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New Feats |
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The master list of feats hosted by 3oni.com seems to have been removed. But you can still find lists of feats at the following places: - List of Official feats from WotC sources - Netbook of Feats - huge collection of official and non-official feats alike. Be careful - if you allow feats from this source, they may not have been safely play tested for power level. | |
Burning Strike [General] | |
Your unarmed attacks deal fire damage. | |
Prerequisite: Improved Unarmed Strike, Base Attack Bonus +2. | |
Benefit: By focusing your energies, you can empower your unarmed strikes to deliver an extra 1d6 of fire damage. You can do this a number of times per day equal to your Wisdom modifier, if positive. If you have no Wisdom modifier or it is negative, this feat is usable once per day. You may not combine a use of this feat with another special attack such as Stunning Attack or Quivering Palm. | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you are able to use the ability an additional number of times per day equal to your Wisdom modifier. | |
Construct Familiar [General] | |
Your familiar is a construct rather than a living being. | |
Benefit: Rather than a living creature, your familiar is a magical construct, a mechanical creature animated by magic. The arcane spellcaster must still specify a specific animal to call as a familiar; the familiar that appears, however, is a construct version of that creature. See page 5 in the Monster Manual for construct special qualities. Note that you cannot convert an existing non-construct familiar to a construct familiar by taking this feat. | |
Source: Dragon Magazine #280 | |
Deflect Ranged Attack [General] | |
You deflect ranged weapons that are in flight. | |
Prerequisite: Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, base attack bonus +5 or higher, proficient with weapon. | |
Benefit: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts). A successful attack roll deflects the opponent's weapon and deals normal damage to it. This attack takes the place of your normal attack. | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. | |
Source: Dragon Magazine #274 | |
Divine Strength [Divine] | |
You can channel energy to increase your allies' strength. | |
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack, Divine Might. | |
Benefit: Spend one of your turn/rebuke undead attempts to allow all allies within a 30-foot burst (including yourself) to add your Charisma bonus to their strength rating as an enhancement bonus for a number of rounds equal to your Charisma bonus. | |
Example: If Gavin, a paladin, with a Charisma modifier of +4, wishes to use this feat, he and all of his allies within a 30-foot burst are granted a +4 bonus to their Strength score for 4 rounds. | |
Source: Realmsofevil.net | |
Enspell Familiar [General] | |
You can cast spells on your familiar over a distance. | |
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your familiar, as long as it is within 1 mile of you. | |
Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast. | |
Source: Dragon Magazine #280 | |
Extra Familiar [General] | |
You have an additional familiar. | |
Benefit: By taking this feat you are able to call an additional familiar of a type described in the Player's Handbook. This familiar can be the same type of animal as your first, or a different type. Existing familiar feats apply to the new familiar. So if you have the Construct Familiar feat, for example, the new familiar you call can be a construct. The sorcerer or wizard gains all the benefits of both familiars, but identical bonuses from multiple familiars don't stack. For example, a wizard with both an owl and a cat familiar receives only a +2 bonus to Move Silently checks, not a +4 bonus. | |
Special: A character can gain this feat multiple times. Each time you take the feat, you can call another familiar. | |
Source: Dragon Magazine #280 | |
Fast Rider | |
You are a talented rider, able to get better performance from any animal you ride. | |
Benefit: When you are riding a mount that is carrying no more than a light load, its base speed is increased by 10 feet. Your mount's overland movement rate increases by 1 mile per hour, or 8 miles per day. | |
Source: Dragon Magazine #285 | |
Hammer Fist [General] | |
You are trained in an unarmed fighting style that emphasizes a two-handed strike. | |
Prerequisite: Str 13+, Improved Unarmed Strike. | |
Benefit: You add one and a half times your Strength bonus to your damage when you hit with an unarmed strike. This extra damage does not apply if you make a flurry of blows attack or if you are holding anything in either hand. You must use both hands to make the unarmed attack. | |
Source: Dragon Magazine #279 | |
Improved Rapid Shot [General] | |
You are an expert at firing weapons with exceptional speed. | |
Prerequisite: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher. | |
Benefit: When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your ranged attacks. | |
Source: Dragon Magazine #275 | |
Inner Fortitude [Psionic] | |
You sacrifice discovering new psionic powers in return for additional psionic strength points. | |
Prerequisite: Inner Strength. | |
Benefit: Upon gaining this feat, you may choose one unassigned power and trade it in for power points. The power points gained equal the cost to manifest a power of the chosen level. For example, upon reaching 12th level, the psion takes Inner Fortitude and chooses to trade in her unassigned 5th-level power. This gives her 9 additional power points per day. | |
Special: You can gain this feat multiple times, each time choosing a new unassigned power to trade in for power points. You can choose to trade in only a power that has not been assigned to a power yet. You may not trade in an unassigned power that should be assigned to your primary discipline. | |
You can choose to defer selecting a power when you take this feat and instead choose a power to trade in upon gaining a level in the future. However, upon reaching 20th-level, a psion must discover powers for all unassigned power slots or use the feat to trade them in for power points. You must maintain a power reserve of 1 point per deferred Inner Fortitude feat until any unassigned powers have been selected. For example a 10th-level psion has taken Inner Fortitude at levels 1, 3, 6, and 9 and has deferred them. This requires a power reserve of 4 points per day. Upon reaching 11th level, the psion cashes in all 4 deferred feats, trading in a 5th-, two 4th-, and a 3rd-level unassigned power for 28 additional power points per day. Note that the psion would have had to not assign the 4th- or 3rd-level power she gained at 9th-level. | |
Source: WotC website | |
Ranged Disarm [General] | |
You make disarm attacks with a ranged weapon. | |
Prerequisite: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher, proficient with weapon. | |
Benefit: Choose one type of ranged weapon with which you are already proficient. You can perform the disarm action with this weapon. | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. | |
Source: Dragon Magazine #274 | |
Ranged Pin [General] | |
You staple opponents to a nearby surface. | |
Prerequisite: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher, proficient with weapon. | |
Benefit: Choose one type of bow or crossbow with which you are already proficient. You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength check (DC 15) or make a successful Escape Artist check (DC 15). | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. | |
Source: Dragon Magazine #274 | |
Ranged Sunder [General] | |
You make sunder attacks with a ranged weapon. | |
Prerequisite: Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack bonus +5 or higher, proficient with weapon. | |
Benefit: Choose one type of ranged weapon with which you are already proficient. When attacking objects with this type of weapon, you deal normal damage. See item hardness and toughness ratings on page 136 of the Player's Handbook. | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. | |
Normal: When using ranged weapons to perform a sunder action, you deal half damage. | |
Source: Dragon Magazine #274 | |
Ray Burst [Metamagic] | |
You change the effect of a ray spell to a 30-foot burst centered on yourself. | |
Prerequisite: None. | |
Benefit: A ray burst hits all targets (friend or foe) within 10 feet. Targets within 30 feet are allowed a Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affected. A ray burst spell uses up a slot three levels higher than the spell's actual level. | |
Source: Dragon Magazine Annual #5 | |
Ray Coning [Metamagic] | |
You change the effect of a ray spell to a 30-foot cone. | |
Prerequisite: None. | |
Benefit: All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they were hit by the ray spell. A coned ray uses up a spell slot two levels higher than the spell's actual level. | |
Source: Dragon Magazine Annual #5 | |
Ray Extension [Metamagic] | |
You maintain a ray spell for an additional round. | |
Prerequisite: None. | |
Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate either a different target or the same target. A successful ranged touch attack is required for the second target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell (though any previous effects remain). An extended ray uses up a spell slot one level higher than the spell's actual level. | |
Source: Dragon Magazine Annual #5 | |
Ray Focus [General] | |
Your ray spells are more effective than normal. | |
Prerequisite: None. | |
Benefit: Add +2 to the DC for all saving throws against all ray spells that you cast. | |
Special: The effects of this feat stack with the effects of the Spell Focus feat. | |
Source: Dragon Magazine Annual #5 | |
Ray Splitting [Metamagic] | |
You can attack three adjacent targets with a ray spell. | |
Prerequisite: None. | |
Benefit: A split ray can hit three targets. A successful ranged touch attack is needed for each target, and each roll incurs a -4 penalty to hit. A target cannot be attacked more than once with a given spell. A split ray uses up a spell slot two levels higher than the spell's actual level. | |
Source: Dragon Magazine Annual #5 | |
Riposte [General] | |
You may make counterattacks while fighting defensively. | |
Prerequisite: Proficient with weapon, Int 13+, Expertise. | |
Benefit: If you choose to fight defensively or use the total defense action in combat, you may immediately make one counterattack against one opponent who misses you in melee. In all cases, treat the counterattack as an attack of opportunity. If you have used all of your attacks of opportunity for the round, then you may not counterattack your opponent. | |
Source: The 3E Tower | |
Shield Specialization [General] | |
You are exceptionally good at using a shield. | |
Prerequisite: Proficient with shields. | |
Benefit: Choose one type of shield. You get a +1 AC bonus when using this type of shield. You also receive no attack penalties or lose your shield’s AC bonus when using this type of shield for shield bash attacks. | |
Normal: See shield bash attacks in the Player's Handbook page 106. | |
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield. | |
Source: www.greyhawk.net | |
Staggering Blow [General] | |
When you hit a stunned opponent with an unarmed strike, you can stagger him. | |
Prerequisite: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher, Stunning Fist, Str 15+ or stunning attack, base attack bonus +4 or higher, Str 15+. | |
Benefit: If you make a successful unarmed strike against a stunned opponent, your opponent must make a successful Fortitude save against the same DC as that for your stunning attack. If he fails this saving throw, he is staggered. Staggered characters can only take partial actions each round (see page 85 of the Dungeon Master's Guide). Your foe remains staggered for a number of rounds equal to half your monk class level. | |
Source: Dragon Magazine #279 | |
Spell Exchange [Metamagic] | |
You may exchange your spell slots for a lesser or greater number of spells. | |
Benefit: A wizard may prepare two spells using a single spell slot if their combined level is less than the capacity of that slot. For example, two 2nd level spells can be prepared in a 5th level spell slot. Conversely, a spell can occupy two or more spell slots as long as the combined capacity of the spell slots is greater than the level of the spell. For example, one 5th level spell can be prepared using three 2nd level spell slots. When using a spell enhanced by metamagic, you can use up any combination of spell slots that add up to the level of the enhanced spell. You must be capable of preparing the enhanced spell in the normal way to use this option. For example, you must be able to prepare a 6th level spell to maximize a fireball, but you could then use the Spell Exchange feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot. For the purpose of this feat, count 0-level spells as if they had a level equal to ½. | |
Source: WotC website | |
Token Familiar [General] | |
Your familiar can assume an innocuous, inanimate form. | |
Benefit: Your familiar can, on command, assume a small, inanimate form, much like a figurine of wondrous power (see the Dungeon Master's Guide for details). The form can be any Diminuative, stone, hand-held object, typically a statuette of the familiar. In this form, the familiar does not require food or care, and it is easy to hide, but its powers are unavailable to you while in its statue form. The familiar in its statuette form still has a mind, but it cannot use any of its senses, special attacks, or special qualities. If its inanimate form is broken or destroyed, the familiar is slain. It can return to its normal form upon command. | |
Source: Dragon Magazine #280 | |
Undead Familiar [General] | |
Your familiar is an undead creature. | |
Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. See page 6 in the Monster Manual for undead special qualities. Note that you cannot convert an existing non-undead familiar to an undead familiar by taking this feat although if your familiar is slain and you have this feat, you can reanimate your dead familiar with a raise dead spell. Undead familiars tend to be associated with characters of evil alignment, particularly necromancers Undead familiars can be turned or rebuked. Use the familiar's effective Hit Dice (see the Player's Handbook, page 51) for the purposes of turning or rebuking. A familiar fleeing or cowering as the result of a successful turn can't obey commands from the master (any more than it could while fearstruck or paralyzed). Raising a destroyed undead familiar brings it back as a living creature. | |
Source: Dragon Magazine #280 | |
Unorthodox Flurry [General] | |
You are trained in a monastic tradition that uses nontraditional weapons. | |
Prerequisite: Monk level 6+. | |
Benefit: Choose one light weapon. You become proficient with that weapon and can use it as a special monk weapon. You can use your unarmed base attack when striking with it, including your more favorable number of attacks per round. You can also make a flurry of blows with this weapon. (You cannot choose a light exotic weapon unless you already have proficiency with that weapon). | |
Source: Dragon Magazine #279 | |
Versatility [General] | |
You may take one level in a class and it will not count towards multi-classing limits. | |
Prerequisite: None. | |
Benefit: You may take one level in a class and it will act as if it were a favored class for your character. No more than one level may be gained in this class. This feat may not be taken more than once. |
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