Post by sinx22 on Feb 17, 2007 13:24:54 GMT 7
This feats are from PHB im also posting some other feats from different books
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
Description of what the feat does or represents in plain language.
Prerequisite: A minimum ability score, another feat or feats, a
minimum base attack bonus, a minimum number of ranks in one or
more skills, or a class level that a character must have in order to
acquire this feat. This entry is absent if a feat has no prerequisite. A
feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat
description) to do. If a character has the same feat more than once,
its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited
to or restricted from doing. If not having the feat causes no
particular drawback, this entry is absent.
Special: Additional facts about the feat that may be helpful when
you decide whether to acquire the feat.
ACROBATIC [GENERAL]
You have excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump checks and Tumble
checks.
AGILE [GENERAL]
You are particularly flexible and poised.
Benefit: You get a +2 bonus on all Balance checks and Escape
Artist checks.
ALERTNESS [GENERAL]
You have finely tuned senses.
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar (see the Familiars sidebar, page
52) gains the benefit of the Alertness feat whenever the familiar is
within arm’s reach.
ANIMAL AFFINITY [GENERAL]
You are good with animals.
Benefit: You get a +2 bonus on all Handle Animal checks and
Ride checks.
ARMOR PROFICIENCY (HEAVY) [GENERAL]
You are proficient with heavy armor (see Table 7–6: Armor and
Shields, page 123).
Prerequisites: Armor Proficiency (light), Armor Proficiency
(medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor
Proficiency (heavy) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (LIGHT) [GENERAL]
You are proficient with light armor (see Table 7–6: Armor and
Shields, page 123).
Benefit: When you wear a type of armor with which you are
proficient, the armor check penalty for that armor 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 applies its armor check penalty to attack rolls and to all
skill checks that involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks
automatically have Armor Proficiency (light) as a bonus feat. They
need not select it.
ARMOR PROFICIENCY (MEDIUM)
[GENERAL]
You are proficient with medium armor (see Table 7–6: Armor and
Shields, page 123).
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards
automatically have Armor Proficiency (medium) as a bonus feat.
They need not select it.
ATHLETIC [GENERAL]
You have a knack for athletic endeavors.
Benefit: You get a +2 bonus on all Climb checks and Swim
checks.
AUGMENT SUMMONING [GENERAL]
Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a
+4 enhancement bonus to Strength and Constitution for the
duration of the spell that summoned it.
BLIND-FIGHT [GENERAL]
You know how to fight in melee without being able to see your foes.
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 Concealment, page 152).
An invisible attacker gets no advantages related to hitting you in
melee. That is, you don’t lose your Dexterity bonus to Armor Class,
and the attacker doesn’t get the usual +2 bonus for being invisible
(see Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class
Modifiers, page 151). The invisible attacker’s bonuses do still apply
for ranged attacks, however.
You take only half the usual penalty to speed for being unable to
see. Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half (see Table 9–4: Hampered
Movement, page 163).
Normal: Regular attack roll modifiers for invisible attackers
trying to hit you (see Table 8–5: Attack Roll Modifiers, page 151)
apply, and you lose your Dexterity bonus to AC. The speed reduction
for darkness and poor visibility (see Table 9–4: Hampered
Movement, page 163) also applies.
Special: The Blind-Fight feat is of no use against a character who
is the subject of a blink spell (see page 206).
A fighter may select Blind-Fight as one of his fighter bonus feats
(see page 38).
BREW POTION [ITEM CREATION]
You can create potions, which carry spells within themselves. See
the Dungeon Master’s Guide for rules on potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell
that you know and that targets one or more creatures. Brewing a
potion takes one day. When you create a potion, you set the caster
level, which must be sufficient to cast the spell in question and no
higher than your own level. The base price of a potion is its spell
level × its caster level × 50 gp. To brew a potion, you must spend
1/25 of this base price in XP and use up raw materials costing one
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 expend the material
component or pay the XP when creating the potion.
CLEAVE [GENERAL]
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 or killing it), you get
an immediate, extra melee attack against another creature within
reach. 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.
Special: A fighter may select Cleave as one of his fighter bonus
feats (see page 38).
COMBAT CASTING [GENERAL]
You are adept at casting spells in combat.
Benefit: You get a +4 bonus on Concentration checks made to
cast a spell or use a spell-like ability while on the defensive (see
Casting on the Defensive, page 140) or while you are grappling or
pinned.
COMBAT EXPERTISE [GENERAL]
You are trained at using your combat skill for defense as well as
offense.
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action
in melee, you can take a penalty of as much as –5 on your attack roll
and add the same number (+5 or less) as a dodge bonus 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.
Normal: A character without the Combat Expertise feat can fight
defensively while using the attack or full attack action to take a –4
penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his
fighter bonus feats (see page 38).
COMBAT REFLEXES [GENERAL]
You can respond quickly and repeatedly to opponents who let their
defenses down.
Benefit: When foes leave themselves open, you may make a
number of additional attacks of opportunity equal to your Dexterity
bonus. For example, a fighter with a Dexterity of 15 can make a total
of three attacks of opportunity in 1 round—the one attack of
opportunity any character is entitled to, plus two more because of
his +2 Dexterity bonus. If four goblins move out of the character’s
threatened squares, he can make one attack of opportunity each
against three of the four. You can still make only one attack of
opportunity per opportunity.
With this feat, you may also make attacks of opportunity while
flat-footed.
Normal: A character without this feat can make only one attack
of opportunity per round and can’t make attacks of opportunity
while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use
her opportunist ability (see page 51) more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus
feats (see page 38)
A monk may select Combat Reflexes as a bonus feat at 2nd level.
CRAFT MAGIC ARMS AND ARMOR
[ITEM CREATION]
You can create magic weapons, armor, and shields.
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield
whose prerequisites you meet (see the Dungeon Master’s Guide for
prerequisites and other information on these items). Enhancing a
weapon, suit of armor, or shield takes one day for each 1,000 gp in
the price of its magical features. To enhance a weapon, suit of armor,
or shield, you must spend 1/25 of its features’ total price in XP and
use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork
item that you provide. Its cost is not included in the above
cost.
You can also mend a broken magic weapon, suit of armor, or
shield 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 craft that
item in the first place.
CRAFT ROD [ITEM CREATION]
You can create magic rods, which have varied magical effects.
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet
(see the Dungeon Master’s Guide for prerequisites and other information
on rods). Crafting a rod takes one 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 one-half of its base price.
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.
CRAFT STAFF [ITEM CREATION]
You can create magic staffs, each of which has multiple
magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any staff
whose prerequisites you meet
(see the Dungeon Master’s
Guide for prerequisites and
other information on staffs).
Crafting a staff takes
one 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
one-half of its base price. A
newly created staff
has 50 charges.
Some staffs incur
extra costs in material
components or XP, as
noted in their descriptions.
These costs are in
addition to those derived
from the staff ’s base price.
CRAFT WAND [ITEM CREATION]
You can create wands, which hold spells (see the Dungeon Master’s
Guide for rules on wands).
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that
you know. Crafting a wand takes one day for each 1,000 gp in its
base price. The base price of a wand is its caster level × the spell
level × 750 gp. To craft a wand, you must spend 1/25 of this base
price in XP and use up raw materials costing one-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 price, you must expend fifty copies of the
material component or pay fifty times the XP cost.
CRAFT WONDROUS ITEM [ITEM CREATION]
You can create a wide variety of magic items, such as a crystal ball or a flying carpet.
Prerequisite: Caster level 3rd.Benefit: You can create any wondrous item whose prerequisites
you meet (see the Dungeon Master’s Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item
takes one day for each 1,000 gp in its price. To enchant a wondrous
item, you must spend 1/25 of the item’s price in XP and use up raw
materials costing half of this price.
You can also mend a broken wondrous 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 craft 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 to mend a broken one.
DECEITFUL [GENERAL]
You have a knack for disguising the truth.
Benefit: You get a +2 bonus on all Disguise checks and Forgery
checks.
DEFLECT ARROWS [GENERAL]
You can deflect incoming arrows, as well as crossbow bolts, spears,
and other projectile 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 deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action.
Unusually massive ranged weapons, such as boulders hurled by
giants, and ranged attacks generated by spell effects, such as Melf’s
acid arrow, can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd
level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus
feats (see page 38).
DEFT HANDS [GENERAL]
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on all Sleight of Hand checks and
Use Rope checks.
DIEHARD [GENERAL]
You can remain conscious after attacks that would fell others.
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you
automatically become stable. You don’t have to roll d% to see if you
lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if
you were disabled, rather than dying. You must make this decision
as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you
immediately fall unconscious.
When using this feat, you can take either a single move or standard
action each turn, but not both, and you cannot take a full-round
action. You can take a move action without further injuring yourself,
but if you perform any standard action (or any other action the DM
deems as strenuous, including some free actions, such as casting a
quickened spell) you take 1 point of damage after completing the
act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between
–1 and –9 hit points is unconscious and dying, as described in
Chapter 8: Combat.
DILIGENT [GENERAL]
Your meticulousness allows you to analyze minute details that
others miss.
Benefit: You get a +2 bonus on all Appraise checks and Decipher
Script checks.
DODGE [GENERAL]
You are adept at dodging blows.
Prerequisite: 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.
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 on dodge
attempts against giants) stack with each other, unlike most other
types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus
feats (see page 38).
EMPOWER SPELL [METAMAGIC]
You can cast spells to greater effect.
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, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving
throws and opposed rolls (such as the one you make when you cast
dispel magic) are not affected, nor are spells without random
variables. An empowered spell uses up a spell slot two levels higher
than the spell’s actual level.
ENDURANCE [GENERAL]
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage (see page 84),
Constitution checks made to continue running (see page 144),
Constitution checks made to avoid nonlethal damage from a forced
march (see page 164), Constitution checks made to hold your breath
(see page 84), Constitution checks made to avoid nonlethal damage
from starvation or thirst (see
page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light
or medium armor without becoming fatigued. Normal: Acharacter without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.
ENLARGE SPELL [METAMAGIC]
You can cast spells farther than normal.
Benefit: You can alter a spell with a range of close, medium, or
long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range
spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS [GENERAL]
You can cast spells without relying on material components.
Benefit: You can cast any spell that has a material component
costing 1 gp or less without needing that component. (The casting of
the spell still provokes attacks of opportunity as normal.) If the spell
requires a material component that costs more than 1 gp, you must
have the material component at hand to cast the spell, just as
normal.
EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon, such as dire flail or shuriken (see
Table 7–5: Weapons, page 116, for a list of exotic weapons). You
understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword
or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of exotic
weapon. Proficiency with the bastard sword or the dwarven waraxe
has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his
fighter bonus feats (see page 38)
EXTEND SPELL [METAMAGIC]
You can cast spells that last longer than normal.
Benefit: An extended spell lasts twice as long as normal. A spell
with a duration of concentration, instantaneous, or permanent is not
affected by this feat. An extended spell uses up a spell slot one level
higher than the spell’s actual level.
EXTRA TURNING [GENERAL]
You can turn or rebuke creatures more often than normal.
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to
turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of
creature (such as a good-aligned cleric with access to the Fire
domain, who can turn undead and water creatures and can also
rebuke fire creatures), each of your turning or rebuking abilities
gains four additional uses per day.
Normal: Without this feat, a character can typically turn or
rebuke undead (or other creatures) a number of times per day equal
to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects
stack. Each time you take the feat, you can use each of your turning
or rebuking abilities four additional times per day.
FAR SHOT [GENERAL]
You can get greater distance out of a ranged weapon.
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its
range increment increases by one-half (multiply by 1-1/2). When
you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus
feats (see page 38).
FORGE RING [ITEM CREATION]
You can create magic rings, which have varied magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet
(see the Dungeon Master’s Guide for prerequisites and other information on rings). Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring 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 forge 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 many XP as it costs to cast wish three times). You must pay such a cost to forge such a ring or to mend a broken one.
GREAT CLEAVE [GENERAL]
You can wield a melee weapon with such power that you can strike
multiple times when you fell your foes.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit
to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter
bonus feats (see page 38).
GREAT FORTITUDE [GENERAL]
You are tougher than normal.
Benefit: You get a +2 bonus on all Fortitude saving throws.
GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have applied the
Spell Focus feat. Your spells of that school are now even more potent than before.
Benefit: Add +1 to the Difficulty Class for all saving throws
against spells from the school of magic you select. This bonus stacks
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
to which you already have applied the Spell Focus feat.
GREATER SPELL PENETRATION [GENERAL]
Your spells are remarkably potent, breaking through spell resistance
more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster
level) made to overcome a creature’s spell resistance. This bonus
stacks with the one from Spell Penetration (see page 100).
GREATER TWO-WEAPON FIGHTING [GENERAL]
You are a master at fighting two-handed.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-
Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit
at a –10 penalty.
Special: A fighter may select Greater Two-Weapon Fighting as
one of his fighter bonus feats (see page 38).
An 11th-level ranger who has chosen the two-weapon combat
style is treated as having Greater Two-Weapon Fighting, even if he
does not have the prerequisites for it, but only when he is wearing
light or no armor (see page 48).
GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon, such as greataxe, for which you have
already selected Weapon Focus. You can also choose unarmed strike
or grapple as your weapon for purposes of this feat. You are
especially good at using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus
with selected weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon. This bonus stacks with other bonuses on attack
rolls, including the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new
type of weapon.
A fighter must have Greater Weapon Focus with a given weapon
to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter
bonus feats (see page 38).
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
Description of what the feat does or represents in plain language.
Prerequisite: A minimum ability score, another feat or feats, a
minimum base attack bonus, a minimum number of ranks in one or
more skills, or a class level that a character must have in order to
acquire this feat. This entry is absent if a feat has no prerequisite. A
feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat
description) to do. If a character has the same feat more than once,
its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited
to or restricted from doing. If not having the feat causes no
particular drawback, this entry is absent.
Special: Additional facts about the feat that may be helpful when
you decide whether to acquire the feat.
ACROBATIC [GENERAL]
You have excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump checks and Tumble
checks.
AGILE [GENERAL]
You are particularly flexible and poised.
Benefit: You get a +2 bonus on all Balance checks and Escape
Artist checks.
ALERTNESS [GENERAL]
You have finely tuned senses.
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar (see the Familiars sidebar, page
52) gains the benefit of the Alertness feat whenever the familiar is
within arm’s reach.
ANIMAL AFFINITY [GENERAL]
You are good with animals.
Benefit: You get a +2 bonus on all Handle Animal checks and
Ride checks.
ARMOR PROFICIENCY (HEAVY) [GENERAL]
You are proficient with heavy armor (see Table 7–6: Armor and
Shields, page 123).
Prerequisites: Armor Proficiency (light), Armor Proficiency
(medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor
Proficiency (heavy) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (LIGHT) [GENERAL]
You are proficient with light armor (see Table 7–6: Armor and
Shields, page 123).
Benefit: When you wear a type of armor with which you are
proficient, the armor check penalty for that armor 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 applies its armor check penalty to attack rolls and to all
skill checks that involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks
automatically have Armor Proficiency (light) as a bonus feat. They
need not select it.
ARMOR PROFICIENCY (MEDIUM)
[GENERAL]
You are proficient with medium armor (see Table 7–6: Armor and
Shields, page 123).
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards
automatically have Armor Proficiency (medium) as a bonus feat.
They need not select it.
ATHLETIC [GENERAL]
You have a knack for athletic endeavors.
Benefit: You get a +2 bonus on all Climb checks and Swim
checks.
AUGMENT SUMMONING [GENERAL]
Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a
+4 enhancement bonus to Strength and Constitution for the
duration of the spell that summoned it.
BLIND-FIGHT [GENERAL]
You know how to fight in melee without being able to see your foes.
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 Concealment, page 152).
An invisible attacker gets no advantages related to hitting you in
melee. That is, you don’t lose your Dexterity bonus to Armor Class,
and the attacker doesn’t get the usual +2 bonus for being invisible
(see Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class
Modifiers, page 151). The invisible attacker’s bonuses do still apply
for ranged attacks, however.
You take only half the usual penalty to speed for being unable to
see. Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half (see Table 9–4: Hampered
Movement, page 163).
Normal: Regular attack roll modifiers for invisible attackers
trying to hit you (see Table 8–5: Attack Roll Modifiers, page 151)
apply, and you lose your Dexterity bonus to AC. The speed reduction
for darkness and poor visibility (see Table 9–4: Hampered
Movement, page 163) also applies.
Special: The Blind-Fight feat is of no use against a character who
is the subject of a blink spell (see page 206).
A fighter may select Blind-Fight as one of his fighter bonus feats
(see page 38).
BREW POTION [ITEM CREATION]
You can create potions, which carry spells within themselves. See
the Dungeon Master’s Guide for rules on potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell
that you know and that targets one or more creatures. Brewing a
potion takes one day. When you create a potion, you set the caster
level, which must be sufficient to cast the spell in question and no
higher than your own level. The base price of a potion is its spell
level × its caster level × 50 gp. To brew a potion, you must spend
1/25 of this base price in XP and use up raw materials costing one
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 expend the material
component or pay the XP when creating the potion.
CLEAVE [GENERAL]
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 or killing it), you get
an immediate, extra melee attack against another creature within
reach. 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.
Special: A fighter may select Cleave as one of his fighter bonus
feats (see page 38).
COMBAT CASTING [GENERAL]
You are adept at casting spells in combat.
Benefit: You get a +4 bonus on Concentration checks made to
cast a spell or use a spell-like ability while on the defensive (see
Casting on the Defensive, page 140) or while you are grappling or
pinned.
COMBAT EXPERTISE [GENERAL]
You are trained at using your combat skill for defense as well as
offense.
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action
in melee, you can take a penalty of as much as –5 on your attack roll
and add the same number (+5 or less) as a dodge bonus 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.
Normal: A character without the Combat Expertise feat can fight
defensively while using the attack or full attack action to take a –4
penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his
fighter bonus feats (see page 38).
COMBAT REFLEXES [GENERAL]
You can respond quickly and repeatedly to opponents who let their
defenses down.
Benefit: When foes leave themselves open, you may make a
number of additional attacks of opportunity equal to your Dexterity
bonus. For example, a fighter with a Dexterity of 15 can make a total
of three attacks of opportunity in 1 round—the one attack of
opportunity any character is entitled to, plus two more because of
his +2 Dexterity bonus. If four goblins move out of the character’s
threatened squares, he can make one attack of opportunity each
against three of the four. You can still make only one attack of
opportunity per opportunity.
With this feat, you may also make attacks of opportunity while
flat-footed.
Normal: A character without this feat can make only one attack
of opportunity per round and can’t make attacks of opportunity
while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use
her opportunist ability (see page 51) more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus
feats (see page 38)
A monk may select Combat Reflexes as a bonus feat at 2nd level.
CRAFT MAGIC ARMS AND ARMOR
[ITEM CREATION]
You can create magic weapons, armor, and shields.
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield
whose prerequisites you meet (see the Dungeon Master’s Guide for
prerequisites and other information on these items). Enhancing a
weapon, suit of armor, or shield takes one day for each 1,000 gp in
the price of its magical features. To enhance a weapon, suit of armor,
or shield, you must spend 1/25 of its features’ total price in XP and
use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork
item that you provide. Its cost is not included in the above
cost.
You can also mend a broken magic weapon, suit of armor, or
shield 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 craft that
item in the first place.
CRAFT ROD [ITEM CREATION]
You can create magic rods, which have varied magical effects.
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet
(see the Dungeon Master’s Guide for prerequisites and other information
on rods). Crafting a rod takes one 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 one-half of its base price.
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.
CRAFT STAFF [ITEM CREATION]
You can create magic staffs, each of which has multiple
magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any staff
whose prerequisites you meet
(see the Dungeon Master’s
Guide for prerequisites and
other information on staffs).
Crafting a staff takes
one 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
one-half of its base price. A
newly created staff
has 50 charges.
Some staffs incur
extra costs in material
components or XP, as
noted in their descriptions.
These costs are in
addition to those derived
from the staff ’s base price.
CRAFT WAND [ITEM CREATION]
You can create wands, which hold spells (see the Dungeon Master’s
Guide for rules on wands).
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that
you know. Crafting a wand takes one day for each 1,000 gp in its
base price. The base price of a wand is its caster level × the spell
level × 750 gp. To craft a wand, you must spend 1/25 of this base
price in XP and use up raw materials costing one-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 price, you must expend fifty copies of the
material component or pay fifty times the XP cost.
CRAFT WONDROUS ITEM [ITEM CREATION]
You can create a wide variety of magic items, such as a crystal ball or a flying carpet.
Prerequisite: Caster level 3rd.Benefit: You can create any wondrous item whose prerequisites
you meet (see the Dungeon Master’s Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item
takes one day for each 1,000 gp in its price. To enchant a wondrous
item, you must spend 1/25 of the item’s price in XP and use up raw
materials costing half of this price.
You can also mend a broken wondrous 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 craft 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 to mend a broken one.
DECEITFUL [GENERAL]
You have a knack for disguising the truth.
Benefit: You get a +2 bonus on all Disguise checks and Forgery
checks.
DEFLECT ARROWS [GENERAL]
You can deflect incoming arrows, as well as crossbow bolts, spears,
and other projectile 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 deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action.
Unusually massive ranged weapons, such as boulders hurled by
giants, and ranged attacks generated by spell effects, such as Melf’s
acid arrow, can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd
level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus
feats (see page 38).
DEFT HANDS [GENERAL]
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on all Sleight of Hand checks and
Use Rope checks.
DIEHARD [GENERAL]
You can remain conscious after attacks that would fell others.
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you
automatically become stable. You don’t have to roll d% to see if you
lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if
you were disabled, rather than dying. You must make this decision
as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you
immediately fall unconscious.
When using this feat, you can take either a single move or standard
action each turn, but not both, and you cannot take a full-round
action. You can take a move action without further injuring yourself,
but if you perform any standard action (or any other action the DM
deems as strenuous, including some free actions, such as casting a
quickened spell) you take 1 point of damage after completing the
act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between
–1 and –9 hit points is unconscious and dying, as described in
Chapter 8: Combat.
DILIGENT [GENERAL]
Your meticulousness allows you to analyze minute details that
others miss.
Benefit: You get a +2 bonus on all Appraise checks and Decipher
Script checks.
DODGE [GENERAL]
You are adept at dodging blows.
Prerequisite: 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.
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 on dodge
attempts against giants) stack with each other, unlike most other
types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus
feats (see page 38).
EMPOWER SPELL [METAMAGIC]
You can cast spells to greater effect.
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, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving
throws and opposed rolls (such as the one you make when you cast
dispel magic) are not affected, nor are spells without random
variables. An empowered spell uses up a spell slot two levels higher
than the spell’s actual level.
ENDURANCE [GENERAL]
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage (see page 84),
Constitution checks made to continue running (see page 144),
Constitution checks made to avoid nonlethal damage from a forced
march (see page 164), Constitution checks made to hold your breath
(see page 84), Constitution checks made to avoid nonlethal damage
from starvation or thirst (see
page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light
or medium armor without becoming fatigued. Normal: Acharacter without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it.
ENLARGE SPELL [METAMAGIC]
You can cast spells farther than normal.
Benefit: You can alter a spell with a range of close, medium, or
long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range
spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS [GENERAL]
You can cast spells without relying on material components.
Benefit: You can cast any spell that has a material component
costing 1 gp or less without needing that component. (The casting of
the spell still provokes attacks of opportunity as normal.) If the spell
requires a material component that costs more than 1 gp, you must
have the material component at hand to cast the spell, just as
normal.
EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon, such as dire flail or shuriken (see
Table 7–5: Weapons, page 116, for a list of exotic weapons). You
understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword
or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of exotic
weapon. Proficiency with the bastard sword or the dwarven waraxe
has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his
fighter bonus feats (see page 38)
EXTEND SPELL [METAMAGIC]
You can cast spells that last longer than normal.
Benefit: An extended spell lasts twice as long as normal. A spell
with a duration of concentration, instantaneous, or permanent is not
affected by this feat. An extended spell uses up a spell slot one level
higher than the spell’s actual level.
EXTRA TURNING [GENERAL]
You can turn or rebuke creatures more often than normal.
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to
turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of
creature (such as a good-aligned cleric with access to the Fire
domain, who can turn undead and water creatures and can also
rebuke fire creatures), each of your turning or rebuking abilities
gains four additional uses per day.
Normal: Without this feat, a character can typically turn or
rebuke undead (or other creatures) a number of times per day equal
to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects
stack. Each time you take the feat, you can use each of your turning
or rebuking abilities four additional times per day.
FAR SHOT [GENERAL]
You can get greater distance out of a ranged weapon.
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its
range increment increases by one-half (multiply by 1-1/2). When
you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus
feats (see page 38).
FORGE RING [ITEM CREATION]
You can create magic rings, which have varied magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet
(see the Dungeon Master’s Guide for prerequisites and other information on rings). Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring 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 forge 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 many XP as it costs to cast wish three times). You must pay such a cost to forge such a ring or to mend a broken one.
GREAT CLEAVE [GENERAL]
You can wield a melee weapon with such power that you can strike
multiple times when you fell your foes.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit
to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter
bonus feats (see page 38).
GREAT FORTITUDE [GENERAL]
You are tougher than normal.
Benefit: You get a +2 bonus on all Fortitude saving throws.
GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have applied the
Spell Focus feat. Your spells of that school are now even more potent than before.
Benefit: Add +1 to the Difficulty Class for all saving throws
against spells from the school of magic you select. This bonus stacks
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
to which you already have applied the Spell Focus feat.
GREATER SPELL PENETRATION [GENERAL]
Your spells are remarkably potent, breaking through spell resistance
more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster
level) made to overcome a creature’s spell resistance. This bonus
stacks with the one from Spell Penetration (see page 100).
GREATER TWO-WEAPON FIGHTING [GENERAL]
You are a master at fighting two-handed.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-
Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit
at a –10 penalty.
Special: A fighter may select Greater Two-Weapon Fighting as
one of his fighter bonus feats (see page 38).
An 11th-level ranger who has chosen the two-weapon combat
style is treated as having Greater Two-Weapon Fighting, even if he
does not have the prerequisites for it, but only when he is wearing
light or no armor (see page 48).
GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon, such as greataxe, for which you have
already selected Weapon Focus. You can also choose unarmed strike
or grapple as your weapon for purposes of this feat. You are
especially good at using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus
with selected weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon. This bonus stacks with other bonuses on attack
rolls, including the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new
type of weapon.
A fighter must have Greater Weapon Focus with a given weapon
to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter
bonus feats (see page 38).