New Feats

The 80 feats below are, in the opinion of the site author, the best and most balanced additions to the standard feat list in the PHB.  They come from a variety of sources.  Some are original feats by the site author (Scott Metz).  Others, as noted, are summarized from the DnD Community Council Netbook of Feats (NBoF) or from D&D publications subsequent to the PHB: Defenders of the Faith (DotF), Sword and Fist (SaF), and Tome and Blood (TaB).  This page is not meant to replace or infringe upon official publications; it is only a shorthand reference to the best new feats.

 

ACCURATE ATTACK [General, Melee] (NBoF, B. Quinn)
  Prerequisites: Base attack bonus +3 or higher
  Benefit: Choose a single weapon of any type.  When using this weapon, you may substitute your Dex modifier in place of your Str modifier for the purpose of determining your attack bonus.
  Special: This feat can be taken multiple times, each time it applies to a new weapon.  May be taken as a fighter bonus feat.

AGGRESSIVE CASTING [General] (NBoF, C. Cramer)
  Prerequisites: Concentration skill
  Benefit: When you cast a spell using defensive casting and fail the concentration check, you may opt not to lose the spell but instead trigger an attack of opportunity just as if you had cast the spell in the ordinary fashion (damage may still ruin the spell).

ARCANE DEFENSE [General] (TaB)

  Prerequisites: Spell Focus in the school chosen

  Benefit: Add +2 to your saving throws against spells of the chosen school.

  Special: Each time you take this feat, it applies to a new school.

ARCANE UNDERSTANDING [Special, Wizard] (NBoF, B. Bemis)
  Prerequisites: 5 or more ranks in Knowledge (Arcana), Int modifier of +3 or greater
  Benefit: For each level gained you can add a number of spells to your spellbook equal to your Int modifier (instead of the normal number of two).

AREA CONTROL [Metamagic] (NBoF, C. Cramer)
  Benefit: When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected.  Creatures in these spaces avoid the spell's effect.  Takes up a spell slot two levels higher.

ARMORED CASTER [General] (NBoF, B. Bemis)
  Prerequisites: Armor proficiency with type of armor worn, Dex 13+
  Benefit: You can reduce your chance of arcane spell failure by 10%.
  Special: You may take this feat multiple times, each time gaining an additional 10% reduction.

ARMOR EXPERTISE [General, Defense]

You know how to wear and use armor more effectively to block attacks.

  Prerequisite: Proficient with armor, base attack bonus +4 or higher

  Benefit: The armor bonus granted by worn armor is improved by +1 for light armor, +2 for medium armor, and +3 for heavy armor.  You lose this benefit if you are stunned, dazed, or held (paralyzed).

  Special: May be taken as a fighter bonus feat.

 

ARMOR EXPERTISE, IMPROVED [General, Defense]

You know how to wear and use armor even more effectively to block attacks.

  Prerequisite: Proficient with armor, base attack bonus +8 or higher, Armor Expertise

  Benefit: The armor bonus granted by worn armor is improved by +2 for light armor, +4 for medium armor, and +6 for heavy armor (this does not stack with Armor Expertise).  You lose this benefit if you are stunned, dazed, or held (paralyzed).

  Special: May be taken as a fighter bonus feat.

 

AUGMENT SUMMONING [General] (TaB)

  Prerequisites: Spellcaster level 2+

  Benefit: Creatures conjured with a summoning spell gain +1 HP per HD and +1 competence bonus on attack and damage rolls.

CALLED SHOT [General] (NBoF, C. Cramer)
  Prerequisites: Dex 13+
  Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for Dexterity-based attacks.  This number may not exceed your base attack bonus.  The penalty on attacks and bonus on damage apply until your next action.
  Special: Creatures lacking anatomy or immune to critical hits are immune to this extra damage.  Called Shot can be used with ranged weapons at ranges up to 30 feet.
  Note: Called Shot cannot be used with ranged touch attacks.

CAMPAIGNER [General] (NBoF, S. Trent)
  Benefits: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort.  Other conditions which are uncomfortable will likewise not prevent you from a good night's sleep.

CLOSE-QUARTERS FIGHTING [General] (SaF)
  Prerequisites: Base attack bonus +3
  Benefit: Any damage you inflict with an attack of opportunity provoked by a grapple attempt is added to your ensuing grapple check.  You are entitled to make an attack of opportunity even if the attacking creature has Improved Grab.  This feat does not provide you with additional attacks of opportunity in a round.

COUNTERSTRIKE [General] (NBoF, T. Neumann)
  Prerequisites: Base attack bonus +5 or higher, Dex 15+, Dodge, Expertise, Combat Reflexes, Skilled Parry
  Benefit: Whenever you have successfully avoided an attack through use of the Skilled Parry feat, you may make an attack of opportunity against the attacker provided you are not unarmed.
  Special: May not use Counterstrike if deprived of your Dex bonus.  Must still have an attack of opportunity available.

CREATE OPPORTUNITY [General] (NBoF, B. Smith)
  Prerequisites: Dex 15+, Combat Reflexes, base attack bonus +3 or higher
  Benefit: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' through your threatened area in a manner that does not normally provoke an attack of opportunity (Tumble skill, Spring Attack feat).

DEATH BLOW [General] (SaF)
  Prerequisites: Base attack bonus +2, Improved Initiative
  Benefit: You can perform a coup de grace attack against a helpless defender as a standard action (normally a full-round action).

DUAL STRIKE [General] (SaF)
  Prerequisites: Base attack bonus +3, Combat Reflexes
  Benefit: If you and an ally both have this feat, you get a +4 bonus on your attack for flanking (instead of the normal +2).

DEFENSIVE CASTING [General, Defense] (NBoF, B. Bemis)
  Prerequisites: Dodge
  Benefit: This feat allows you to "take 10" on your Concentration check for casting defensively.
  Special: This feat can only be used when facing a single opponent in melee.

DESTRUCTIVE FORCE [Metamagic] (NBoF, B. Bemis)
  Benefit: You can raise the damage cap of capped spells by two dice (assuming you are of sufficient level to do so).  Takes up a spell slot one level higher.
  Example: Fireball is normally capped at 10d6, but could be raised to 12d16 by a 12th-level caster with this feat.

DIVINE CLEANSING [Divine] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
  Benefit: Spend one turn/rebuke attempt to grant all allies within 60-foot burst (including yourself) a +2 sacred bonus on Fort saves for a number of rounds equal to your Cha modifier.

DIVINE MIGHT [Divine] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Str 13+, Power Attack
  Benefit: Spend one turn/rebuke attempt to add your Cha bonus to your weapon damage for a number of rounds equal to your Cha bonus.

DIVINE QUICKENING [Divine] (Scott Metz)
You can more quickly channel divine energy when powering other Divine feats.
  Prerequisites: Ability to Turn/Rebuke
  Benefits: Using any Divine feat takes a move-equivalent action.
  Normal: Using a Divine feat, like a Turn/Rebuke attempt, takes a standard action.
  Special: A cleric cannot use this feat both to power a Divine feat and make a normal Turn/Rebuke attempt in the same round, nor can the cleric use two Turn/Rebuke attempts to power two Divine feats in the same round.
  Comments: Without this feat, other Divine feats are of dubious value since they essentially require the cleric to give up one round's worth of attacks in order to gain a questionable benefit for the next round's attacks.  Divine Quickening extends the practical usefulness of the other Divine feats.

DIVINE RESISTANCE [Divine] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Extra Turning, Divine Cleansing
  Benefit: Spend one turn/rebuke attempt to imbue all allies within a 60-foot burst (including yourself) with fire, cold, and electricity resistance of 5.  Does not stack with similar resistances.  Lasts until the end of your next turn.

DIVINE SHIELD [Divine] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Str 13+, Power Attack, Improved Shield Bash
  Benefit: Spend one turn/rebuke attempt to grant your shield an enhancement bonus equal to your Cha modifier.  Bonus applies to both attack and defense and lasts for a number of rounds equal to your Cha modifier.

DIVINE VENGEANCE [Divine] (DotF)
  Prerequisites: Ability to turn undead, Extra Turning
  Benefit: Spend one turn attempt to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.

DIVINE VIGOR [Divine] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
  Benefit: Spend one turn/rebuke attempt to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Con.  Effects last a number of minutes equal to your Cha modifier.

DOUBLE WEAPON FIGHTING [General] (NBoF, B. Smith and E. Harry)
  Prerequisites: Proficient with weapon, base attack bonus +1 or higher
  Benefit: You fight with your chosen double weapon as though you had Two Weapon Fighting, Ambidexterity, and as though you were using two weapons with a light weapon in your off hand.
  Special: You can gain this feat multiple teams, each time applies to a new weapon.

DUCKING SHOT [General, Ranged] (NBoF, A. Nakano)
  Prerequisites: Point Blank Shot, Dodge, Dex 13+
  Benefit: You get a +4 dodge bonus to your AC against attacks of opportunity caused while making a ranged attack in an area threatened by your enemies.
  Notes: If you lose your Dex bonus, you also lose dodge bonuses.

EMPOWER TURNING [Special] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
  Benefit: If you take a -2 penalty on your turning check roll, you can add +2d6 to your turning damage roll.

ESCHEW MATERIALS [Metamagic] (TaB)

  Prerequisites: Any other metamagic feat

  Benefit: Spell can be cast with no material components.  Spells without material components or whose components cost more than 1 gp are not affected by this feat.  An eschewed spell uses up a spell slot of the spell’s normal level.

EXPERT HEALING [General] (NBoF, B. Bemis)
  Prerequisites: 5 or more ranks of Heal
  Benefit: When attempting to heal a comrade after battle, you can attempt a heal check against a DC equal to the number of points of damage sustained during the encounter.  A successful checks heals 1d4 HP damage.
  Special: Can only be used on a character once after each encounter (and not on wounds from a previous encounter).

EXTRA SMITING [Special] (DotF)
  Prerequisites: Class level 4+, smite ability
  Benefit: You gain one additional attempt to smite per day. You can take this feat multiple times.

EXTRA SLOT [General] (TaB)

  Prerequisites: Spellcaster level 4+

  Benefit: You gain one extra spell slot in your daily allotment.  This extra slot can be at any level up to one level lower than the highest-level spell you can cast.  Once selected, the extra spell slot never changes in level.

  Special: You can gain this feat multiple times.

 

EXTRA SPELL [General] (TaB)

  Prerequisites: Spellcaster level 3+

  Benefit: You learn one additional spell at any level up to one level lower than the highest-level spell you can cast.

  Special: You can gain this feat multiple times.

EYES IN THE BACK OF YOUR HEAD [General] (SaF)
  Prerequisites: Base attack bonus +3, Wis 19+
  Benefit: Attackers do not gain the +2 attack bonus when flanking you.  This feat grants no effect whenever you lose your Dex bonus to your AC.

FAST MOVER [General] (NBoF, B. Bemis)
  Prerequisites: Dex 15+, Run
  Benefit: Add +5 to your base movement rate when wearing light armor or less.
  Special:  Stacks with other movement bonuses.  Can be taken multiple times.

FAVORED CLASS [General] (NBoF, B. Bemis)
  Prerequisites: Multiclass character
  Benefit: Select a class that is not normally favored by your race.  You advance in it without experience penalty.

FIERY RAGE [Special] (NBoF, E. Harry)
  Prerequisites: Rage ability
  Benefit: You can rage for a number of rounds equal to 6 plus your enhanced Con modifier.

FLASHY ATTACK [General, Melee] (NBoF, B. Quinn)
  Prerequisites: Base attack bonus +6 or higher, Accurate Attack or Weapon Finesse with weapon used
  Benefit: As a full-round action, you can add your Cha modifier to your attack roll (one attack).
  Special: You can gain this feat multiple teams, each time applies to a new weapon.  May be taken as a fighter bonus feat.

GREATER SPELL FOCUS [General] (TaB)

  Prerequisites: Spell Focus in the school chosen

  Benefit: Add +4 to the DC for all saving throws against spells from the chosen school of magic (does not stack with Spell Focus).

  Special: You can gain this feat multiple times, each time applying to a new school of magic.

 

GREATER SPELL PENETRATION [General] (TaB)

  Prerequisites: Spell Penetration

  Benefit: You get +4 on caster level checks to beat a creature’s spell resistance (does not stack with Spell Penetration).

HEIGHTEN TURNING [Special] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
  Benefit: You may add a number no higher than your cleric level to your turning check, while subtracting it from your turning damage roll.

HOLD AT BAY [General, Melee] (Scott Metz)
You are skilled at using a reach weapon to strike opponents who try to close in against you.
  Prerequisites: Base attack bonus +4, Weapon Specialization with any weapon classified as a "reach" weapon
  Benefit: When you are equipped with a "reach" weapon, an opponent who moves through your threat range, even if taking a five-foot-step, provokes an attack of opportunity.  This attack of opportunity can only be made as a standard attack with the reach weapon, and it is resolved before the opponent completes his move.
  Special: The opponent must begin more than 5 feet away--this feat does not allow you to use a reach weapon to attack an opponent already adjacent to you.  This feat does not grant any special attack of opportunity against an opponent who moves out of your threat range (normal rules apply), nor does it allow an attack of opportunity for movement that normally negates attacks of opportunity (such as the Tumble skill).  Hold At Bay may be taken as a fighter bonus feat.
  Normal: Taking a five-foot-step normally does not ever provoke an attack of opportunity.
  Comments: Hold At Bay provides an important advantage to a fighter with a reach weapon, giving him a chance to punish an opponent who takes a five-foot-step into an adjacent square in order to attack with a shorter weapon.  Pole weapons dominated western warfare for much of its history, so reach weapons deserve to be better than they are using the standard D&D rules.  This feat's prerequisite makes sure it can only be used by experienced fighters dedicated to this style of combat.

HOLD THE LINE [General] (SaF)
  Prerequisites: Base attack bonus +2, Combat Reflexes
  Benefit: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten.  Your attack happens immediately before the charge attack is resolved.

IMPROVED DODGE [General, Defense] (NBoF, C. Cramer)
  Prerequisites: Dexterity 13+, Dodge
  Benefit: The +1 dodge bonus from the Dodge feat now applies against all attacks.

IMPROVED FEINT [General, Melee] (NBoF, C. Cramer)
  Prerequisites: Bluff skill
  Benefit: You can now feint in combat as a move-equivalent action rather than a standard action.  If your bluff roll fails, you provoke an attack of opportunity.

IMPROVED OVERRUN [General] (SaF)
  Prerequisites: Expertise, Improved Bull Rush, Improved Trip, Str 13+, Power Attack
  Benefit: When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you.  If you knock down your opponent, you immediately get attack of opportunity against him, with the standard +4 bonus on attack rolls against prone targets.

IMPROVED SUNDER [General] (SaF)
  Prerequisites: Base attack bonus +2, Sunder
  Benefit: When you strike an opponent's weapon, you inflict double damage.

KNOCK-DOWN [General] (SaF)
  Prerequisites: Base attack bonus +2, Improved Trip, Str 15+
  Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

LIGHT SLEEPER [General] (NBoF, C. Cramer)
  Benefit: You can make Listen checks even while asleep.  On a successful roll, you wake up.  You still get needed rest even if you wake up several times per night.

LIGHTNING ATTACK [General, Melee] (Scott Metz)
You can make your full number of attacks while moving your full speed.
  Prerequisites: Dex 15+, Dodge, Mobility, Spring Attack, base attack bonus +6 or higher
  Benefit: As a full-round action you may move your full speed and still make your full number of melee attacks (you cannot make thrown or ranged attacks), but each attack is made at a -2 penalty. You can make these melee attacks anywhere along your path of movement, deciding where and what to attack as you move.
  Special: As with Spring Attack you may continue moving after each melee attack, but the total distance moved cannot exceed your speed. You may not take a five-foot step in addition to this movement. The Tumble skill may not be used for this movement. You provoke attacks of opportunity as normal. Furthermore, you suffer a -2 AC penalty until you get to act again next round. Lightning Attack may be taken as a fighter bonus feat.
  Comments: This feat is very powerful, which is why it builds upon Spring Attack (already demanding to acquire). It recreates the heroic slash-and-dash melee combat depicted in anime like Escaflowne and Samurai X.

METAFFINITY [Metamagic] (NBoF, E. Harry)
  Prerequisites: Ability to cast Arcane spells without preparation (Bard/Sorcerer), at least one other metamagic feat
  Benefit: You are able to cast any spell augmented by other metamagic feats that you know without increasing the spell's casting time.  Spells cast through use of this feat use up a spell slot one level higher.
  Special: This feat can be combined with Quicken Spell, a feat not normally useful to Sorcerers and Bards.
  Example: A sorcerer casts a Maximized Lightning Bolt spell as a full-round action by using up a 6th-level spell slot, or he could use Metaffinity to cast it as one action by using up a 7th-level spell slot (3 + 3 + 1 = 7).  He could also use his Metaffinity feat to cast a Quickened Lightning Bolt as a free action by using up an 8th-level spell slot (3 + 4 + 1 = 8).

METAFFINITY, IMPROVED [Metamagic] (Scott Metz)
You are adept at augmenting your Arcane spells with metamagic feats more flexibly, powering them with multiple spell-level slots instead of one higher-level spell slot.
  Prerequisites: Ability to cast Arcane spells without preparation (like a Bard or Sorcerer), Metaffinity
  Benefit: This feat is an expanded version of Metaffinity.  Despite the fact that you do not prepare spells in advance, you can pay for metamagic effects by using extra levels worth of spells instead of inflating the level of the spell being augmented.   Additionally, doing this requires you to use up two slots for the spell you are casting instead of one.
  Special: You may use any combination of spell-level slots to pay for metamagic effects so long as their cumulative value equals the total level increases for the applied metamagic feats (including Metaffinity, if you are using it to avoid increasing the spell’s casting time).  0th-level spells count as one-half of a spell level.  Even with Improved Metaffinity, no metamagic feat can be applied to a spell if it would normally make it require higher than a 9th-level spell slot.
  Example: A sorcerer casts a Quickened Lightning Bolt as a free action.  In order to avoid increasing the casting time (which would defeat the purpose), he uses Metaffinity.  Normally, this would require an 8th-level spell slot (3rd-level spell + 4 for Quicken Spell + 1 for Metaffinity).  With Improved Metaffinity the spell remains 3rd level, and the sorcerer uses up two 3rd-level spell slots to cast the Lightning Bolt.  He pays for the metamagic effects by using up any combination of five spell-level slots (4 for Quicken Spell + 1 for Metaffinity); for example, he could choose to use up two 2nd-level spell slots and two 0th-level spell slots.  However, the sorcerer could not use Improved Metaffinity to cast a Maximized, Quickened Lightning Bolt because normally that enhanced spell would require a 10th-level spell slot.
  Comments: With this feat lower-level sorcerers, and even bards, have a practical option to use metamagic feats.  Combined with Eric Harry’s Metaffinity feat, it is the fair equivalent of Metamemory.

METAMEMORY [Metamagic] (Scott Metz)
You are capable of powering metamagic feats more flexibly with multiple spell levels instead of one higher-level spell slot.
  Prerequisites: Ability to cast spells that are prepared in advance, at least one other metamagic feat
  Benefit: Spellcasters with this feat can pay for metamagic effects by using extra levels worth of spells instead of inflating the level of spell being augmented.  Doing this requires the spellcaster to use up a number of extra spell levels equal to the base level of the spell being augmented, in addition to the slots used to pay for the metamagic feats and the slot for the spell itself.
  Special: Spellcasters must still decide to apply metamagic feats when they prepare their spells for the day.  Spellcasters may use any combination of spell-level slots to pay for metamagic effects so long as their cumulative value equals the total level increases for the applied metamagic feats.  0th-level spells count as one-half of a spell level.  Even with Metamemory, no metamagic feat can be applied to a spell if it would normally make it require higher than a 9th-level spell slot.
  Example: A wizard memorizes an Enlarged, Empowered Fireball.  Normally, the enhanced Fireball would take up a 6th-level spell slot (3rd level, + 1 level for Enlarge Spell, + 2 levels for Empower Spell). With the Metamemory feat the wizard keeps Fireball in a 3rd-level spell slot and pays for the metamagic effects by not filling any combination of six spell levels (3 because Fireball is a 3rd level spell, 1 for Enlarge Spell, and 2 for Empower spell) from his memorization limit; for example, he could choose not to fill two 1st-level and two 2nd-level spell slots.  However, the wizard could not use Metamemory to cast a Maximized Delayed Blast Fireball (7th-level) because normally that enhanced spell would require a 10th-level spell slot.
  Comments: With this feat lower-level spellcasters can now effectively (if not efficiently) employ metamagic feats.

METAMEMORY, IMPROVED [Metamagic] (Scott Metz)
You can use metamagic feats without prior preparation by taking power from your prepared spells.
  Prerequisites: Ability to cast spells that are prepared in advance, Metamemory
  Benefit: This feat is an expanded version of Metamemory.  Spellcasters who prepare spells in advance may decide to use metamagic feats at the time they cast a spell instead of when they memorize it.  In return, the spellcaster must give up a number of extra levels worth of prepared spells equal to the total level increases for all applied metamagic feats, plus the extra levels required by Metamemory, plus one additional level.  The spells given up must come from prepared spells not yet cast.
  Special: Spells given up to pay for metamagic effects are cancelled in exactly the same manner that a cleric "loses" prepared spells for spontaneous healing.  0th-level spells count as one-half of a spell level.  Even with Improved Metamemory, no metamagic feat can be applied to a spell if it would normally make it require higher than a 9th-level spell slot.
  Example: A cleric casts a memorized Bull's Strength spell and wants to spontaneously augment it with Extend Spell and Empower Spell.  He uses up the Bull's Strength spell slot plus any combination of six extra spell levels (2 as explained under Metamemory because Bull's Strength is a 2nd-level spell, +1 for Extend Spell, +2 for Empower Spell, +1 for Improved Metamemory); for example, he could choose to give up his prepared Aid (2nd-level) and Extended Daylight (4th-level slot) spells.  However, the cleric could not use Improved Metamemory to cast a Maximized Fire Storm (8th-level) because normally that enhanced spell would require an 11th-level spell slot.
  Comments: This feat makes metamagic effects more practical by allowing them to be used "on the fly" instead of prepared far in advance.  The tremendous sacrificial cost of Metamemory prevents this flexibility from being abused.

OFF-HAND PARRY [General] (SaF)
  Prerequisites: Base attack bonus +3, Ambidexterity, Dex 13+, Two-Weapon Fighting, proficient with weapon
  Benefit: When using the full attack action, sacrifice all your off-hand attacks for the round in exchange for a +2 dodge bonus to your AC.  If you are also using a buckler, its AC bonus stacks.  You can only use bladed or hafted weapons of a size category smaller than you.

OPPORTUNITY COUNTERSPELL [General] (NBoF, C. Cramer)
  Prerequisites: Quicken Spell, Spellcraft skill
  Benefit: You get one free ready action each round that you can only use for counterspelling.  If you use this ready action, you do not get any attacks of opportunity for the round, but your initiative does not change.
  Notes: Your casting of the counterspell may trigger opportunity attacks in the normal fashion.

PACK MULE [General] (NBoF, B. Bemis)
  Benefit: You can carry weight (encumbrance) as if your Str were two points higher.

POISON USE [General] (NBoF, C. Cramer)
  Prerequisites: Alchemy skill
  Benefit: You can use poisons with no danger to yourself (ignore chance of accidental poisoning).

POWER LUNGE [General] (SaF)
  Prerequisites: Base attack bonus +3, Power Attack
  Benefit: Double your Str modifier for the damage inflicted by a charge attack.  You provoke an attack of opportunity from the opponent you are charging.

QUICKEN TURNING [Special] (DotF)
  Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
  Benefit: You can turn/rebuke undead as a free action, but with a -4 penalty on both your turning check and turning damage.  You may still only make one turning attempt per round.  Cannot use this feat when you power a Divine feat.

RANK FIGHTING [General, Melee] (NBoF, C. Cramer)
  Prerequisites: Weapon proficiency with a reach weapon
  Benefit: Ignore the normal one-half cover provided by a friend in between you and your opponent when striking with a reach weapon.  You make such attacks with no penalty.

REACH SPELL [Metamagic] (DotF)
  Benefit: You may cast a spell that normally has a range of “touch” at any distance up to 30 feet.  Spell becomes a ray and you must succeed at a ranged touch attack.  Uses up a spell slot two levels higher than the spell's actual level.

SCULPT SPELL [Metamagic] (TaB)

  Prerequisites: Any other metamagic feat

  Benefit: You can change an area spell’s shape to cylinder (10-foot radius, 30 feet high), cone (40-foot), four cubes (10-foot), or a ball (20-foot spread).  The spell works normally in all respects except for its shape.  A sculpted spell uses a spell slot one level higher than the spell’s actual level.

SHARP-SHOOTING [General] (SaF)
  Prerequisites: Base attack bonus +3, Point Blank Shot, Precise Shot
  Benefit: You gain a +2 bonus to your ranged attack rolls against targets with some degree of cover (but not targets with no cover or full cover).

SHIELD BASH, IMPROVED [General] (DotF)
  Prerequisites: Power Attack
  Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush.  You don't actually move into your opponent's square or incur attacks of opportunity.  You can't move your opponent more than 5 feet, nor move along with the defender.

SHIELD CHARGE [General] (DotF)
  Prerequisites: Power Attack, Improved Shield Bash
  Benefit: You inflict double damage when you attack with your shield as part of a charge action.

SHIELD COMBAT [General, Melee] (Scott Metz)
You are especially skilled at using your shield to make off-hand bash attacks in combat.
  Prerequisites: Proficient with shields, Shield Skill, base attack bonus +4 or higher
  Benefit: When using a shield to make a bash attack (PHB p. 106), a character with this feat makes the attack roll as if his off-hand weapon is light and he has the Two-Weapon Fighting feat (-2 penalty for the weapon, -6 penalty for the bash attack). A character with this feat does not forfeit the shield's AC bonus for the rest of the round when making a bash attack.
  Special: The Ambidexterity feat reduces the attack penalty for the bash attack by 4. Shield Combat may be taken as a fighter bonus feat.
  Comments: This feat builds upon Shield Skill, putting the shield bash on par with two-weapon fighting.  It is better than Shield Expert but has more demanding prerequisites.

SHIELD EXPERT [General] (SaF)
  Prerequisites: Base attack bonus +3, proficient with shields
  Benefit: You may make an off-hand attack with your shield while retaining its AC bonus for that round.

SHIELD PARRY [General, Defense] (Scott Metz)
You are adept at blocking melee attacks with your shield.
  Prerequisites: Base attack bonus +6 or higher, Proficient with shields, Dex 13+, Shield Combat or Shield Expert
  Benefit: When an opponent attacks you, you may make a Shield Parry check (using your Strength and Base Attack Bonus) at DC equal to the opponent's attack roll to avoid all damage from that single attack provided you are equipped with a shield.
  Special: Shield Parry counts as an attack of opportunity and, as such, is limited by the number you have each round.  Shield Parry also can be used in place of Skilled Parry in the prerequisites and benefit of the Counterstrike feat
  Comments: This is the ultimate shield feat, and is probably better than Skilled Parry.

SHIELD SKILL [General, Defense] (Scott Metz)
You are particularly skilled at defending yourself with a shield.
  Prerequisites: Proficient with shields, base attack bonus +1 or higher
  Benefit: When fighting defensively (PHB, p. 124) while equipped with a shield, you gain a +4 dodge bonus to your AC instead of the normal +2.  When using the Total Defense option (PHB, p. 127) while equipped with a shield, you gain a +6 dodge bonus to your AC instead of the normal +4, and if the shield is larger than a buckler you also gain a +1 Reflex Save Bonus as if you had cover (PHB, p. 133).
  Special: Shield Skill may be taken as a fighter bonus feat.
  Comments: This feat makes using a shield more worthwhile. Considering the extra weight, Armor Check Penalty, and Arcane Spell Failure, a normal (or even low-magic) shield often is not as advantageous wielding a weapon with two hands.

SHIELD SKILL, IMPROVED [General, Defense] (Scott Metz)
You are even more adept at defending yourself with a shield.
  Prerequisites: Proficient with shields, base attack bonus +4 or higher, Shield Skill
  Benefit: The armor bonus granted by a carried shield is improved by +1 for small shields and +2 for large shields (no increase for bucklers).  You lose this benefit if you are stunned, dazed, or held (paralyzed).
  Special: Improved Shield Skill may be taken as a fighter bonus feat.
  Comments: This feat continues to expand the usefulness of shields.

SKILLED PARRY [General] (NBoF, T. Neumann)
  Prerequisites: Base attack bonus +5 or higher, Proficient with weapon, Int 13+, Dex 13+, Dodge, Expertise
  Benefit: When an opponent attacks you, you are allowed a Reflex save at DC equal to the opponent's attack roll to avoid all damage from a single attack provided you are not unarmed.
  Special: Skilled Parry counts as an attack of opportunity and, as such, is limited by the number you have each round.

SPECIAL MANEUVER [General, Melee] (Scott Metz)

You are exceptionally skilled at a certain special combat maneuver.  Choose one special attack form: Grapple, Trip, Bull Rush (or any other non-standard attack form approved by the DM).

  Prerequisites: Int 13+, base attack bonus +4 or higher

  Benefit: When making opposed checks for this attack form, you may add one-half of your base attack bonus (round down) to your roll as a competence bonus.  In return, you leave yourself more open to enemy attacks and suffer a -2 AC penalty until you get to act again next round.

  Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new attack form.  Special Maneuver may be taken as a fighter bonus feat.

  Comments: This feat makes it possible for a hero to perform fantastic deeds like grappling a dragon or tripping a giant.

SPECIAL TACTIC [General, Melee] (Scott Metz)
You are particularly deft at a certain special combat maneuver. Choose one special attack form: Grapple, Trip, Bull Rush (or any other non-standard attack form approved by the DM).
  Prerequisites: Int 13+, base attack bonus +1 or higher
  Benefit: When making opposed checks for this attack form, you may substitute Strength for Dexterity or Dexterity for Strength if the bonus for one is higher than for the other.
  Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new attack form. Special Tactic may be taken as a fighter bonus feat.
  Comments: This feat does for the non-weapon combat maneuvers what Weapon Finesse does for melee weapons.

SPELL AFFINITY [Metamagic] (NBoF, E. Harry)
  Prerequisites: Int 13+, Ability to cast 1st-level Arcane spells without preparation
  Benefit: You gain bonus spells based on your Int modifier.  These spells are added to your number of spells known; this feat does not increase the number of spells that you can cast per day.

SPELL SPECIALIZATION [General] (TaB)

  Prerequisites: Weapon Focus (ray or energy missile spells), spellcaster level 4+

  Benefit: Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier if the target is within 30 feet.

  Special: You can gain this feat twice; once for ray spells, once for energy missile spells.  Its effects do not stack.

SWIFT-FOOTED [General, Melee] (Scott Metz)
You are especially fast and maneuverable on the battlefield.
  Prerequisite: Dex 13+, Run, base attack bonus +2 or higher
  Benefit: You may take a double move and still make one melee attack (and never more than one, even with other feats like Cleave). This attack is made at a -5 penalty, just as if it were a normal secondary attack. You may not take a five-foot step in addition to this movement, and your movement must end as soon as you make your attack.
  Special: This movement is not a charge, and the movement does not need to be in a straight line. Swift-Footed does not combine with Spring Attack or the Tumble skill. You provoke attacks of opportunity as normal.
  Comments: This feat builds upon Run, which is not a very attractive feat by itself.

TWIN WEAPON FIGHTING [General] (NBoF, E. Harry)
  Prerequisites: Ambidexterity, Two Weapon Fighting, base attack bonus +6 or higher
  Benefit: Chose a one-handed weapon, based on your size.  When wielding one of the chosen weapons in each hand, you wield the weapon in your off-hand as if it were a light weapon.

WEAPON TRICKS [General, Melee] (NBoF, C. Cramer)
  Benefit: You can change the type of damage you do with melee weapons.  Swords could do slashing or piercing, picks could do bludgeoning or piercing, etc.  You opt to do either of the two types of damage.
  Notes:  DM is the final arbiter of what types of damage a weapon can do.

ZEN ARCHERY [General] (SaF)
  Prerequisites: Base attack bonus +3, Wis 13+
  Benefit: You can use your Wis modifier instead of Dex when making a ranged attack within 30 feet.

Back to Elandar Main
 

Hosted by www.Geocities.ws

1