| Feats | ||||||||||||||||
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| Drill the planet, it's no trouble, mining granite, making rubble. --Dwarven Mining Song |
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| Other Feat Links: Official DDO DDO Gameamp |
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| Feats are talents your character has to help you when adventuring. Feats can help you be more offensive or defensive in combat or can give you advantages in certain situations.
Feats with a Cooldown descriptor are activated feats, the others are persistant. Acrobatic You have excellent body awareness and coordination. You receive a +2 bonus on Jump checks and Tumble checks. Alertness You have finely tuned senses. You receive a +2 bonus on Listen checks and Spot checks. Athletic You have a knack for athletic endeavors. You receive a +2 bonus on Balance checks and Swim checks. Aura of Good (Paladin) An aura of holiness surrounds you while near a paladin, grandint a bonus to saves and Armor Class against evil creatures. Bow Strength (Ranger) A ranger can apply his or her Strength bonus to bow damage. Cleave Cooldown: 5 seconds Activate this ability to attack one or more enemies in an arc in front of you. Prerequisites: Power Attack Combat Expertise Cooldown: 30 seconds While using Combat Expertise mode, you trade your attack bonus for extra AC. Casting a spell ends this mode. Prerequisites: Intelligence 13 Defensive Fighting Cooldown: 30 seconds While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. Discipline You are difficult to distract with spell or blow. You receive a +1 on all Will saves and a +2 bonus on Concentration checks. Dodge Grants you a +1 dodge bonus to your Armor Class Prerequisites: Dexterity 13 Empower Healing Spell Cooldown: 1 second While this metamagic feat is active, healing spells are more effective, but they consume additional spell points. Prerequisites: Able to cast healing spells Empower Spell Cooldown: 1 second While this metamagic feat is active, spells are more damaging, but they consume additional spell points. Prerequisites: Able to cast spells Enlarge Spell Cooldown: 1 second While this metamagic feat is active, spells have a greater range, but they consume additional spell points. Prerequisites: Able to cast spells Eschew Materials Cooldown: 1 second While this metamagic feat is active, normal material components are not required, but they consume additional spell points. Prerequisites: Able to cast spells Extend Spell Cooldown: 1 second While this metamagic feat is active, spells with durations last longer, but they consume additional spell points. Prerequisites: Able to cast spells. Exotic Weapon Proficiency You do not suffer a -4 penalty on attack rolls when using chosen weapon. Possible weapons to become Proficient in: Bastard Sword Dwarven Waraxe Great Crossbow Kama Khopesh Repeating Heavy Crossbow Reaping Light Crossbow Shuriken Fascinate (Bard) Cooldown: 10 seconds Activate this bard ability to make your foes stop what they're doing and listen to your soothing notes. Requires 3 ranks of the Perform skill to use. Fast Movement (Barbarian) A barbarian can run faster than normal. Favored Enemy (Ranger) A ranger receives a damage bonus when fighting certain foes. ?The bonus starts at +2 and increases every five ranger levels. Great Cleave Cooldown: 10 seconds Activate this ability to attack one or more enemies in a wide arc in front of you. Prerequisites: Base Attack Bonus +4, Cleave Great Fortitude Grants you a +2 bonus on your Fortitude saves. Greater Weapon Focus: Bludgeoning Weapons Provides you a +2 bonus to attack rolls when using a bludgeoning weapon. Prerequisites: Fighter Level 8, Weapon Focus: Bludgeoning Weapons Greater Weapon Focus: Piercing Weapons Provides you a +2 bonus to attack rolls when using a piercing weapon. Prerequisites: Fighter Level 8, Weapon Focus: Piercing Weapons Greater Weapon Focus: Ranged Weapons Provides you a +2 bonus to attack rolls when using a ranged weapon. Prerequisites: Fighter Level 8, Weapon Focus: Ranged Weapons Greater Weapon Focus: Slashing Weapons Provides you a +2 bonus to attack rolls when using a slashing weapon. Prerequisites: Fighter Level 8, Weapon Focus: slashing Weapons Greater Weapon Focus: Thrown Weapons Provides you a +2 bonus to attack rolls when using a thrown weapon. Prerequisites: Fighter Level 8, Weapon Focus: Thrown Weapons Hamstring Cooldown: 15 seconds Using this attack, you may reduce the target�s movement rate for a short time. Some creatures may be immune to the hamstring effect. Prerequisites: Sneak Attack Heavy Armor Proficiency You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor. Prerequisites: Armor Proficiency: Medium Heighten Spell Cooldown: 1 second While this metamagic feat is active, spells are more difficult for creatures to resist, but they consume additional spell points. Prerequisites: Able to cast 2nd level spells. Heroic Durability Increases your maximum hit points by 20. Improved Critical: Bludgeoning Weapons Doubles your critical hit range when using a bludgeoning weapon. Prerequisites: Base Attack Bonus +8 Improved Critical: Piercing Weapons Doubles your critical hit range when using a piercing weapon. Prerequisites: Base Attack Bonus +8 Improved Critical: Ranged Weapons Doubles your critical hit range when using a ranged weapon. Prerequisites: Base Attack Bonus +8 Improved Critical: Slashing Weapons Doubles your critical hit range when using a slashing weapon. Prerequisites: Base Attack Bonus +8 Improved Critical: Thrown Weapons Doubles your critical hit range when using a thrown weapon. Prerequisites: Base Attack Bonus +8 Improved Feint Cooldown: 8 seconds An attack which also Bluffs the enemy, enabling a sneak attack. Prerequisites: Combat Expertise, Sneak Attack Improved Shield Bash You keep your shield bonus while bashing with a shield. Prerequisites: Shield Proficiency Improved Shield Mastery Increase the amount of damage you can absorb when defending with a shield. Prerequisites: Shield Mastery Improved Sunder Cooldown: 15 seconds Using this attack, you may reduce the target�s Armor Class for a longer time. Some creatures may be immune to the sunder effect. Prerequisites: Power Attack, Sunder Improved Trip Cooldown: 10 seconds Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. Prerequisites: Combat Expertise Improved Turning Gives you an improved success rate on turning checks. Prerequisites: Turn Undead Improved Two Handed Fighting Increases the damage of glancing blow attacks when wielding a two-handed weapon. Prerequisites: Strength 17, Base attack Bonus +6, Two Handed Fighting Improved Two Weapon Fighting Increases the number of attacks when fighting with two weapons. Prerequisites: Dexterity 17, Base Attack Bonus +6, Two Weapon Fighting Inspire Courage (Bard) Cooldown: 30 seconds Activate this bard ability to rally your companions, giving them a bonus to attack rolls, damage rolls, and fear saves. Requires 3 ranks of the Perform skill to use. Iron Will Grants you a +2 bonus on your Will saves. Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. Lightning Reflexes Grants you a +2 bonus on your Reflex saves. Luck of Heroes You survive when no one expects you to come through. You receive a +1 on all saves. Magical Training Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. Manyshot Cooldown: 120 seconds By activating this ability, you can shoot two arrows simultaneaously for a time. Prerequisites: Dexterity 17, Base Attack Bonus +6, Point Blank Shot, Rapid Shot Martial Weapon Proficiency You do not suffer a -4 penalty on attack rolls when using a martial weapon. Maximize Spell Cooldown: 1 second While this metamagic feat is active, damage spells deal maximum damage, but they consume additional spell points. Prerequisites: Able to cast spells. Medium Armor Proficiency You are proficient with medium armor, you do not suffer armor penalties to your attack rolls when wearing medium armor Prerequisites: Armor Proficiency: Light Mental Toughness Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Prerequisites: Able to cast spells. Mobile Spellcasting You are able to move about slowly when casting a spell. Prerequisites: Dexterity 13, Combat Casting, Able to cast 2nd level spells Mobility Adds a +4 bonus to Armor Class while tumbling. Prerequisites: Dodge Negotiator You have a knack for gauging and swaying attitudes. You receive a +2 bonus on Diplomacy checks and Haggle checks. Nimble Fingers You are adept at manipulation small, delicate objects. You receive a +2 bonus on Disable Device and Open Locks checks. Point Blank Shot You gain +1 bonus on ranged attacks and damage within 30 feet. Power Attack Cooldown: 10 seconds While using Power Attack mode you trade your attack bonus for extra damage. Prerequisites: Strength 13 Precision Cooldown: 30 seconds While using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls. Prerequisites: Dexterity 13, Base Attack Bonus +1 Quick Draw You can switch weapons and change armors faster. Prerequisites: Base Attack Bonus +1 Quicken Spell Cooldown: 1 second While this metamagic feat is active, spells cast quicker and cannot be interrupted, but they consume additional spell points. Prerequisites: Able to cast spells Rage (Barbarian) Cooldown: 60 seconds Activate this barbarian ability to enter a bloodthirsty frenzy, granting you bonuses to Strength and Constitution. When the rage ends, however, you will lose the hit points granted to you by increased Constitution. Rapid Reload You reload a crossbow faster than normal. Prerequisites: Simple Weapon Proficiency: Light Crossbow Rapid Shot You can fire one extra shot per attack with a ranged weapon. Prerequisites: Dexterity 13, Point Blank Shot Resilience Cooldown: 30 seconds While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saving throws. Prerequisites: Constitution 13, Base Attack Bonus +1 Resist Poison You are especially resistant to poison thanks to years of training. You receive a +4 bonus on all saves against poison. Sap Cooldown: 15 seconds Using this attack, you may render the target briefly senseless, through it will become active if damaged again. Some creatures may be immune to the sap effect. Self Sufficient You can take care of yourself, and frequently others too. You receive a +2 bonus on Heal checks and Repair checks. Shield Mastery Increases the amount of damage you can absorb when defending with a shield Prerequisites: Shield Proficiency: General Shield Proficiency: General You are proficient with bucklers, small and large shields. Shot on the Run You can move quickly before an after ranged attacks. Prerequisites: Dexterity 13, Base Attack Bonus +4, Point Blank Shot, Mobility Simple Weapon Proficiency You do not suffer a -4 penalty on attack rolls when using a simple weapon Skill Focus Grants a +3 bonus to all skill checks of the chosen skill. Slicing Blow Cooldown: 15 seconds Using this attack, your attack may deal its initial damage plus some additional damage as athe target bleeds. Some creatures may be immune to the bleeding effect. Smite Evil (Paladin) Cooldown: 1 second Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Snake Blood The taint of the serpent-like yuan-ti runs in your veins. You receive a +2 bonus on poison saves and a +1 bonus on all Reflex saves. Sneak Cooldown: 2 seconds Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. Sneak Attack (Rogue) Allows you to deal additional damage when a monster is unaware or your presence or targeting another character. Spell Focus Your spells from the chosen school of magic are harder to resist, receiving a +1 bonus on save DCs. Prerequisites: Able to cast spells Spring Attack You suffer no penalty to your attack roll when moving and attacking. Prerequisites: Base Attack Bonus +4, Mobility Stealthy You are particularly good at avoiding notice. You receive a +2 bonus on Hide checks and Move Silently checks. Stunning Blow Cooldown: 15 seconds Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. Sunder Cooldown: 20 seconds Using this attack, you may reduce the target's Armor Class for a short time. Some creatures may be immune to the sunder effect. Toughness Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. Tower Shield Proficiency You are proficient with tower shields. Prerequisites: Shield Proficiency: General Trapfinding (Rogue) A rogue can detect and disable difficult traps. Trip Cooldown: 15 seconds Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. Turn Undead (Cleric) Cooldown: 1 second Activate this cleric ability to drive away undead. Two Handed Fighting Increases the chance of glancing blows when wielding a two-handed weapon. Prerequisites: Strength 15 Two Weapon Blocking Increases the amount of damage you can block when defending with two weapons. Prerequisites: Two Weapon Fighting Two Weapon Defense Grants you a +1 bonus to your AC when you wield two weapons. Prerequisites: Two Weapon Fighting Weapon Finesse You use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons. Prerequisites: Base attack Bonus +1 Weapon Focus: Bludgeoning Weapons Provides a +1 bonus to attack rolls when using a bludgeoning weapon. Prerequisites: Base Attack Bonus +1 Weapon Focus: Piercing Weapons Provides a +1 bonus to attack rolls when using a piercing weapon. Prerequisites: Base Attack Bonus +1 Weapon Focus: Ranged Weapons Provides a +1 bonus to attack rolls when using a ranged weapon. Prerequisites: Base Attack Bonus +1 Weapon Focus: Slashing Weapons Provides a +1 bonus to attack rolls when using a slashing weapon. Prerequisites: Base Attack Bonus +1 Weapon Focus: Thrown Weapons Provides a +1 bonus to attack rolls when using a thrown weapon. Prerequisites: Base Attack Bonus +1 Weapon Specialization: Bludgeoning Weapons Provides a +2 bonus to damage rolls when using a bludgeoning weapon. Prerequisites: Fighter Level 4, Weapon Focus: Bludgeoning Weapons Weapon Specialization: Piercing Weapons Provides a +2 bonus to damage rolls when using a piercing weapon. Prerequisites: Fighter Level 4, Weapon Focus: Piercing Weapons Weapon Specialization: Ranged Weapons Provides a +2 bonus to damage rolls when using a ranged weapon. Prerequisites: Fighter Level 4, Weapon Focus: Ranged Weapons Weapon Specialization: Slashing Weapons Provides a +2 bonus to damage rolls when using a slashing weapon. Prerequisites: Fighter Level 4, Weapon Focus: Slashing Weapons Weapon Specialization: Thrown Weapons Provides a +2 bonus to damage rolls when using a thrown weapon. Prerequisites: Fighter Level 4, Weapon Focus: Thrown Weapons Whirlwind Attack Cooldown: 15 seconds Activate this ability to attack all enemies in a 360 degree arc around you. Prerequisites: Base Attack Bonus +4, Spring Attack, Combat Expertise Wild Empathy (Ranger) Cooldown: 10 seconds Activate this ranger ability to lower an animal's or beast's aggression. |
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