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Official DDO
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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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