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Feat

Acrobatic

You get a +2 bonus on all Jump checks and Tumble checks.

Agile

You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness

You get a +2 bonus on all Listen checks and Spot checks.

Animal Affinity

You get a +2 bonus on all Handle Animal checks and Ride checks.

Armor Proficiency (Heavy)

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Armor Proficiency (Light)

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Armor Proficiency (Medium)

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Athletic

You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Blind-Fight

In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

Blindsight (5 ft Radius)

Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you.

Brew Potion

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.

Cleave

If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You can use this ability once per round.

Combat Casting

You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise

When you use the attack action or the full attack action in melee, you can take a penalty of as much as %1 on your attack roll and add the same number as a dodge bonus to your Armor Class.

Combat Reflexes

You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

Craft Magic Arms and Armor

You can create any magic weapon, armor, or shield whose prerequisites you meet.

Craft Rod

You can create any rod whose prerequisites you meet.

Craft Staff

You can create any staff whose prerequisites you meet.

Craft Wand

You can create a wand of any 4th-level or lower spell that you know.

Craft Wondrous Item

You can create any wondrous item whose prerequisites you meet.

Deceitful

You get a +2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows

Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.

Deft Hands

You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Diehard

When reduced to between -1 and -9 hit points, you automatically become stable.

Diligent

You get a +2 bonus on all Appraise checks and Decipher Script checks.

Disguise Spell

You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell.

Divine Might

As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.

Divine Vengeance

You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.

Dodge

During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.

Empower Spell

All variable, numeric effects of an empowered spell are increased by one-half.

Endurance

You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.

Energy Substitution

You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead.

Enlarge Spell

You can alter a spell with a range of close, medium, or long to increase its range by 100%%.

Eschew Materials

You can cast any spell that has a material component costing 1 gp or less without needing that component.

Exotic Weapon Proficiency

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Extend Spell

An extended spell lasts twice as long as normal.

Extra Music

You can use your bardic music four extra times per day.

Extra Turning

You can use your ability to turn or rebuke creatures four more times per day than normal.

Eyes in the Back of Your Head

Attackers do not gain the usual +2 attack bonus when flanking you.

Far Shot

When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

Fleet of Foot

When running or charging, you can make a single direction change of 90 degrees or less.

Forge Ring

You can create any ring whose prerequisites you meet.

Great Cleave

This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Greater Spell Focus

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Greater Spell Penetration

You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Greater Two-Weapon Fighting

You get a third attack with your off-hand weapon, albeit at a -10 penalty.

Greater Weapon Focus

You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Greater Weapon Specialization

You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Great Fortitude

You get a +2 bonus on all Fortitude saving throws.

Heighten Spell

A heightened spell has a higher spell level than normal (up to a maximum of 9th level).

Hold the Line

You may make an attack of opportunity against a charging opponent who enters an area you threaten.

Improved Bull Rush

When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Counterspell

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Improved Critical

When using the weapon you selected, your threat range is doubled.

Improved Disarm

You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Improved Familiar

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Improved Feint

You can make a Bluff check to feint in combat as a move action.

Improved Grapple

You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Improved Initiative

You get a +4 bonus on initiative checks.

Improved Overrun

When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Improved Precise Shot

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

Improved Shield Bash

When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Improved Sunder

When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Improved Trip

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed and gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent.

Improved Turning

You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Two-Weapon Fighting

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Improved Unarmed Strike

You are considered to be armed even when unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Investigator

You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will

You get a +2 bonus on all Will saving throws.

Jack Of All Trades

You can use any skill untrained, even those that normally require training.

Knock Down

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.

Leadership

Benefits: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you.

Lightning Reflexes

You get a +2 bonus on all Reflex saving throws.

Magical Aptitude

You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Manyshot

As a standard action, you may fire many arrows at a single opponent within 30 feet.

Martial Weapon Proficiency

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Maximize Spell

All variable, numeric effects of a spell modified by this feat are maximized.

Mobility

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

Mounted Archery

The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat

Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Natural Spell

You can complete the verbal and somatic components of spells while in a wild shape. You can also use any material components or focuses you possess, even if such items are melded within your current form.

Negotiator

You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers

You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persistent Spell

A persistent spell has a duration of 24 hours.

Persuasive

You get a +2 bonus on all Bluff checks and Intimidate checks.

Plant Control

You can rebuke or command plant creatures as an evil cleric rebukes undead.

Plant Defiance

You can turn (but not destroy) plant creatures as a good cleric turns undead.

Point Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack

On your action, before making attack rolls for a round, you may choose to subtract up to %1 from all melee attack rolls and add the same number to all melee damage rolls.

Power Critical

When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Precise Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Quicken Spell

Casting a quickened spell is a free action.

Rapid Reload

The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

Rapid Shot

You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.

Reach Spell

You may cast a spell that normally has a range of touch at any distance up to 30 feet.

Repeat Spell

A repeated spell is automatically cast again at the beginning of your next round of actions.

Ride-By Attack

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again.

Run

When running, you move five times your normal speed or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Sacred Spell

Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic.

Scribe Scroll

You can create a scroll of any spell that you know.

Self-Sufficient

You get a +2 bonus on all Heal checks and Survival checks.

Sharp Shooting

Your targets only receive a +2 bonus to Armor class due to cover.

Shield Proficiency

You can use a shield and take only the standard penalties.

Shot on the Run

When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Silent Spell

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Simple Weapon Proficiency

You make attack rolls with simple weapons normally.

Skill Focus

You get a +3 bonus on all checks involving that skill.

Snatch Arrows

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free to use this feat.

Spell Focus

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Mastery

Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Spell Penetration

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Spirited Charge

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spring Attack

When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Stealthy

You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell

A stilled spell can be cast with no somatic components.

Stunning Fist

%1/day you may stun an opponant with a carefully placed unarmed attack (DC %2)

Subdual Substitution

When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage.

Superior Expertise

When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.

Toughness

You gain +3 hit points.

Tower Shield Proficiency

You can use a tower shield and suffer only the standard penalties.

Track

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

Trample

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down.

Two-Weapon Defense

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Weapon Finesse

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization

You gain a +2 bonus on all damage rolls you make using the selected weapon.

Whirlwind Attack

When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

Widen Spell

You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%%. A widened spell uses up a spell slot three levels higher than the spell's actual level.