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  Chapter 5: Characters
Feats

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]

What’s New?
          Dungeons & Dragons 3.5: Many new feats were added to D&D3.5. Standardized pairs of skills grant +2 bonuses from feats like Negotiator and Stealthy. Many old feats changed significantly. Spell Focus now grants a +1 bonus. A number of combat-oriented feats changed name or effect.
Differences between how creatures and characters gain feats disappeared. All creatures get one feat, plus one additional feat per three hit dice – just like characters. Many monsters gained additional feats.
Old Feat Name New Feat Name Folded Into Notes
Ambidexterity n/a Two-Weapon Fighting Two-Weapon Fighting includes all benefits
Expertise Combat Expertise    
Weapon Finesse (weapon) Weapon Finesse   Grants benefit with all qualified weapons
Sunder Improved Sunder   Sunder now name of the special attack
Shield Expert Improved Shield Bash   Originally appeared in Sword & Fist

          Feyworld: Feats remained relatively unchanged, though a few new feats to cover multiclassed spellcasters (such as Arcane Spellcasting and Sorcery) and some regional feats were added.


Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Combat Feats

General Combat Feats

Name Prerequisites Description Loc. Train.
Improved Initiative (F) -- +4 bonus on initiative checks PHB 96 N
Improved Weapon Familiarity (F) Base attack bonus +1 Racial weapons are martial, not exotic CW 101-2 Y
Thug -- +2 on Initiative, +2 on Intimidate FR 38 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Defensive Combat Feats

Name Prerequisites Description Loc. Train.
Armor Proficiency (heavy) Armor Proficiency (light), Armor Proficiency (medium) Armor penalty only on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble when in heavy or less armor PHB 89 Y
Armor Proficiency (light) -- Armor penalty only on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble when in light armor PHB 89 Y
Armor Proficiency (medium) Armor Proficiency (light) Armor penalty only on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble when in medium or less armor PHB 89 Y
Bullheaded Meet regional requirements +1 Will save, +2 Initimate checks FR 34 N
Combat Expertise (F) Int 13 Trade attack bonus for AC (max 5 points) PHB 92 Y
Discipline Meet regional requirements +1 Will save, +2 Concentration checks FR 34 N
Dodge (F) Dex 13+ +1 dodge bonus to AC against selected target PHB 93 Y
Eyes in the Back of Your Head Wis 13, base attack bonus +1 Opponents do not get flanking benefits CW 98 N
Great Fortitude -- +2 bonus on Fortitude save PHB 94 N
Greater Two-Weapon Defense (F) Dex 19, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11 Gain shield bonus when fighting with two weapons CW 100 Y
Improved Buckler Defense (F) Shield Proficiency Apply buckler's shield bonus to AC while using off-hand weapon CW 100 Y
Improved Bull Rush (F) Power Attack +4 on bull rush attempts; no attack of opportunity PHB 95 Y
Improved Combat Expertise (F) Int 13, Combat Expertise, base attack bonus +6 Reduce your attack bonus to improve your AC CW 100 Y
Improved Disarm (F) Combat Expertise +4 bonus on disarm attempts; no attack of opportunity PHB 95 Y
Improved Feint (F) Combat Expertise Feint in combat as move action PHB 95 Y
Improved Two-Weapon Defense (F) Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6 Gain shield bonus when fighting with two weapons CW 101 Y
Iron Will -- +2 bonus on Will saves PHB 97 N
Lightning Reflexes -- +2 to Reflex saves PHB 97 N
Luck of Heroes Meet regional requirements +1 luck bonus on saves FR 36 N
Mind Over Body Meet regional requirements Use Int mod instead of Con mod at 1st level to determine bonus to hp, receive +1 hp for each metamagic feat; can only be taken at 1st level FR 37 N
Mobility (F) Dodge +4 dodge bonus to AC against against some attacks of opportunity PHB 98 Y
Mounted Combat (F) Ride 1 rank Negate hits on mount with Ride check PHB 98 Y
Off-Hand Parry Dex 13+, Proficiency with weapon, Two-Weapon Fighting, Ambidexterity, Base Attack Bonus +3 or higher Sacrifice off-hand attacks and get +2 dodge bonus to AC; only with full attack action, if using buckler, AC stacks, only bladed or hafted weapons of a smaller size category than you SF 7-8 Y
Phalanx Fighting (F) Proficiency with heavy shield, base attack bonus +1 Bonus to AC and Reflex saves while fighting in shield wall CW 103 Y
Ranged Disarm * (F) Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 Use ranged weapon to disarm foe within 30 feet CW 103-4 Y
Resist Poison Meet regional requirements +4 bonus to Fortitude saves against poison;can only be taken at 1st lvl FR 37 N
Shield Proficiency -- No armor check penalty on attack rolls PHB 100 Y
Strong Soul Meet regional requirements +1 Fort and Will saves, additional +1 vs. energy draining and death FR 38 N
Survivor Meet regional requirements +1 Fort save, +2 to Wilderness Lore FR 38 Y
Toughness ** -- +3 hit points PHB 101 N
Tower Shield Proficiency Shield Proficiency No armor check penalty on attack rolls PHB 101 Y
Twin Sword Style Two-Weapon Fighting, meet regional requirements +2 armor bonus to AC against single opponent while using two weapons you are proficient in FR 39 Y
Two-Weapon Defense (F) Two-Weapon Fighting Off-hand weapon grants +1 shield bonus to AC PHB 102 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Hand-to-Hand Combat Feats

Name Prerequisites Description Loc. Train.
Clever Wrestling Small or Medium size, Improved Unarmed Strike Gain circumstance bonus to escape grapple or pin CW 97 Y
Close-Quarters Fighting (F) Base attack bonus +3 or higher Use counterattack to resist grapple CW 97 Y
Earth's Embrace Str 15, Improved Grabble or improved grab, Improved Unarmed Strike Extra damage while pinning an opponent CW 97 Y
Extra Stunning** Stunning Fist, base attack bonus +2 Number of stunning attacks per day increase by three CW 98 Y
Fists of Iron Improved Unarmed Strike, Stunning Fist, base attack bonus +2 +1d6 damage on unarmed attacks CW 99 Y
Improved Grapple (F) Dex 13, Improved Unarmed Strike +4 bonus on grapple checks; no attack of opportunity PHB 95-6 Y
Improved Unarmed Strike (F) -- Considered armed even when unarmed PHB 96 Y
Pain Touch Wis 19+, Stunning Fist Successful stunning attack causes nausea for 1 round; creates more than on size category are immune SF 8 Y
Rapid Stunning** (F) Combat Reflexes, Stunning Fist, base attack bonus +6 Use one additional stunning attack per round CW 104-5 Y
Stunning Fist (F) Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Stun opponent with unarmed strike PHB 101 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Ranged Combat Feats

Name Prerequisites Description Loc. Train.
Far Shot (F) Point Blank Shot Increase range increment by 50% or 100% PHB 94 Y
Point Blank Shot (F) -- +1 bonus on ranged attack and damage within 30 ft.  PHB 98 Y
Precise Shot (F) Point Blank Shot No -4 penalty for shooting into melee PHB 98 Y
Rapid Reload (F) Weapon proficiency with crossbow Reload crossbow more quickly PHB 99 Y
Rapid Shot (F) Dex 13, Point Blank Shot One extra ranged attack each round PHB 99 Y
Sharp-Shooting Point Blank Shot, Precise Shot, base attack bonus +3 Halve opponent's cover bonus CW 105 Y
Shot on the Run (F) Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 Move before and after ranged attack PHB 100 Y
Throw Anything Dex 15, proficiency with weapon, base attack bonus +2 Throw melee weapon with no penalty CW 105-6 Y
Zen Archery Wis 13, base attack bonus +1 Use Wis instead of Dex for ranged attacks CW 106 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Offensive Combat Feats

Name Prerequisites Description Loc. Train.
Arterial Strike Sneak attack ability, base attack bonus +4 Trade 1d6 sneak attack damage for 1 point of damage per round CW 96 Y
Blind-Fight (F) -- Re-roll miss chance once because of concealment, invisible attackers have no bonuses, half normal penalty for being unable to see PHB 89 Y
Cleave (F) Power Attack Extra melee attack after dropping target PHB 92 Y
Combat Reflexes (F) -- Additional Attacks of Opportunity equal to DEX modifier, only one per enemy PHB 92 Y
Death Blow Improved Initiative, Base attack bonus +2 or higher Perform coup de grace attack on helpless opponent as standard action SF 6 Y
Defensive Strike (F) Dex 13, Int 13, Combat Expertise, Dodge +4 bonus on attack roll after successful total defense CW 97 Y
Defensive Throw Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike Trip attempt after foe's attack misses CW 97 Y
Dirty Fighting Base attack bonus +2 or higher +1d4 points damage on full melee attack SF 6 Y
Dual Strike Combat Reflexes, Base attack bonus +3 or higher With ally who has feat, you each get +4 when flanking same enemy SF 6 Y
Exotic Weapon Proficiency* (F) Base attack bonus +1 No penalty on attacks with specific exotic weapon PHB 94 Y
Expert Tactician Base attack bonus +3 or higher One additional partial action against opponent who has been denied DEX mod to AC SF 6 Y
Favored Power Attack Favored enemy ability, Power Attack, base attack bonus +4 Trade attack bonus for damage at greater rate against favored enemies CW 98 Y
Flick of the Wrist Dex 17, Sleight of Hand 5 ranks, Quick Draw Cause opponent to be flat-footed for one attack CW 99 Y
Foe Hunter Meet regional requirements +1 competence bonus to damage on melee and ranged attacks less than 30' range vs. specific species plus Improved Critical against monsters, does not stack with Improved Critical FR 34-5 Y
Great Cleave (F) Cleave, Power Attack, base attack bonus +4 No limit to cleave attacks each round PHB 94 Y
Greater Two-Weapon Fighting (F) Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 Gain third off-hand attack PHB 95 Y
Greater Weapon Focus * (F) Proficiency with weapon, Weapon Focus with weapon, fighter level 8th +2 bonus on attack rolls with selected weapon PHB 95 Y
Greater Weapon Specialization * (F) Proficiency with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, fighter level 12th +4 bonus on damage rolls with selected weapon PHB 95 Y
Hamstring Sneak attack ability, base attack bonus +4 Trade 2d6 sneak attack damage to cut opponent's speed in half CW 100 Y
Hold the Line Combat Reflexes, Base attack bonus +2 Make attack of opportunity against charging foe CW 100 Y
Improved Critical * (F) Proficiency with weapon, base attack bonus +8 Double threat range of weapon PHB 95 Y
Improved Favored Enemy Favored enemy ability, base attack bonus +5 +3 bonus on damage against favored enemies CW 101 Y
Improved Mounted Archery (F) Ride 1 rank, Mounted Archery, Mounted Combat Reduce or eliminate attack penalties with ranged weapon while mounted CW 101 Y
Improved Overrun (F) Power Attack +4 bonus on overrun attempts; no attack of opportunity PHB 96 Y
Improved Precise Shot (F) Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11 Ignore less than total cover/concealment on ranged attacks PHB 96 Y
Improved Rapid Shot (F) Manyshot, Point Blank Shot, Rapid Shot Ignore -2 penalty when using Rapid Shot CW 101 Y
Improved Shield Bash (F) Shield Proficiency Retain shield bonus to AC when shield bashing PHB 96 Y
Improved Sunder (F) Power Attack +4 bonus on sunder attempts; no attack of opportunity PHB 96 Y
Improved Trip (F) Combat Expertise +4 bonus on trip attempts, no attack of opportunity PHB 95 Y
Improved Two-Weapon Fighting (F) Dex 17, Two-Weapon Fighting, base attack bonus +6 Gain second off-hand attack PHB 96 Y
Knock-Down Int 13+, Expertise, Improved Trip, Base Attack Bonus +2 or higher If deal more than 10 points damage, make trip attack as free action SF 7 Y
Manyshot (F) Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Shoot two or more arrows simultaneously PHB 97 Y
Martial Weapon Proficiency * -- No penalty on attacks with specific martial weapon PHB 97 Y
Militia Meet regional requirements Martial Weapon Prof (Longbow) and (Longspear) FR 36 Y
Monkey Grip Base attack bonus +1 Use larger melee weapons at -2 penalty CW 103 Y
Mounted Archery (F) Mounted Combat Half penalty for ranged attacks while mounted PHB 98 Y
Pin Shield Two-Weapon Fighting, base attack bonus +4 Render opponent's shield useless temporarily CW 103 Y
Power Attack (F) Str 13 Trade attack bonus for damage (up to base attack bonus) PHB 98 Y
Power Critical** (F) Weapon Focus with weapon, base attack bonus +4 +4 bonus to confirm critical with one weapon CW 103 Y
Power Lunge Str 13+, Power Attack, Base Attack Bonus +3 Successful hit on charge results in STR mod x 2 additional damage; provokes Attack of Opportunity SF 8 Y
Prone Attack (F) Dex 15, Lightning Reflexes, base attack bonus +2 Attack while prone at no penalty and stand up CW 103 Y
Range Sunder (F) Str 13, Point Blank Shot, Precise Shot, Ranged Pin, base attack bonus +5 use ranged weapon to sunder foe's weapon at reduced damage penalty CW 104 Y
Ranged Pin (F) Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 use ranged weapon to grapple foe within 30 feet CW 104 Y
Ride-By Attack (F) Mounted Combat Move before and after a mounted charge PHB 99 Y
Shield Charge (F) Improved Shield Bash, base attack bonus +3 Free trip attack with shield during charge CW 105 Y
Shield Slam (F) Improved Shield Bash, Shield Charge, base attack bonus +6 Use shield to daze opponents CW 105 Y
Simple Weapon Proficiency -- No -4 penalty on attack rolls with simple weapons PHB 100 Y
Spirited Charge (F) Mounted Combat, Ride-By Attack Double damage with mounted charge PHB 100 Y
Swarmfighting Small size, Dex 13, base attack bonus +1 Occupy same square as other swarmfighting ally, gain +1 morale bonus per ally (up to Dex bonus) CW 105 Y
Trample (F) Mounted Combat Target cannot avoid mounted overrun PHB 101-2 Y
Two-Weapon Fighting (F) Dex 15 Reduce two-weapon fighting penalties by 2 PHB 102 Y
Weapon Finesse * (F) Proficiency with weapon, base attack bonus +1 Use Dex modifier instead of Str modifier on attack rolls with light melee weapons PHB 102 Y
Weapon Focus * (F) Proficiency with weapon, base attack bonus +1 +1 bonus on attack rolls with selected weapon PHB 102 Y
Weapon Specialization * (F) Proficiency with weapon, Weapon Focus with weapon, fighter level 4th +2 bonus on damage rolls with selected weapon PHB 102 Y
Whirlwind Attack (F) Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 One melee attack against each opponent within reach PHB 102 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Rage Combat Feats

Name Prerequisites Description Loc. Train.
Destructive Rage Rage or frenzy ability +8 bonus on Strength checks to break objects CW 97 N
Extend Rage** Rage or frenzy ability Rage lasts +5 rounds CW 97-8 N
Extra Rage** Rage or frenzy ability Number of rages per day increases by two CW 98 N
Instantaneous Rage Rage or frenzy ability Rage even when it isn't your turn CW 102 N
Intimidating Rage Rage or frenzy ability Cause single foe within 30 feet to become shaken CW 102 N
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Style Combat Feats

Name Prerequisites Description Loc. Train.
Anvil of Thunder Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Forucs (battleaxe, handaxe or dwarven waraxe) Target hit with both axe and hammer becomes dazed if it fails Fort save CW 112 Y
Bear Fang Str 15, Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battleaxe, handaxe or dwarven waraxe) Free grapple attempt against target hit with both dagger and axe CW 112-3 Y
Crescent Moon Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar or short sword) Free disarm attempt against target hit with both dagger and sword CW 113 Y
Hammer's Edge Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, long sword or scimitar) Target hit with both sword and hammer falls prone if it fails Fortitude save CW 113 Y
High Sword Low Axe Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or short sword), Weapon Focus (battleaxe, handaxe or dwarven waraxe) Free trip attempt against target hit with both sword and axe CW 113 Y
Lightning Mace Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace) Gain extra attack after scoring threat while wielding two light maces CW 113 Y
Net and Trident Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident) Make combined attack with net and trident CW 114 Y
Quick Staff combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff) Gain extra dodge bonus when wielding quarterstaff CW 114 Y
Spinning Halberd Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd) Gain dodge bonus and extra attack when making full attack with halberd CW 114 Y
Three Mountains Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar or greatclub) Target hit twice with mace, morningstar, or greatclub becomes nauseated if it fails Fortitude save CW 114 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Tactical Combat Feats

Name Prerequisites Description Loc. Train.
Cavalry Charger (F) Mounted Combat, Spirited Charge, Trample, base attadck bonus +6 Various CW 108-9 Y
Combat Brute (F) improved Sunder, Power Attack, base attack bonus +6 Various CW 109 Y
Elusive Target (F) Dodge, Mobility, base attack bonus +6 Various CW 110 Y
Formation Expert (F) Base attack bonus +6 Various CW 110-1 Y
Giantbane (F) Medium or smaller size, Tumble 5 ranks, base attack bonus +6 Various CW 111 Y
Shock Trooper (F) Improved Bull Rush, Power Attack, base attack bonus +6 Various CW 112 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Magic Feats

Basic Magic Feats

Name Prerequisites Description Loc. Train.

Arcane Spellcasting

Int 14+

You can cast Arcane spells

NEW

Y

Divine Spellcasting Wis 14+ You can cast Divine spells NEW Y
Druidic Magic Wis 14+ You can cast Druid spells NEW Y
Sorcery Cha 14+ You can cast Sorcery spells NEW Y
Spellsinging Cha 14+ You can use Spellsongs NEW Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


General Magic Feats

Name Prerequisites Description Loc. Train.

Augment Summoning

Spell Focus (conjuration)

Summoned creatures gain +4 Str, +4 Con

PHB 89

Y

Combat Casting

--

+4 bonus on Concentration checks for defensive casting

PHB 92

Y

Extra Slot

Spellcaster level 4+

Gain extra spell slot of any level up to one less than max spell level, can be gained multiple times

TaB 40

N

Extra Spell

Spellcaster level 3+

Learn additional spell up to one level lower than max spell level, can be gained multiple times

TaB 40

N

Greater Spell Focus*

Spell Focus

+2 bonus on save DCs against specific school of magic

PHB 94

Y

Greater Spell Penetration

Spell Penetration

+4 bonus to caster level checks to overcome resistance

PHB 94-5

Y

Improved Counterspell

--

Counterspell with spell of the same school

PHB 95

Y

Innate Spell

Quicken Spell, Silent Spell, Still Spell

Can cast selected spell as spell-like ability, once per round; XP costs are same each time it is used, focus needed if required, material coponents must be used if over 1 gp and cost 50 times normal; uses spell slot 8 lvls higher than normal spell

TaB 41

N

Magical Artisan

Any item creation feat

XP and raw materials for selected item creation feat are at 75% cost

FR 36

N

Reactive Counterspell

Improved Counterspell, Improved Initiative

Counterspell even if not readied; uses action for round, cannot be used flat-footed

MoF 22

Y

Spell Focus *

--

+1 bonus on save DCs against specific school of magic

PHB 100

Y

Spell Girding

--

Dispel checks against your spells receive -2 penalty

MoF 22

Y

Spell Penetration

--

+2 bonus on caster level checks to defeat spell resistance

PHB 100

Y

Spell Specialization

Weapon Focus (ray or energy spells), spellcaster lvl 4+

Spells get +2 to dmg to targets within 30 feet; can be taken twice for each type of focus

TaB 42

Y

Spell Thematics

Able to cast at least one illusion spell

All spells have a theme, +5 to Spellcraft check to identify spells

MoF 22-3

Y

Spellcasting Prodigy

--

For bonus spells and saving throw DCs, +2 to primary spellcasting ability score; can only be taken at 1st level, if taken more than once, applies to different spellcasting class

FR 38

N

(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Arcane Magic Feats

Name Prerequisites Description Loc. Train.

Arcane Defense

Able to cast arcane spells without preparation

Add +2 to save vs chosen school

TaB 38

Y

Arcane Preparation

Spellcaster level 2+

Memorize spell as wizard, thus preparing metamagic feats ahead of time

TaB 38

Y

Arcane Schooling

Meet regional requirements

An arcane spellcasting class is treated as additional favored class

FR 33

Y

Arcane Strike

Ability to cast 3rd-level arcane spells, base attack bonus +4

Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell

CW 96

Y

Improved Familiar

Ability to acquire a new familiar, sufficient arcane spellcaster level and base attack bonus

Gain a more combat-oriented familiar

CW 100

N

Magical Training

Meet regional requirements, Int 10+

Cast dancing lights, daze and mage hand once per day at Wizard caster level (min 1)

FR 36

Y

Signature Spell

Spell Mastery

Convert Arcane spell into signature spell, like Cleric's Cure Light Wounds; only on spell that you have Spell Mastery with; can be taken multiple times, each with a new spell

FR 37

Y

Spell Mastery*

Wizard level 1st

Can prepare some spells without spellbook

PHB 100

Y

(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Divine Magic Feats

Name Prerequisites Description Loc. Train.
Divine Cleansing Turn or rebuke undead ability Gain +2 sacred bonus on Fortitude saves CW 106 N
Divine Might Str 13, turn or rebuke undead ability, Power Attack Add Cha bonus to weapon damage CW 106 N
Divine Resistance Turn or rebuke undead ability, Divine Cleansing Gain resistance to cold 5, electricity 5 and fire 5 CW 106 N
Divine Shield Turn or rebuke undead ability, proficiency with shield Add Cha bonus as sacred bonus to your shield's defense CW 106-7 N
Divine Vigor Turn or rebuke undead ability Increase base speed by 10 ft, gain +2 hp/level CW 107 N
Empower Turning Cleric or paladin, Cha 13+, Extra Turning Take -2 penalty on turn or rebuke check, add +2d6 turning damage DoF 20 N
Extra Smiting** Smite ability, base attack bonus +4 Number of smite attempts per day increased by two CW 98 N
Extra Turning ** Ability to turn or rebuke creatures Can turn or rebuke 4 more times per day PHB 94 N
Heighten Turning Cleric or paladin, Cha 13+, Extra Turning Add number less than or equal to turning level to turning check, subtract same from turning damage DoF 20 N
Improved Turning ** Ability to turn or rebuke creatures +1 level for turning checks PHB 96 N
Quicken Turning Cleric or paladin, Cha 13+, Extra Turning Turn/rebuke as free action with -4 to turning check and turning damage roll DoF 20 N
Sacred Vengeance Turn or rebuke undead ability +2d6 points of damage on melee attacks against undead CW 107 N
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Druidic Magic Feats

Name Prerequisites Description Loc. Train.
Natural Spell Wis 13, Ability to use wild shape Cast spells with in wild shape PHB 98 N
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Item Creation Magic Feats

Name Prerequisites Description Loc. Train.
Attune Gem Spellcaster level 2nd Store Arcane spell in gem MoF 21 Y
Brew Potion Spellcaster level 3rd Create magic potions PHB 89 Y
Craft Magic Arms and Armor Spellcaster level 5th Create magic weapons, armor and shields PHB 92 Y
Craft Rod Spellcaster level 9th Create magic rods PHB 92 Y
Craft Staff Spellcaster level 12th Create magic staffs PHB 92 Y
Craft Wand Spellcaster level 5th Create magic wands PHB 92 Y
Craft Wondrous Item Spellcaster level 3rd Create wondrous items PHB 92 Y
Create Portal Craft Wondrous Item Create portal with prerequisites you meet FR 34 Y
Forge Ring Spellcaster level 12th Create magic rings PHB 94 Y
Inscribe Rune Divine spellcaster level 3rd, appropriate Craft skill, Int 13 Cast prepared divine spell as rune FR 36 Y
Scribe Scroll Spellcaster level 1st Create magic scrolls PHB 99-100 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Metamagic Magic Feats

Name Prerequisites Description Loc. Train.
Chain Spell Any other metamagic feat Spell affects target normally, then chains to other opponents equal to level, all within 30'; damaging spells do half dmg to secondary targets; non-damaging spells give +4 to save to opponents; only spells that have range greater than touch and specifies only one opponent; uses spell slot 3 lvls higher TaB 39 Y
Cooperative Spell Any other metamagic feat You and another with feat adjacent to you simultaneously cast a spell; add +2 to save DC, +1 to beat resistance, use base base DC and level check of higher level caster; for each additional caster, add +1 to DC and to beat resistance; uses spell slot equal to spell's level TaB 39 Y
Delay Spell Any other metamagic feat Spell doesn't activate until 1 to 5 rounds after you finish casting it; only area, personal, and touch spells; uses spell slot 3 lvls higher TaB 39 Y
Empower Spell -- Increase spell's variable, numeric effects by 50%; uses spell slot 2 levels higher PHB 93 Y
Energy Admixture Energy Substitution, any other metamagic feat, 5 ranks in Knowledge (Arcana) Another type of energy (acid, cold, electricity, fire or sonic) can be added to a spell of a specific energy type; can be gained multiple times, each time adding a new type of damage; uses spell slot 4 lvls higher TaB 39-40 Y
Energy Substitution Any other metamagic feat, 5 ranks in Knowledge (Arcana) Modify energy spell to energy of a chosen type (acid, cold, electricity, fire or sonic); can be taken multiple times, each additional time a different type of energy; uses spell slot of same level TaB 40 Y
Enlarge Spell -- Spell range doubled; spell uses spell slot 1 level higher PHB 94 Y
Eschew Materials -- Cast spells without material components PHB 94 Y
Extend Spell -- Spell duration doubled, spell uses spell slot 1 level higher PHB 94 Y
Heighten Spell -- Increase level of spell to higher level that you can still cast PHB 95 Y
Maximize Spell -- Variable effects of spell are at maximum effect, spell uses spell slot 3 levels higher PHB 97-8 Y
Persistent Spell Extend Spell Spell has duration of 24 hours; must have personal or fixed range, instantaneous spells and spells that discharge cannot be used; uses spell slot 4 lvls higher TaB 41 Y
Quicken Spell -- Casting spell is free action, no spells whose casting time is more than 1 full round, spell uses spell slot 4 levels higher PHB 98 Y
Reach Spell -- Cast "touch" spell at any distance up to 30 feet as ray; spell uses spell slot 2 levels higher DoF 20 Y
Repeat Spell Any other metamagic feat Spell is automatically cast again from same location, at same range; cannot be used with touch spells, target affected only within 30 feet of original position; uses spell slot 3 lvls higher TaB 41 Y
Sacred Spell -- Half damage from selected spell comes from divine power; spell uses spell slot 2 levels higher, only Divine spells DoF 20 Y
Sanctum Spell Any other metamagic feat Spells cast from designated site gain one effective level, but operate at one level lower outside it; uses spell slot of same level TaB 41-2 Y
Sculpt Spell Any other metamagic feat Modify area spell by changing shape into 10' r x 30' high cylinder, 40' cone, 4 10' cubes or a 20'r ball; uses spell slot 1 lvl higher TaB 42 Y
Silent Spell -- Cast spell without using verbal component, spell uses spell slot 1 level higher PHB 100 Y
Split Ray Any other metamagic feat Damaging spells that use a ray attack can be split between two people, halving damage for each; uses spell slot of equal level TaB 41 Y
Still Spell -- Cast spell without using somatic component, spell uses spell slot 1 level higher PHB 101 Y
Subdual Substitution Any other metamagic feat, 5 ranks in Knowledge (Arcana) Damage of chosen energy type does subdual instead of energy damage, uses spell slot equal to spell lvl TaB 41 Y
Twin Spell Any other metamagic feat Spell takes effect twice on subject; uses spell slot 4 lvls higher TaB 41 Y
Widen Spell -- Burst, emanation or spread spell's area increase by half; uses spell slot 3 lvls higher TaB 41 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Miscellaneous Feats

Name Prerequisites Description Loc. Train.
Blindsight, 5-foot radius Wis 19+, Blind-Fight, Base attack bonus +4 or higher Invisibility and darkness are irrelevant up to 5' away SF 5 Y
Dash -- Speed +5 in light or no armor CW 97 Y
Daylight Adaptation Meet regional requirements No penalties from being in daylight, only available to races with daylight penalties FR 34 Y
Diehard Endurance Remain conscious at -1 to -9 hp PHB 93 N
Faster Healing Base Fortitude save bonus +5 Heal hit points and ability damage faster than normal CW 98 N
Fleet of Foot Dex 15, Run Make on direction change during a run or charge CW 99 Y
Greater Resiliency Damage reduction ability Increase damage reduction by +1 CW 99 N
Horse Nomad Meet regional requirements Martial Weapon Prof in composite short bow and +2 to Ride FR 35 Y
Improved Toughness (F) Base Fortitude save bonus +2 Gain hp equal to your current HD CW 101 N
Leadership Character Level 6th Attract cohort and followers PHB 97 N
Quick Draw (F) Base attack bonus +1 Draw weapon as a free action PHB 99 Y
Remain Conscious Endurance, Iron Will, Toughness, Base Attack Bonus +2 or higher When HP reduced to 0, may take partial action each round until -10 hit points (death) SF 9 N
Run -- Run at 5 times normal speed, +4 bonus on Jump checks made after a running start PHB 99 Y
Spring Attack (F) Mobility, base attack bonus +4 Move both before and after melee attack, does not provoke Attack of Opportunity, cannot use in Heavy armor PHB 100-1 Y
Track -- Use Survival skill to track PHB 101 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


Skill Feats

Name Prerequisites Description Loc. Train.
Acrobatic --  +2 bonus on Jump and Tumble checks PHB 89 Y
Agile --  +2 bonus on Balance and Escape Artist checks PHB 89 N
Alertness -- +2 bonus on Listen and Spot checks PHB 89 N
Animal Affinity --  +2 bonus on Handle Animal and Ride checks PHB 89 N
Artist Meet regional requirements +2 to Perform and one Craft skill that involves art FR 33 N
Athletic -- +2 bonus on Climb and Swim checks PHB 89 Y
Blooded Meet regional requirements +2 on Initiative and +2 Spot FR 33 N
Cosmopolitan Meet regional requirements Single non-class skill is considered class skill with +2 bonus FR 34 Y
Courteous Magocracy Meet regional requirements +2 to Diplomacy and Spellcraft FR 34 N
Deceitful -- +2 bonus on Disguise and Forgery checks PHB 93 N
Deft Hands -- +2 bonus on Sleight of Hand and Use Rope checks PHB 93 N
Diligent -- +2 bonus on Appraise and Decipher Script checks PHB 93 N
Education Meet regional requirements Knowledge skills are class skills, +1 bonus to two Knowledge skills; can only be taken at 1st level FR 34 Y
Endurance -- +4 bonus on checks or saves to resist nonlethal damage PHB 93 Y
Forester Meet regional requirements +2 to Heal and Wilderness Lore FR 35 N
Highlander Meet regional requirements +2 Climb and Wilderness Lord NEW N
Investigator -- +2 bonus on Gather Information and Search checks PHB 97 Y
Magical Aptitude -- +2 bonus on Spellcraft and Use Magic Device checks PHB 97 N
Mercantile Background Meet regional requirements +2 to Appraise and in Craft or Profession of choice FR 36 N
Negotiator -- +2 bonus on Diplomacy and Sense Motive checks PHB 98 N
Nimble Fingers -- +2 bonus on Disable Device and Open Lock checks PHB 98 N
Persuasive -- +2 bonus on Bluff and Intimidate checks PHB 98 N
Saddleback Meet regional requirements +3 to Ride FR 37 Y
Self-Sufficient -- +2 bonus on Heal and Survival checks PHB 91 Y
Silver Palm Meet regional requirements +2 to Appraise and Bluff FR 37 N
Skill Focus * -- +3 bonus with selected skill PHB 100 Y
Smooth Talk Meet regional requirements +2 to Diplomacy and Sense Motive FR 37-8 N
Stealthy -- +2 bonus on Hide and Move Silently checks PHB 101 Y
Street Smart Meet regional requirements +2 to Bluff and Gather Information FR 38 Y
Treetopper Meet regional requirements +2 to Climb, don't lose Dex bonus or give attacker +2 bonus while climbing FR 38 Y
(F) Fighters may select this feat as a Bonus Feat
* You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells.
** You can gain this feat multiple times. Its effects stack.

Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]


New Feats

Arcane Spellcasting
          Prerequisites: Int 14+
          Benefit: You are able to use Arcane Magic.
          Normal: Characters that cannot use Arcane Magic may train as a Wizard or any other class that uses Spellsongs, but they cannot cast spells.
          Special: Wizards receive the Arcane Spellcasting Feat automatically at the first character level (i.e. if you become a Wizard by multiclassing, you do not gain this feat automatically).

Divine Spellcasting
          Prerequisites: Wis 14+
          Benefit: You are able to use Divine Magic.
          Normal: Characters that cannot use Divine Magic may train as a Cleric, Paladin or Ranger or any other class that uses Divine Magic, but they cannot cast spells.
          Special: Clerics, Paladins and Rangers receive the Divine Spellcasting Feat automatically at the first character level (i.e. if you become a Cleric, Paladin or Ranger by multiclassing, you do not gain this feat automatically).

Druidic Magic
          Prerequisites: Wis 14+
          Benefit: You are able to use Druidic Magic.
          Normal: Characters that cannot use Druidic Magic may train as a Druid or any other class that uses Druidic Magic, but they cannot cast spells.
          Special: Druids receive the Druidic Spellcasting Feat automatically at the first character level (i.e. if you become a Druid by multiclassing, you do not gain this feat automatically).

Highlander
          Prerequisites: Meet regional requirements
          Benefit: Due to your familiarity with mountainous terrain, you receive a +2 to all Climb and Wilderness Lore checks

Sorcery
          Prerequisites: Cha 14+
          Benefit: You are able to use Sorcery Spells.
          Normal: Characters that cannot use Sorcery Spells may train as a Sorceror or any other class that uses Sorcery, but they cannot cast spells.
          Special: Sorcerors receive the Sorcery Feat automatically at the first character level (i.e. if you become a Sorceror by multiclassing, you do not gain this feat automatically).

Spellsinging
          Prerequisites: Cha 14+
          Benefit: You are able to use Bardic Magic.
          Normal: Characters that cannot use Bardic Magic may train as a Bard or any other class that uses Spellsongs, but they cannot cast spells as a Bard.
          Special: Bards receive the Spellsinging Feat automatically at the first character level (i.e. if you become a Bard by multiclassing, you do not gain this feat automatically).


Combat Feats: [General] [Defensive] [Hand-to-Hand] [Ranged] [Style] [Tactical]
Magic Feats: [Basic] [General] [Arcane] [Divine] [Druidic] [Item Creation] [Metamagic]
[Miscellaneous Feats] [Skill Feats]
[New Feats]