Tier 1)
     Your spells are especially potent, breaking through spell resistance more readily than normal.
    Prerequisites: none.
    Benefit: You get a +2 bonus to caster level checks (1d20 + caster level) to beat a creature's spell resistance.


  [Tome and Blood]
SPELL SPECIALIZATION [General] - (Tier 2)
     You deal more damage with ray or energy missle spells.
    Prerequisites: Weapon Focus (ray or energy missle spells), spellcaster level 4th+.
    Benefit: Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus only applies if the target is within 30 feet, because only at that range can you strike precisely enough to hit more effectively.
    Special: You can gain this feat twice: once for ray spells and once for energy missle spells. Its effects do not stack.


  [Players Handbook]
SPIRITED CHARGE [General] - (Tier 3)
     You are trained at making a devastating mounted charge.
    Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.
    Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).


  [Tome and Blood]
SPLIT RAY [Metamagic] - (Tier 2)
     You can affect two targets with a single ray.
    Prerequisites: Any other metamagic feat.
    Benefit: You can split spells that specify a single target and make a ranged attack touch attack. Only spells that deal damage can be affected by this feat. The split ray affects any two targets that are both within the spell's range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray uses up a spell slot of the spell's normal level, modified by any other metamagic feats.


  [Players Handbook]
SPRING ATTACK [General] - (Tier 3)
     You are trained in fast melee attacks and fancy footwork.
    Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
    Benefit: When using the attack action with a melee weapon, you can now move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack. You can't use this feat if you are in heavy armor.


  [Players Handbook]
STILL SPELL [Metamagic] - (Tier 1)
     You can cast spells without gestures.
    Prerequisites: none.
    Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell's actual level.


  [Players Handbook]
STUNNING FIST [General] - (Tier 2)
     You know how to strike opponents in vulnerable areas.
    Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher.
    Benefit: You must declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.
    Spellcasters: You can deliver a touch spell with an unarmed strike as described in Improved Unarmed Strike. A hit produces the normal chance to stun the foe along with damage from the strike, and it also discharges the spell effect.


  [Tome and Blood]
SUBDUAL SUBSTITUTION [Metamagic] - (Tier 2)
     You can modify a spell that uses energy to deal damage to deal subdual damage instead.
    Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (arcana).
    Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the the type of damage dealt. For example, a subdual fireball spell works in the usual way, but the subdual fireball deals subdual damage instead of fire damage.
    A subdual spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.


  [Players Handbook]
TRACK [General] - (Tier 1)
     You can follow the trails of creatures and characters across most types of terrain.
    Prerequisites: none.
    Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
    You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:

Surface DC
Very Soft 5
Soft 10
Firm 15
Hard 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer then wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken brances, tufts of hair) but leaves only occasional or partial footprints.

Hard Gound: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Condition DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked: *  
   Fine +8
   Diminutive +4
   Tiny +2
   Small +1
   Medium-size 0
   Large -1
   Huge -2
   Gargantuan -4
   Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility: **  
   Overcast or moonless night +6
   Moonlight +3
   Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
* - For a group of mixed sizes, apply only the modifier for the largest size category.

** - Apply only the largest modifer from this category.

    If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 mintues (indoors) of searching.
    Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
    Special: A Ranger receives Track as a bonus feat.
    This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.


  [Players Handbook]
TRAMPLE [General] - (Tier 2)
     You are trained in using your mount to knock down opponents.
    Prerequisites: Ride skill, Mounted Combat.
    Benefit: When you attempt to overrun an opponet while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets. (See Overrun, page 139 PHB)


  [Tome and Blood]
TWIN SPELL [Metamagic] - (Tier 3)
     You can cast a spell simultaneously with another spell similar to it.
    Prerequisites: Any other metamagic feat.
    Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each (if applicable).
    In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinned charm person (see Combining Magical Effects on page 153 PHB), although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling (for example, using an untwinned form of the spell doesn't negate only half of the twinned spell).
    A twinned spell uses up a spell slot four levels higher than the spell's actual level.


  [Players Handbook]
TWO-WEAPON FIGHTING [General] - (Tier 1)
     You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
    Prerequisites: none.
    Benefit: Your penalties for fighting with two weapons are reduced by 2.
    Normal: See Attacking with Two Weapons, page 124 PHB, and Table 8-2:Two Weapon Fighting Penalties, page 125 PHB.
    Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.
    A Ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon Fighting.


  [Players Handbook]
WEAPON FINESSE [General] - (Tier 1)
     You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternativly, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re at least Medium-size.
    Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
    Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifer on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls.
    Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.


  [Players Handbook]
WEAPON FOCUS [General] - (Tier 1)
     Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray", in which case you are especially good with rays, such as the one prodcued by the ray of frost spell.
    Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
    Benefit: You add +1 to all attack rolls you make using the selected weapon.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. A fighter must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.


  [Players Handbook]
WEAPON SPECIALIZATION [Special] - (Tier 2)
     Weapon Specialization is available only to Fighters of 4th or higher level.
    Prerequisites: Weapon Focus.
    Benefit: On achieving 4th-level or higher, as a feat the Figher (and only the Fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the Fighter strike precisely enough to hit more effectively. The Fighter may take this feat as a bonus feat or as a regular one.


  [Players Handbook]
WHIRLWIND ATTACK [General] - (Tier 3)
     You can strike nearby opponents in an amazing spinning attack.
    Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.
    Benefit: When you perform the full attack action, you can give up your regular atacks and instead make one melee attack at your full base attack bonus against each opponent within 5 feet.


  [Tome and Blood]
WIDEN SPELL [Metamagic] - (Tier 3)
     You can increase the area of your spells.
    Prerequisites: none.
    Benefit: You can cast a burst, emanation, or spread spell to increase its area. Spells that do not have an area of one of these three sorts are not affected by this feat. Any numeric measurements of the spell's area increase by one-half. For example, a widened fireball spell (which normally produces a 20-foot radius spread) now fills a 30-foot radius spread.
    A widened spell uses up a spell slot three levels higher than the spell's actual level.


  [Tome and Blood]
IMPROVED FAMILIAR [General] - (Tier ???)
     As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
    Prerequisites: Ability to acquire a new familiar, compatible alignment.
    Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alighment axes (lawful through chaotic, good through evil).
    The improved familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual.
    Hit Dice: Treat as the master's level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.
    Hit Points: One-half the master's total or the familiar's normal total, whichever is higher.
    Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifer, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
    Special Attacks: The familiar has all the special attacks of its kind.
    Special Qualities: The familiar has all the special qualities of its kind.
    Saving throws: The familiar uses the master's base save bonuses if they are better than the familiar's.
    Skills: Use the normal skills for a crature of the its kind.
    Familiar Special Abilities: Use Table 3-19 in the Player's Handbook to determine additional ablitied as you would for a normal familiar.
    The list in Table 2-2 presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Not is the master's alighment the onlue factor, for example, improved familiars could be assigned by the master's creature type or subtype, as shown in the examples below.


  [Masters of the Wild]
ANIMAL CONTROL [General] - (Tier ???)
     You can channel the power of nature to gain mastery overanimal creatures.
    Prerequisites: Animal Defiance, ability to cast speak with animal and animal friendship.
    Benefit: You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animals effect, though you may issue your command mentally if desired. The number of times per day that you can use this ability is equal to 3+ your Charisma modifier. Your highest divine caster level is the level at which you rebuke animals.
    Special: Animals you command through this ability count against the HD limit of amimals you can befriend through animal friendship


  [Masters of the Wild]
ANIMAL DEFIANCE [General] - (Tier ???)
     You can channel the power of nature to drive off animals.
    Prerequisites: Ability to castdetect animals or plants.
    Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3+ your Charisma modifier. Your highest divine caster level is the level ar which you turn animals.


  [Masters of the Wild]
BLINDSIGHT [Wild] - (Tier ???)
     Your senses are as keen as the bat's.
    Prerequisites: Ability to use wildshapeto become a dire bat.
    Benefit: You gain the extraordinary ability blindsight (as described in chapter 3 of the Dungeon Master's Guide), which operates regardless of your form. Like the dire bat, you emit high-frequency sounds, inaudible to most creatures, as a form of "sonar" that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates you blindsight.


  [Masters of the Wild]
BRACHIATION [General] - (Tier ???)
     You move through trees like a monkey.
    Prerequisites: Climb 6 ranks, Jump 6 ranks, Strengh 13.
    Benefit: You move through trees at you normal land speed by using you arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farter apart than 15 feet. You may not use this ablity while having an item in either hand, or while wearing armor heavier then medium.


  [Masters of the Wild]
CREATE INFUSION [Item Creation] - (Tier ???)
     You store a divine spell within a specially prepared herb (see Chapter 3 for details on infusion).
    Prerequisites: Wilderness Lore 4 ranks, spellcaster level 3rd.
    Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infustion, you must spend 1/25 of this base price in xp and use up raw materials costing one-half this base price.
    




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