Feat Index

There have been many attempts to compile all the D&D 3.5 feats into a single location. Faults can be found in all of them; this one will likely be no better. Still, it is hoped that it will be an improvement. Sources, along with publication dates and official abbreviations (called book codes in A35) are found in the Publications table.

How Feats are Sourced

In most cases, a feat that appears in more than one source is cited from the latest source. The exception to this is if a feat is first cited with essentially the same text in a core rulebook. For example, the Overwhelming Critical feat is listed in the Epic Level Handbook, the Dungeon Master’s Guide (version 3.5), and the Draconomicon. The Epic Level Handbook is the oldest source and also a deprecated version 3.0 book, so it is omitted. Draconomicon is a later source than the Dungeon Master’s Guide (version 3.5), but the text is essentially the same in both and the latter is a core rulebook, therefore it is granted precedent, and its version is the one presented here.

The Monster Manual books present a bit of difficulty. Monster Manual II is a version 3.0 source (with a later added supplement that tried with some success to update it for version 3.5), and it includes exactly one feat that isn’t found in any of the other books in Sources⁠—​possibly because the feat is only used in that book and is no longer in use generally. (Almost all creatures in that book that have it also have the enhanced multiweapon fighting special quality, so that can cover for the removal of that feat.) Monster Manual III, Monster Manual IV, and Monster Manual V, also list feats. For the most part, the only difference in the feats in those three and those in the Monster Manual (version 3.5) core rulebook is the inclusion of the Powerful Charge feat (which first appeared in the Miniatures Handbook; most of that book’s feats are superseded in later publications). However, Monster Manual IV also includes updated versions of certain feats from Draconomicon, so it is a source of feats where the others are not.

Sometimes feats in difference sources (with the same or different names) duplicate benefits. In such cases, the latest source is usually deemed the correct one and the others deprecated. In other cases, where a feat in one source duplicates the benefit of another but has different prerequisites, the feat is rewritten to account for this. For example, the benefit of three different feats in three different books improves flight maneuverability by one step (clumsy to poor, poor to average, average to good, or good to perfect): Improved Maneuverability in Draconomicon (published first), Improved Flight in Complete Adventurer, and Improved Flight in Races of the Wild (published just one month after Complete Adventurer). They all exactly have the same benefit, but all three have different prerequisites. No character with a fly speed would bother with Improved Maneuverability because the prerequisites are harder to meet for the same benefit. Even dragons, for whom that feat was intended, would be better off taking Improved Flight from either of the later sources. Ultimately, it was better to blend the prerequisites of all three in some manner and just redirect all three feats to that revised version of Improved Flight.

What Are Those Tan Bars?

Occasionally, you will see one or more feats in the lists below marked with a tan⁠—​actually, goldenrod⁠—​bar on the left edge of the feat text.

Like this, for example.

That bar indicates that the feats have as a prerequisite the first feat above it that has no goldenrod bar. This was done to imitate the original table format in the source and account for why the feats aren’t in strict alphabetical order.

Rarely, you’ll see a double goldenrod bar on the left; that means that feat has the first single-barred feat above it as a prerequisite.

Feat Markers

These are added after the prerequisites of certain feats to further categorize or define them.

If you encounter a feat marker you don’t remember in the description of a feat below, clicking on it will bring you to its entry here. The back button on your browser or Alt+[Left Arrow] will return you to the feat description.

Table: Feat Markers
1️⃣May only be selected at 1st level, during character creation.
👽Aberrant feat. These feats all have Aberration Blood as a prerequisite, which is, itself, an aberrant feat. These feats indicate the presence of ancestors who were aberrations in a character’s bloodline.
🗡️Ambush Feat. These feats improve the sneak attack, sudden strike, or skirmish class abilities; sneak attack damage is typically a prerequisite but sudden strike or skirmish damage can often substitute.
🎵Bardic Music feat. Requires a daily use of the bardic music class feature. (This differs from feats that may require the ability but don’t expend a daily use of it.)
🐉Breath Channeling feat. Dragons and creatures of draconic heritage that have breath weapons can choose these feats.
🙌Ceremony feat. Allows you to complete a half-hour religious ceremony to grant recipients a supernatural bonus of some sort. Requires ranks of Knowledge (religion); the more the better.
🤺Combat Form feat. These feats mix mental and physical rigor in combat training. Each requires the Combat Focus feat.
🙏Divine feat. Usually requires the ability to turn or rebuke undead.
🔵Domain feat. Selected by clerics and other classes that gain access to clerical domains. The feats that can be chosen usually correspond to a deity’s list of domains.
🐲Draconic feat. Taken by sorcerers (and others as designated under the Draconic Heritage feat) to gain abilities akin to those of their draconic ancestors.
🌟Epic feat. Available only to characters with more than 20 levels.
⚔️Fighter bonus feat. Fighters may take this as one of their class bonus feats.
☯️Heritage feat. Signifies an ability derived from specific ancestry of the character. Such a feat may be chosen at any level, but another one cannot be chosen unless it lists the first one as a prerequisite.
🌄Initiate feat. Available to a cleric who has gained distinction with a patron deity he or she follows. Only one such feat is allowed per character.
⚗️Item creation feat. Requires at least a spellcasting class of a certain level or higher.
🚩Leader feat. These feats all have Leadership as a prerequisite.
🍀Luck feat. Gain access to a specific lucky effect; usually a reroll of some sort.
🔥Metabreath feat. Requires a breath weapon, typically one that needs a number of rounds before it can be used again.
🪄Metamagic feat. Requires a spellcasting class or ability.
🥋Monk bonus feat. Monks may take this as one of their class bonus feats.
🏹Scout bonus feat. Scouts may take this as one of their class bonus feats.
👹Monstrous feat. Usually requires belonging to a monstrous type to take this feat; check prerequisites.
ΨPsionic feat. Must have levels in a class that grants psionic powers.
🧝Racial feat. Usually requires being of a certain race or having a certain racial ability to take the feat; check prerequisites.
📥Reserve feat. Allows the use of a specific supernatural ability at will (usually as a standard action) as long as a spell (for non-spontaneous spellcasters) or spell slot with a necessary spell or spell type known (for spontaneous spellcasters) of a certain minimum level is reserved unused.
This feat may be taken multiple times; its effects stack.
This feat may be taken multiple times; its effects do not stack. Each time it is taken, it applies to a new weapon, skill, domain, school of magic, metamagic feat, alignment, affiliation, aberrant feature, creature type (or subtype), damage type, disease, energy type, poison type, selection of spells, or special materail, as described in the feat’s full description.
✖️This feat can be taken multiple times. Its effects stack if taken more than once for the same weapon.
📆This feat can be taken multiple times. Its daily uses stack.
This feat’s bonuses stack with similar bonuses of any prerequisite feats.
🪖Tactical feat. Grants three special combat tactics.
🩸Tainted feat. Requires some degree of taint. Only nongood characters can acquire tainted feats.
🖤Vile feat. Only evil, intelligent creatures (Int 3+) can acquire vile feats.
⚒️Weapon Style feat. Requires proficiency and Weapon Focus with and use of specified weapons.
🐻Wild feat. Requires a daily use of the wild shape class ability.

Feat Lists by Source

This may end up getting alphabetized later, but for now it’s easier to cross-check this way.

Feats are listed using this format:

Feat Name: Benefit. [Prerequisites] feat markers {book code}.

This format better suits more complex feats that don’t easily fit into a table; also, one can easily copy and paste the feat name and benefit from here to a character sheet.

If more than one book code is provided and one or more have a strikethrough line like this, it means that the lined-out books are older and the feat is hyperlinked to the one that is not lined out.

Player’s Handbook (version 3.5)

General Feats

Acrobatic: +2 bonus on Jump and Tumble checks. [None] {PH}

Agile: +2 bonus on Balance and Escape Artist checks. [None] {PH}

Alertness: +2 bonus on Listen and Spot checks. [None] {PH}

Animal Affinity: +2 bonus on Handle Animal and Ride checks. [None] {PH}

Armor Proficiency (light): No armor check penalty on attack rolls. [None] {PH}

Armor Proficiency (medium): No armor check penalty on attack rolls. [Armor Proficiency (light)] {PH}

Armor Proficiency (heavy): No armor check penalty on attack rolls. [Armor Proficiency (light), Armor Proficiency (medium)] {PH}

Athletic: +2 bonus on Climb and Swim checks. [None] {PH}

Augment Summoning: Summoned creatures gain +4 Str, +4 Con. [Spell Focus (conjuration)] {PH}

Blind-Fight: Reroll miss chance for concealment. [None] ⚔️ {PH}

Combat Casting: +4 bonus on Concentration checks for defensive casting. [None] {PH}

Combat Expertise: Trade attack bonus for AC (max 5 points). [Int 13] ⚔️ {PH}

Improved Disarm: +4 bonus on disarm attempts; no attack of opportunity. [Combat Expertise] ⚔️ {PH}

Improved Feint: Feint in combat as move action. [Combat Expertise] ⚔️ {PH}

Improved Trip: +4 bonus on trip attempts; no attack of opportunity. [Combat Expertise] ⚔️ {PH}

Whirlwind Attack: One melee attack against each opponent within reach. [Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4] ⚔️ {PH}

Combat Reflexes: Additional attacks of opportunity. [None] ⚔️ {PH}

Deceitful: +2 bonus on Disguise and Forgery checks. [None] {PH}

Deft Hands: +2 bonus on Sleight of Hand checks and Use Rope checks. [None] {PH}

Diligent: +2 bonus on Appraise and Decipher Script checks. [None] {PH}

Dodge: +1 dodge bonus to AC against chosen target. [Dex 13] ⚔️ {PH}

Mobility: +4 dodge bonus to AC against some attacks of opportunity. [Dodge] ⚔️ {PH}

Spring Attack: Move before and after melee attack. [Dodge, Mobility, base attack bonus +4] ⚔️ {PH}

Endurance: +4 bonus on checks or saves to resist nonlethal damage. [None] {PH}

Diehard: Remain conscious at –⁠1 to –⁠9 hp. [Endurance] {PH}

Eschew Materials: Cast spells without material components.

Exotic Weapon Proficiency: No penalty on attacks with chosen exotic weapon. [Base attack bonus +1] ⚔️ {PH}

Extra Turning: Can turn or rebuke 4 more times per day. [Ability to turn or rebuke creatures] {PH}

Great Fortitude: +2 bonus on Fortitude saves. [None] {PH}

Improved Counterspell: Counterspell with spell of same school. [None] {PH}

Improved Critical: Double threat range of chosen weapon. [Proficient with weapon, base attack bonus +8] ⚔️ {PH}

Improved Initiative: +4 bonus on initiative checks. [None] {PH}

Improved Turning: +1 level for turning checks. [Ability to turn or rebuke creatures] {PH}

Improved Unarmed Strike: Considered armed even when unarmed. [None] ⚔️ {PH}

Improved Grapple: +4 bonus on grapple checks; no attack of opportunity. [Dex 13, Improved Unarmed Strike] ⚔️ {PH}

Deflect Arrows: Deflect one ranged attack per round. [Dex 13, Improved Unarmed Strike] ⚔️ {PH}

Snatch Arrows: Catch a deflected ranged attack. [Dex 15, Deflect Arrows, Improved Unarmed Strike] ⚔️ {PH}

Stunning Fist: Stun opponent with unarmed strike. [Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8] ⚔️ {PH}

Investigator: +2 bonus on Gather Information and Search checks. [None] {PH}

Iron Will: +2 bonus on Will saves. [None] {PH}

Leadership: Attract cohort and followers. [Character Level 6th] {PH}

Lightning Reflexes: +2 bonus on Reflex saves. [None] {PH}

Magical Aptitude: +2 bonus on Spellcraft and Use Magic Device checks. [None] {PH}

Martial Weapon Proficiency: No penalty on attacks with chosen martial weapon. [None] {PH}

Mounted Combat: Negate hits on mount with Ride check. [Ride 1 rank] ⚔️ {PH}

Mounted Archery: Half penalty for ranged attacks while mounted. [Ride 1 rank, Mounted Combat] ⚔️ {PH}

Ride-By Attack: Move before and after a mounted charge. [Ride 1 rank, Mounted Combat] ⚔️ {PH}

Spirited Charge: Double damage with mounted charge. [Ride 1 rank, Mounted Combat, Ride-By Attack] ⚔️ {PH}

Trample: Target cannot avoid mounted overrun. [Ride 1 rank, Mounted Combat] ⚔️ {PH}

Natural Spell: Cast spells while in wild shape. [Wis 13, Ability to use wild shape] {PH}

Negotiator: +2 bonus on Diplomacy and Sense Motive checks. [None] {PH}

Nimble Fingers: +2 bonus on Disable Device and Open Lock checks. [None] {PH}

Persuasive: +2 bonus on Bluff and Intimidate checks. [None] {PH}

Point Blank Shot: +1 bonus on ranged attack and damage within 30 ft. [None] ⚔️ {PH}

Far Shot: Increase range increment by 50% or 100%. [Point Blank Shot] ⚔️ {PH}

Precise Shot: No –⁠4 penalty for shooting into melee. [Point Blank Shot] ⚔️ {PH}

Rapid Shot: One extra ranged attack each round. [Dex 13, Point Blank Shot] ⚔️ {PH}

Manyshot: Shoot two or more arrows simultaneously. [Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6] ⚔️ {PH}

Shot on the Run: Move before and after ranged attack. [Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4] ⚔️ {PH}

Improved Precise Shot: Ignore less than total cover/concealment on ranged attack. [Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11] ⚔️ {PH}

Power Attack: Trade attack bonus for damage (up to base attack bonus) [Str 13] ⚔️ {PH}

Cleave: Extra melee attack after dropping target. [Power Attack] ⚔️ {PH}

Great Cleave: No limit to cleave attacks each round. [Cleave, Power Attack, base attack bonus +4] ⚔️ {PH}

Improved Bull Rush: +4 bonus on bull rush attempts; no attack of opportunity. [Power Attack] ⚔️ {PH}

Improved Overrun: +4 bonus on overrun attempts; no attack of opportunity. [Power Attack] ⚔️ {PH}

Improved Sunder: +4 bonus on sunder attempts; no attack of opportunity. [Power Attack] ⚔️ {PH}

Quick Draw: Draw weapon as free action. [Base attack bonus +1] ⚔️ {PH}

Rapid Reload: Reload crossbow more quickly. [Weapon Proficiency with crossbow] ⚔️ {PH}

Run: Run 5 times normal speed, +4 bonus on Jump checks made after a running start. [None] {PH}

Self-Sufficient: +2 bonus on Heal and Survival checks. [None] {PH}

Shield Proficiency: No armor check penalty on attack rolls. [None] {PH}

Improved Shield Bash: Retain shield bonus to AC when shield bashing. [Shield Proficiency] ⚔️ {PH}

Tower Shield Proficiency: No armor check penalty on attack rolls. [Shield Proficiency] {PH}

Simple Weapon Proficiency: No –⁠4 penalty on attack rolls with simple weapons. {PH}

Skill Focus: +3 bonus on checks with chosen skill. {PH}

Spell Focus: +1 bonus on save DCs against chosen school of magic. {PH}

Greater Spell Focus: +1 bonus on save DCs against chosen school of magic. [Spell Focus (chosen school)] {PH}

Spell Mastery: Can prepare some spells with no spellbook. [Wizard level 1st] {PH}

Spell Penetration: +2 bonus on caster level checks to defeat spell resistance. {PH}

Greater Spell Penetration: +2 to caster level checks to defeat spell resistance. [Spell Penetration] {PH}

Stealthy: +2 bonus on Hide and Move Silently checks. [None] {PH}

Toughness: +3 hit points. {PH}

Track: Use Survival skill to track. {PH}

Two-Weapon Fighting: Reduce two-weapon fighting penalties by 2. ⚔️ {PH}

Two-Weapon Defense: Off-hand weapon grants +1 shield bonus to AC. [Two-Weapon Fighting] ⚔️ {PH}

Improved Two-Weapon Fighting: Gain second off-hand attack. [Dex 17, Two-Weapon Fighting, base attack bonus +6] ⚔️ {PH}

Greater Two-Weapon Fighting: Gain third off-hand attack. [Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11] ⚔️ {PH}

Weapon Finesse: Use Dex modifier instead of Str modifier on attack rolls [Proficiency with weapon, base attack bonus +1 with light melee weapons] ⚔️ {PH}

Weapon Focus: +1 bonus on attack rolls with chosen weapon. [Proficiency with weapon, base attack bonus +1] ⚔️ {PH}

Weapon Specialization: +2 bonus on damage rolls with chosen weapon. [Proficiency with weapon, Weapon Focus with weapon, fighter level 4th] ⚔️ {PH}

Greater Weapon Focus: +2 bonus on attack rolls with chosen weapon. [Proficiency with weapon, Weapon Focus with weapon, fighter level 8th] ⚔️ {PH}

Greater Weapon Specialization: +4 bonus on damage rolls with chosen weapon. [Proficiency with weapon, Greater Weapon Focus with weapon, Weapon Focus with weapon, Weapon Specialization with weapon, fighter level 12th] ⚔️ {PH}

Item Creation Feats

Brew Potion: Create magic potions. [Spellcaster level 3rd] ⚗️ {PH}

Craft Magic Arms and Armor: Create magic weapons, armor, and shields. [Spellcaster level 5th] ⚗️ {PH}

Craft Rod: Create magic rods. [Spellcaster level 9th] ⚗️ {PH}

Craft Staff: Create magic staffs. [Spellcaster level 12th] ⚗️ {PH}

Craft Wand: Create magic wands. [Spellcaster level 5th] ⚗️ {PH}

Craft Wondrous Item: Create magic wondrous items. [Spellcaster level 3rd] ⚗️ {PH}

Forge Ring: Create magic rings. [Spellcaster level 12th] ⚗️ {PH}

Scribe Scroll: Create magic scrolls. [Spellcaster level 1st] ⚗️ {PH}

Metamagic Feats

Empower Spell: Increase spell’s variable, numeric effects by 50%. [None] 🪄 {PH}

Enlarge Spell: Double spell’s range. [None] 🪄 {PH}

Extend Spell: Double spell’s duration. [None] 🪄 {PH}

Heighten Spell: Cast spells as higher level. [None] 🪄 {PH}

Maximize Spell: Maximize spell’s variable, numeric effects. [None] 🪄 {PH}

Quicken Spell: Cast spells as swift action. [None] 🪄 {PH}

Silent Spell: Cast spells without verbal components. [None] 🪄 {PH}

Still Spell: Cast spells without somatic components. [None] 🪄 {PH}

Widen Spell: Double spell’s area. [None] 🪄 {PH}

Dungeon Master’s Guide (version 3.5)

Epic Feats

Epic Favored Enemy: Improve skill check and damage rolls against favored enemies by +1. [Five or more favored enemies] 🌟 {DMG; renamed from Improved Favored Enemy as CW added a non-epic feat of the same name}

Familiar Spell: Familiar can cast a spell. [Int 25 or Cha 25, whichever attribute controls spellcasting] 🌟{DMG}

Great Smiting: Smite attacks add twice the character level in damage. [Cha 25, smite ability from class feature or domain granted power] 🌟 {DMG}

Improved Elemental Wild Shape: Wild shape into any elemental form; gain its extraordinary and supernatural abilities. [Wis 25, ability to wild shape into an elemental] 🌟 {DMG}

Improved Familiar: Acquire a stronger familiar. [Ability to acquire a new familiar, compatible alignment, sufficiently high level] {DMG}

Improved Metamagic: Reduce increased spell slot cost of metamagic feats by 1. [Four metamagic feats, Spellcraft 30 ranks] 🌟 {DMG}

Improved Sneak Attack: Add +1d6 to your sneak attack damage. [Sneak attack +8d6] 🌟 {DMG}

Improved Spell Capacity: Prepare spells in excess of normal limits. [Ability to cast spells of the normal maximum spell level in at least one spellcasting class] 🌟 {DMG}

Improved Stunning Fist: Add +2 to the DC of the character’s stunning attack. [Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist] 🌟 {DMG}

Lasting Inspiration: Bardic music inspiration lasts ten times longer. [Perform 25 ranks, bardic music class feature] 🌟 {DMG}

Overwhelming Critical: Critical hits do more damage. [Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon)] 🌟{DMG}

Planar Turning: Outsiders can be turned or rebuked. [Wis 25, Cha 25, ability to turn or rebuke undead] 🌟 {DMG}

Spell Knowledge: Add two arcane spells to repertoire. [Ability to cast spells of the maximum normal spell level of an arcane spellcasting class] 🌟 {DMG}

Terrifying Rage: Rage panics opponents. [Intimidate 25 ranks, rage 5/day] 🌟 {DMG}

Monster Manual (version 3.5)

Ability Focus: +2 to the DC of saving throws against chosen special attack. [Special attack] {MM}

Awesome Blow: Take a –⁠4 penalty on an attack to possibly hurl a foe. [Str 25, Power Attack, Improved Bull Rush, size Large or larger.] ⚔️ {MM}

Craft Construct: Create golems and other magic automatons that obey the creator’s orders. [Craft Magic Arms and Armor, Craft Wondrous Item] ⚗️ {MM}

Empower Spell-Like Ability: Increase one spell-like ability’s variable, numeric effects by 50% thrice daily. [Spell-like ability at caster level 6th or higher] {MM}

Flyby Attack: Take a standard action any time during a move action in flight. [Fly speed] {MM}

Hover: While flying, halt and hover in midair regardless of maneuverability. [Fly speed] {MM}

Improved Natural Armor: Increase natural armor by 1. [Natural armor, Con 13] {MM}

Improved Natural Attack: Chosen natural attack is more damaging. [Natural weapon, base attack bonus +4] {MM}

Multiattack: Secondary attacks from natural weapons have only a –⁠2 penalty. [Three or more natural weapons] {MM}

Multiweapon Fighting: Lower penalties for fighting with three or more weapons. [Dex 13, three or more hands] {MM}

Quicken Spell-Like Ability: Use a spell-like ability as a swift action thrice daily. [Spell-like ability at caster level 10th or higher.] {MM}

Snatch: Grab a creature three size categories smaller; no attack of opportunity. [Size Huge or larger]

Wingover: Change direction quickly while flying regardless of maneuverability. [Fly speed] {MM}

Epic Level Handbook

While this is a version 3.0 publication, some version 3.5 books make reference to feats and classes found within, so these feats are included here, often (but not always) reprinted in later version 3.5 works. In cases where the Epic Level Handbook was the only source, the text of the feat is mainly drawn from the Standard Reference Document, which updated the text for version 3.5. Otherwise, the listing from the latest work to republish the feat is shown instead.

Epic Feats

Additional Magic Item Space: Can equip an additional magic item in a specific body slot. [None] 🌟 {ELH}

Armor Skin: Gain +1 natural armor. 🌟 {CW}

Augmented Alchemy: Make more powerful alchemical items. [Int 21, Craft (alchemy) 24 ranks.] 🌟 {ELH}

Automatic Quicken Spell: Cast lesser spells with a moment’s thought. [Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Automatic Silent Spell: Cast lesser spells silently. [Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Automatic Still Spell: Cast lesser spells without gestures. [Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Bane of Enemies: Strike harder against favored enemies. [Survival 24 ranks, five or more favored enemies] 🌟 {ELH}

Blinding Speed: You can trigger short bursts of great speed. [Dex 25] 🌟📆 {ELH}

Bonus Domain: Gain access to one additional domain of spells from your deity’s portfolio. [Wis 21, able to cast 9th-level divine spells] 🌟 {CD}

Bulwark of Defense: Increase bonuses of defensive stance class ability. [Con 25, defensive stance 3/day] 🌟 {ELH}

Chaotic Rage: When raging, treat weapons as anarchic against lawful foes. [Rage 5/day, chaotic alignment] 🌟 {ELH}

Colossal Wild Shape: You can wild shape into animals of Colossal size. [Gargantuan Wild Shape] 🌟🐻 {ELH}

Combat Archery: Fire a bow in melee without provoking attacks of opportunity. [Dodge, Mobility, Point Blank Shot] 🌟 {CW}

Craft Epic Magic Arms and Armor: Craft magic arms and armor of epic power. [Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks] 🌟⚗️ {ELH}

Craft Epic Rod: Craft magic rods of epic power. [Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks] 🌟⚗️ {ELH}

Craft Epic Staff: Craft magic staffs of epic power. [Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks] 🌟⚗️ {ELH}

Craft Epic Wondrous Item: Craft wondrous items of epic power. [Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks] 🌟⚗️ {ELH}

Damage Reduction: Gain DR 3/⁠— or increase innate DR by 3. [Con 21] 🌟 {CW}

Deafening Song: Bardic music deafens those nearby. [Perform 24 ranks, bardic music.] 🌟🎵 {ELH}

Death of Enemies: Slay favored enemies with a single strike. [Bane of Enemies, Survival 30 ranks, five or more favored enemies] 🌟 {ELH}

Devastating Critical: Critical hit forces foe to save or die. [Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon)] 🌟 {Dr}

Dexterous Fortitude: Substitute Reflex save for Fortitude save once per round. [Dex 25, slippery mind] 🌟 {ELH}

Dexterous Will: Substitute Reflex save for Will save once per round. [Dex 25, slippery mind] 🌟 {ELH}

Diminutive Wild Shape: You can wild shape into animals of Diminutive size. [Ability to wild shape into a Huge animal] 🌟🐻 {ELH}

Dire Charge: Make full attack after charging. [Improved Initiative] 🌟 {Dr}

Distant Shot: Ignore range penalty for any target in line of sight. [Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks] 🌟 {ELH}

Efficient Item Creation: Create certain magic items ten times faster. [Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks] 🌟 {ELH}

Energy Resistance: Resist a chosen energy type. [None] 🌟 {ELH}

Enhance Spell: Increase the power limit of damage-dealing spells. [Maximize Spell] 🪄🌟 {CA}

Epic Dodge: Dodge damage from one attack from chosen foe once a round. [Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll] 🌟 {ELH}

Epic Dragon Wild Shape: You can wild shape into a dragon. [Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day] 🌟🐻 {ELH}

Epic Endurance: Perform legendary feats of stamina. [Con 25, Endurance] 🌟 {ELH}

Epic Favored Enemy: Improve skill check and damage rolls against favored enemies by +1. [Five or more favored enemies] 🌟 {DMG; renamed from Improved Favored Enemy as CW added a non-epic feat of the same name}

Epic Fortitude: +4 bonus on Fortitude saves. [None] 🌟 {Dr}

Epic Inspiration: Bardic music provides greater inspiration than normal. [Cha 25, Perform 30 ranks, bardic music] 🌟 {ELH}

Epic Leadership: Attract more powerful cohort and followers. [Cha 25, Leadership, Leadership score 25] 🌟 {ELH}

Epic Prowess: Gain a +1 bonus on all attack rolls. 🌟 {CW}

Epic Reflexes: +4 bonus on Reflex saves. [None] 🌟 {Dr}

Epic Reputation: +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform. [None] 🌟 {ELH}

Epic Skill Focus: +10 on checks with selected skill. [20 ranks in the skill selected] 🌟 {ELH}

Epic Speed: Speed increases by 30 feet. [Dex 21, Run] 🌟 {ELH}

Epic Spell Focus: +1 bonus on save DCs against chosen school of magic. [Greater Spell Focus (chosen school), Spell Focus (chosen school), ability to cast at least one 9th-level spell of the selected school] 🌟 {CA}

Epic Spell Penetration: +2 to caster level checks to defeat spell resistance. [Greater Spell Penetration, Spell Penetration] 🌟 {CA}

Epic Spellcasting: Be able to cast epic spells. [See description] 🌟 {ELH}

Epic Toughness: Gain +30 hit points. 🌟 {CW}

Epic Weapon Focus: Add a +2 bonus on all attack rolls with chosen weapon. [Greater Weapon Focus (chosen weapon), Weapon Focus (chosen weapon)] 🌟 {CW}

Epic Weapon Specialization: Add +4 to all damage using the selected weapon. [Epic Weapon Focus, Weapon Focus, Weapon Specialization (all with chosen weapon)] 🌟 {ELH}

Epic Will: +4 bonus on Will saves. [None] 🌟 {Dr}

Exceptional Deflection: Deflect any type of ranged attack. [Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike] 🌟 {ELH}

Extended Life Span: Live longer than normal. [None] 🌟 {ELH}

Familiar Spell: Familiar can cast a spell. [Int 25 or Cha 25, whichever attribute controls spellcasting] 🌟{DMG}

Fast Healing: Fast healing ability improves by 3. [Con 25] 🌟 {Dr}

Fine Wild Shape: Wild shape into animals of Fine size. [Dimunitive Wild Shape] 🌟🐻 {ELH}

Forge Epic Ring: Make rings of epic power. [Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks] 🌟 {ELH}

Gargantuan Wild Shape: Wild shape into animals of Gargantuan size. [Ability to wild shape into a Huge animal] 🌟🐻 {ELH}

Great Charisma: Increase Charisma by 1. [None] 🌟 {ELH}

Great Constitution: Increase Constitution by 1. [None] 🌟 {ELH}

Great Dexterity: Increase Charisma by 1. [None] 🌟 {ELH}

Great Intelligence: Increase Intelligence by 1. [None] 🌟 {ELH}

Great Smiting: Smite attacks add twice the character level in damage. [Cha 25, smite ability from class feature or domain granted power] 🌟 {DMG}

Great Strength: Increase Strength by 1. [None] 🌟 {ELH}

Great Wisdom: Increase Wisdom by 1. [None] 🌟 {ELH}

Group Inspiration: Inspire competence or greatness in more than one ally simultaneously. [Perform 30 ranks, bardic music] 🌟 {ELH}

Hindering Song: Bardic music hinders spellcasters. [Deafening Song, Perform 27 ranks, bardic music] 🌟🎵 {ELH}

Holy Strike: Your attacks deal great damage to evil creatures. [Smite evil class feature, any good alignment] 🌟 {CD}

Ignore Material Components: Cast spells without any material components. [Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells] 🌟 {ELH}

Improved Alignment-Based Casting: Cast spells of chosen alignment descriptor at +3 caster level. [Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells] 🌟 {ELH}

Improved Arrow of Death: Arcane archer gets +2 to the DC of arrows of death. [Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death] 🌟 {ELH}

Improved Aura of Courage: Aura of courage grants +8 morale bonus against fear effects. [Cha 25, aura of courage] 🌟 {ELH}

Improved Aura of Despair: Aura of despair causes a –⁠4 morale penalty on all saving throws. [Cha 25, aura of despair] 🌟 {ELH}

Improved Combat Casting: Gain bonus of ½ caster level on Concentration checks casting defensively or in a grapple or pin. [Combat Casting, Concentration 25 ranks] 🌟 {CA}

Improved Combat Reflexes: Attack any number of opponents who let their defenses down. [Dex 21, Combat Reflexes] 🌟 {ELH}

Improved Darkvision: Double darkvision range. [Darkvision] 🌟 {ELH}

Improved Death Attack: Add +2 to death attack DC. [Death attack class feature, sneak attack +5d6] 🌟 {ELH}

Improved Elemental Wild Shape: Wild shape into any elemental form; gain its extraordinary and supernatural abilities. [Wis 25, ability to wild shape into an elemental] 🌟 {DMG}

Improved Heighten Spell: Remove level limit on Heighten Spell. [Heighten Spell, Spellcraft 20 ranks] 🌟 {ELH}

Improved Ki Strike: Unarmed strikes treated as epic magic weapons. [Wis 21, Ki strike (adamantine)] 🌟 {ELH}

Improved Low-Light Vision: Double low-light vision range. [Low-light vision] 🌟 {ELH}

Improved Manifestation: Increase psionic power point levels. [Character level 21st, able to manifest powers of normal maximum power level in at least one psionic class] 🌟 {ELH}

Improved Manyshot : Number of arrows with Manyshot increases without limit. [Dex 19, base attack bonus +21, Manyshot, Point Blank Shot, Rapid Shot] 🌟 {ELH}

Improved Metamagic: Reduce increased spell slot cost of metamagic feats by 1. [Four metamagic feats, Spellcraft 30 ranks] 🌟 {DMG}

Improved Sneak Attack: Add +1d6 to your sneak attack damage. [Sneak attack +8d6] 🌟 {DMG}

Improved Spell Capacity: Prepare spells in excess of normal limits. [Ability to cast spells of the normal maximum spell level in at least one spellcasting class] 🌟 {Dr; already in DMG}

Improved Spell Resistance: Existing spell resistance increases by 2. [Must have spell resistance from a feat, class feature, or other permanent effect] 🌟 {ELH}

Improved Stunning Fist: Add +2 to the DC of the character’s stunning attack. [Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist] 🌟 {DMG}

Improved Whirlwind Attack: Strike many foes in reach as a standard action. [Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack] 🌟 {ELH}

Incite Rage: Inspire rage in your allies. [Cha 25, greater rage] 🌟 {ELH}

Infinite Deflection: Delect infinite projectiles. [Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike] 🌟 {ELH}

Inspire Excellence: Grant +4 to a chosen ability score for allies. [Perform 30 ranks, bardic music] 🌟 {ELH}

Instant Reload: Fire selected crossbow as fast as a bow. [Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected)] 🌟 {ELH}

Intensify Spell: Cast a variable-damage spell maximized then doubled. [Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells] 🌟🪄 {ELH}

Keen Strike: Your unarmed strikes slash like blades with an increased threat range. [Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, ki strike (adamantine)] 🌟 {ELH}

Lasting Inspiration: Bardic music inspiration lasts ten times longer. [Perform 25 ranks, bardic music class feature] 🌟 {DMG}

Legendary Climber: Rapidly climb without penalty. [Dex 21, Balance 12 ranks, Climb 24 ranks] 🌟 {ELH}

Legendary Commander: Attract great armies of followers. [Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold] 🌟 {ELH}

Legendary Leaper: Move 5 feet straight instead of 20 for a running jump. [Jump 24 ranks.] 🌟 {ELH}

Legendary Rider: Ride a mount in combat with ease, even bareback. [Ride 24 ranks] 🌟 {CW}

Legendary Tracker: Track creatures across and under water or through the air. [Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks] 🌟 {ELH}

Legendary Wrestler: Gain +10 on grapple checks. [Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks] 🌟 {ELH}

Lingering Damage: Repeat sneak attack damage on following round. [Sneak attack +8d6, crippling strike] 🌟 {ELH}

Magical Beast Companion: You can have a magical beast as an animal companion. [Knowledge (nature) 24 ranks, wild shape 6/day.] 🌟🐻 {ELH}

Magical Beast Wild Shape: You can wild shape into magical beast form. [Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day] 🌟🐻 {CD}

Master Staff: Use a staff by expending a spell slot instead of a charge. [Craft Staff, Spellcraft 30 ranks] 🌟 {CA}

Master Wand: Use a wand by expending a spell slot instead of a charge. [Craft Wand, Spellcraft 15 ranks] 🌟 {CA}

Mighty Rage: Your rage becomes even more powerful. [Str 21, Con 21, greater rage class feature, rage 5/day] 🌟 {ELH}

Mobile Defense: Adjust position during defensive stance. [Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day] 🌟 {ELH}

Multispell: Cast an additional quickened spell in a round. [Quicken Spell, ability to cast 9th-level arcane or divine spells] 🌟 {ELH}

Multiweapon Rend: Rend foes when fighting with more than two limbs. [Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting] 🌟 {ELH}

Music of the Gods: Bardic music affects creatures immune to mind-affecting effects. [Cha 25, Perform 30 ranks, bardic music] 🌟 {ELH}

Negative Energy Burst: Use rebuke/command undead ability to unleash a burst of negative energy. [Cha 25, ability to rebuke or command undead, able to cast inflict critical wounds, any evil alignment] 🙏🌟 {CD}

Overwhelming Critical: Critical hits do more damage. [Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon)] 🌟{DMG}

Penetrate Damage Reduction: Your attacks can bypass damage reduction overcome by a selected special material. [None] 🌟 {ELH}

Perfect Health: Immune to non-magical diseases and common poisons. [Con 25, Great Fortitude] 🌟 {ELH}

Perfect Multiweapon Fighting: A creature with three or more weapons gains full attacks with each. [Dex 25, three or more hands, Greater Multiweapon Fighting, Improved Multiweapon Fighting, Multiweapon Fighting] 🌟 {ELH}

Perfect Two-Weapon Fighting: Attack with off-hand weapon as often as primary weapon. [Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11] 🌟 {CW}

Permanent Emanation: Make a personal emanation spell permanent. [Spellcraft 25 ranks, ability to cast the spell to be made permanent] 🌟 {ELH}

Planar Turning: Outsiders can be turned or rebuked. [Wis 25, Cha 25, ability to turn or rebuke undead] 🌟 {DMG}

Plant Wild Shape: Assume the shape of plants. [Knowledge (nature) 24 ranks, wild shape 4/day] 🌟🐻 {ELH}

Polyglot: Speak all languages; read and write them if literate. [Int 25, Speak Language (five languages)] 🌟 {ELH}

Positive Energy Aura: Automatically turn (or even destroy) lesser undead. [Cha 25, ability to turn undead, able to cast dispel evil] 🌟 {CD}

Ranged Inspiration: Double the range of bardic music that has a range. [Bardic music, Perform 25 ranks] 🌟 {ELH}

Rapid Inspiration: Use bardic music as a standard action. [Perform 25 ranks, bardic music] 🌟 {ELH}

Reactive Countersong: Use countersong as an immediate action to a sonic or language-dependent magical attack. [Combat Reflexes, Perform 30 ranks, bardic music] 🌟 {ELH}

Reflect Arrows: Reflect ranged attacks back to the attacker. [Dex 25, Deflect Arrows, Improved Unarmed Strike] 🌟 {ELH}

Righteous Strike: Your unarmed strikes are axiomatic weapons. [Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment] 🌟 {ELH}

Ruinous Rage: While raging, you can smash objects more easily. [Str 25, Improved Sunder, Power Attack, rage 5/day] 🌟 {ELH}

Scribe Epic Scroll: Scribe scrolls of epic power. [Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks] 🌟⚗️ {ELH}

Self-Concealment: You are blurry in combat, making it difficult to strike you. [Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion] 🌟 {ELH}

Shattering Strike: Shatter objects with unarmed strikes. [Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine)] 🌟 {ELH}

Sneak Attack of Opportunity: Your attacks of opportunity are sneak attacks. [Sneak attack +8d6, opportunist] 🌟 {ELH}

Spectral Strike: Strike incorporeal creatures as if they were solid. [Wis 19, ability to turn or rebuke undead] 🌟 {CD}

Spell Knowledge: Add two arcane spells to repertoire. [Ability to cast spells of the maximum normal spell level of an arcane spellcasting class] 🌟 {DMG}

Spell Opportunity: Cast a touch spell as an attack of opportunity. [Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks] 🌟 {ELH}

Spell Stowaway: Gain the benefits of a spell or spell-like ability you have whenever it is used nearby. [Spellcraft 24 ranks, caster level 12th] 🌟 {ELH}

Spellcasting Harrier: Casting defensively becomes more difficult for threatened casters. [Combat Reflexes] 🌟 {Dr}

Spontaneous Domain Access: Cast spells of selected domain spontaneously. [Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells] 🌟 {ELH}

Spontaneous Spell: Spontaneously convert spells of the same level as the chosen spell into that spell. [Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class] 🌟 {ELH}

Storm of Throws: Throw a light weapon at each foe within 30 feet. [Dex 23, Point Blank Shot, Quick Draw, Rapid Shot] 🌟 {ELH}

Superior Initiative: Gain +8 on initiative checks. [Improved Initiative] 🌟 {ELH}

Swarm of Arrows: Shoot arrows at each foe within 30 feet. [Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used)] 🌟 {ELH}

Tenacious Magic: Selected spell or spell-like ability is can only be suppressed, not dispelled. [Spellcraft 15 ranks] 🌟 {ELH}

Terrifying Rage: Rage panics opponents. [Intimidate 25 ranks, rage 5/day] 🌟 {DMG}

Thundering Rage: Rage attacks can deafen foes. [Str 25, rage 5/day] 🌟 {ELH}

Trap Sense: Sense traps within 5 feet even if not searching for them. [Search 25 ranks, Spot 25 ranks, trapfinding] 🌟 {ELH}

Uncanny Accuracy: Ignore concealment when using ranged weapons. [Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks] 🌟 {ELH}

Undead Mastery: Command a greater number of undead than normal. [Cha 21, ability to rebuke or command undead] 🙏🌟 {CD}

Unholy Strike: Your attacks deal great damage to good creatures. [Smite good class feature, any evil alignment] 🌟 {CD}

Vermin Wild Shape: Wild shape into vermin form. [Knowledge (nature) 24 ranks, wild shape 6/day.] 🌟 {ELH}

Vorpal Strike: Unarmed strikes are vorpal. [Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine)] 🌟 {ELH}

Widen Aura of Courage: Aura of courage reaches to 100 feet. [Cha 25, aura of courage] 🌟 {ELH}

Widen Aura of Despair: Aura of despair reaches to 100 feet. [Cha 25, aura of despair] 🌟 {ELH}

Zone of Animation: Channel negative energy to animate undead. [Cha 25, Undead Mastery, ability to rebuke or command undead] 🌟 {CD}

Nonepic Feats

Yes, the Epic Level Handbook (and the Standard Reference Document that updates it) actually have a few nonepic feats that did not make it into later publications. Since these are prerequisites for epic feats, they are included here.

Greater Multiweapon Fighting: A creature with three or more weapons gains a third attack with each. [Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15] ⚔️ {ELH}

Improved Flyby Attack: Flying creature attacks with increased mobility. [Fly speed, Dodge, Flyby Attack, Mobility] {ELH}

Improved Multiweapon Fighting: A creature with three or more weapons gains a second attack with each. [Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9] ⚔️ {ELH}

Miniatures Handbook

While this is a version 3.0 publication, The Standard Reference Document updated the text for version 3.5 and it is from this text that these feats and their hyperlinked descriptions are actually drawn.

General Feats

Battlefield Inspiration: Allies get +2 bonus on saves against fear effects. [Cha 13] {MH}

Danger Sense: Reroll initiative once per day. [Improved Initiative] {MH CAd}

Dash: Speed increases by 5 feet. [None] {MH CW}

Daunting Presence: Overawe enemy to make it shaken. [Cha 13, base attack bonus +1] ⚔️ {MH LM}

Deft Opportunist: +4 on attack roll when making attack of opportunity. [Dex 15, Combat Reflexes] {MH CAd}

Distracting Attack: Your attack gives +1 bonus on other creatures’ attacks against same target. [Base attack bonus +1] ⚔️ {MH}

Double Hit: Gain off-hand attack when making attack of opportunity. [Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Fighting] ⚔️ {MH}

Extra Domain Spell: Cast one of your domain spells an extra time. [Wis 15, access to one domain spell] {MH}

Foe Specialist: +1d6 sneak attack damage against one creature type. [Base attack bonus +4, sneak attack +1d6] {MH}

Goad: Goad enemy to make melee attacks only against you. [Cha 13, base attack bonus +1] ⚔️ {MH CAd}

Hurling Charge: Throw a weapon as part of a charge. [Quick Draw, base attack bonus +6] ⚔️ {MH}

Mage Slayer: +1 bonus on Will saves; spellcasters you threaten cannot cast defensively. [Spellcraft 2 ranks, base attack bonus +3] {MH}

Martial Throw: Special grapple to switch places with enemy. [Dex 17, Improved Unarmed Strike] ⚔️ {MH}

Mounted Casting: +10 on Concentration checks to cast while mounted. [Ride 1 rank, Mounted Combat] {MH}

Powerful Charge: Extra damage when you charge. [Medium or larger, base attack bonus +1] ⚔️ {MH}

Greater Powerful Charge: Additional extra damage when you charge. [Medium or larger, Powerful Charge, base attack bonus +4] ⚔️ {MH}

Pushback: Push enemy back after melee attack. [Str 17, Improved Bull Rush, Power Attack] ⚔️ {MH}

Reckless Charge: Charges get +4 on attack rolls, but –⁠4 penalty to AC. [Base attack bonus +1] ⚔️ {MH}

Second Wind: Heal hit points equal to Con modifier 1/day. [None] {MH}

Shieldmate: Your shield grants shield bonus to adjacent allies. [Base attack bonus +1] ⚔️ {MH}

Improved Shieldmate: Bonus from Shieldmate increases by +1. [Shieldmate, base attack bonus +4] ⚔️ {MH}

Sidestep: Gain 5-foot step after making attack of opportunity. [Dex 15, Tumble 8 ranks, Dodge, Mobility] {MH}

Metamagic Feats

Energy Affinity: Change the energy type of a spell. [Knowledge (arcana) 5 ranks, ability to cast at least one spell each of acid, cold, electricity, and fire energy types] 🪄 {MH}

Sudden Empower: Increase spell’s variable numeric effects by 50% without special preparation 1/day. [Any metamagic feat] 🪄 {MH CA}

Sudden Energy Affinity: Substitute spell energy without special preparation 1/day. [Energy Affinity] 🪄 {MH}

Sudden Enlarge: Double spell’s range without special preparation 1/day. [None] 🪄 {MH CA}

Sudden Extend: Double spell’s duration without special preparation 1/day. [None] 🪄 {MH CA}

Sudden Maximize: Maximize spell’s variable numeric effects without special preparation 1/day. [Any metamagic feat] 🪄 {MH CA}

Sudden Quicken: Cast spell as a swift action without special preparation 1/day. [Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still] 🪄 {MH CA}

Sudden Silent: Cast spell without verbal components without special preparation 1/day. [None] 🪄 {MH CA}

Sudden Still: Cast spell without somatic components without special preparation 1/day. [None] 🪄 {MH CA}

Sudden Widen: Increase spell’s numeric measurements by 100% without special preparation 1/day. [None] 🪄 {MH CA}

Draconomicon

General Feats, Dragon

Adroit Flyby Attack: Move before and after attacking; no attack of opportunity. [Fly speed 90, Flyby Attack, Hover or Wingover] {Dr}

Improved Maneuverability: Maneuverability improves one step. [Fly speed 150, Hover or Wingover] {Dr, replacement based on Improved Flight from CAd and RoW.}

Large and in Charge: Push back foe attempting to close. [Natural reach 10 feet, size Large or larger] {Dr}

Power Climb: Gain altitude without losing speed. [Str 15, fly speed (average maneuverability)] {Dr}

Power Dive: Knock down target for extra damage. [Str 15, fly speed (average maneuverability)] {Dr}

Epic Feats, Dragon

Dire Charge: Make full attack after charging. [Improved Initiative] 🌟 {Dr}

Epic Fortitude: +4 bonus on Fortitude saves. [None] 🌟 {Dr}

Epic Reflexes: +4 bonus on Reflex saves. [None] 🌟 {Dr}

Epic Will: +4 bonus on Will saves. [None] 🌟 {Dr}

Fast Healing: Fast healing ability improves by 3. [Con 25] 🌟 {Dr}

Improved Spell Capacity: Prepare spells in excess of normal limits. [Ability to cast spells of the normal maximum spell level in at least one spellcasting class] 🌟 {Dr; already in DMG}

Overwhelming Critical: Deal extra damage on successful critical hit. [Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon)] 🌟 {Dr; already in DMG}

Devastating Critical: Critical hit forces foe to save or die. [Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon)] 🌟 {Dr}

Spellcasting Harrier: Casting defensively becomes more difficult for threatened casters. [Combat Reflexes] 🌟 {Dr}

Metabreath Feats, Dragon

Clinging Breath: Breath deals extra damage 1 round later. [Con 13, breath weapon with recharge time expressed in rounds] 🔥 {Dr MM4}

Lingering Breath: Breath remains as cloud for 1 round. [Con 15, breath weapon with recharge time expressed in rounds, Clinging Breath] 🔥 {Dr; MM4}

Enlarge Breath: Length of breath weapon increases by 50%. [Con 13, breath weapon with recharge time expressed in rounds] 🔥 {Dr}

Heighten Breath: Increase save DC against breath weapon. [Con 13, breath weapon with recharge time expressed in rounds] 🔥 {Dr}

Maximize Breath: Maximize breath weapon’s variable numeric effects. [Con 17, breath weapon with recharge time expressed in rounds] 🔥 {Dr}

Quicken Breath: Use breath weapon as swift action. [Con 19, breath weapon with recharge time expressed in rounds] 🔥 {Dr}

Recover Breath: Use breath weapon more often. [Con 17, breath weapon] 🔥 {Dr}

Shape Breath: Expel breath weapon as line or cone. [Con 13, breath weapon with recharge time expressed in rounds, size Small or larger] 🔥 {Dr}

Split Breath: Divide breath weapon into two attacks. [Con 13, breath weapon with recharge time expressed in rounds, Shape Breath, size Small or larger] 🔥 {Dr}

Spreading Breath: Expel breath weapon as spread effect. [Con 15, breath weapon with recharge time expressed in rounds, Shape Breath, size Small or larger] 🔥 {Dr}

Extend Spreading Breath: Expel breath weapon as spread effect that can be used at range. [Con 15, breath weapon with recharge time expressed in rounds, Shape Breath, Spreading Breath, size Small or larger] 🔥 {Dr}

Tempest Breath: Breath weapon also produces wind effects. [Str 13, breath weapon with recharge time expressed in rounds, Power Attack, size Large or larger] 🔥 {Dr}

Monstrous Feats

Awaken Frightful Presence: Gain frightful presence ability [Cha 11, dragon type] 👹 {Dr}

Awaken Spell Resistance: Gain spell resistance ability [Con 13, dragon type] 👹 {Dr}

Draconic Knowledge: Bardic Knowledge like ability. [Int 19, true dragon, any three Knowledge skills] 👹 {Dr}

Embed Spell Focus: Focus component becomes a part of you. [Con 13, dragon type, ability to cast spells] 👹 {Dr}

Endure Blows: Gain damage reduction 2/—. [Con 13, dragon type, Toughness] 👹 {Dr}

Improved Speed: Fly speed +20 ft., other speeds +10 ft. [Str 13, dragon type] 👹 {Dr}

Improved Multiattack: No penalty on secondary attacks. [Three or more natural weapons, Multiattack] 👹 {Dr}

Rapidstrike: Make one extra natural weapon attack at a –⁠5 penalty [Dex 9; one or more pairs of natural weapons; aberration, dragon, elemental, magical beast, or plant type; base attack bonus +10] 👹 {Dr}

Improved Rapidstrike: Make multiple extra natural weapon attacks at a cumulative –⁠5 penalty. [Dex 9; one or more pairs of natural weapons; aberration, dragon, elemental, magical beast, or plant type; base attack bonus +15; Rapidstrike] 👹 {Dr}

Shock Wave: Knock down foes by hitting ground with tail. [Str 13, dragon type, size Large or larger, Power Attack] 👹 {Dr}

Improved Snatch: Use snatch against bigger targets. [Snatch] {Dr}

Multisnatch: Penalty to maintain hold lessens to –⁠10. [Str 17, Snatch] {Dr}

Rend: Deal extra damage on claw attacks. [Two claw attacks, Str 13, Power Attack, Snatch] 👹 {Dr}

Snatch and Swallow: Swallow opponent held in mouth. [Con 19, dragon type, Snatch, Improved Snatch] 👹 {Dr}

Tail Constrict: Grab opponents with tail, deal extra tail slap damage. [Dragon, Snatch, Improved Snatch] 👹 {Dr}

Suppress Weakness: Lessen vulnerability to energy type. [Energy vulnerability, Iron Will]. 👹 {Dr}

Overcome Weakness: Remove vulnerability to energy type. [Energy vulnerability, Iron Will, Suppress Weakness] 👹 {Dr}

Tail Sweep Knockdown: Tail sweep knocks opponents prone. [Tail sweep special attack] 👹 {Dr}

Whirlwind Tail Sweep: Tail sweep affects full circle, not semicircle. [Tail sweep special attack] 👹 {Dr}

Wingstorm: Use wings to create wind effects against foes. [Str 13, dragon type, fly speed 20, Hover, Power Attack, size Large or larger] 👹 {Dr}

General Feats, Other

Clever Wrestling: Escape grapple or pin more easily. [Improved Unarmed Strike, size Small or Medium] {Dr CW}

Cunning Sidestep: Avoid a bull rush or trip attack more easily. [Improved Unarmed Strike, Clever Wrestling, size Small or Medium] {Dr}

Close-Quarters Fighting: Avoid being grappled more easily. [Base attack bonus +3] ⚔️ {Dr CW}

Overhead Thrust: Make attack of opportunity against foe attacking from above. [Close-Quarters Fighting, Power Attack, base attack bonus +6] {Dr}

Deft Strike: Successful Spot check allows your next attack to ignore target’s armor bonuses. [Int 13, Combat Expertise, Spot 10 ranks, sneak attack +1d6] {Dr CAd}

Dragon Cohort: Gain the service of a loyal dragon ally. [Character level 9th, Speak Language (Draconic)] {Dr}

Dragon Familiar: Choose wyrmling dragon as new familiar. [Cha 13, Speak Language (Draconic), arcane spellcaster level 7th, ability to acquire a new familiar, compatible alignment] {Dr}

Dragon Hunter: Gain better defense against dragons’ attacks. [Wis 13] {Dr}

Dragon Hunter Bravery: Dragons’ frightful presence less effective against you and your allies. [Wis 13, Dragon Hunter] {Dr}

Dragon Hunter Defense: Gain evasion against breath weapon plus save bonus against dragons’ magical attacks. [Wis 13, Dragon Hunter] {Dr}

Dragon Steed: Dragonnel serves as loyal mount for you. [Cha 13, Ride 8 ranks, Speak Language (Draconic)] {Dr}

Dragon Wild Shape: You can take the form of a dragon. [Wis 19, Knowledge (nature) 15 ranks, wild shape ability] 🐻 {Dr}

Dragoncrafter: You can create dragoncraft items. [Knowledge (arcana) 2 ranks] {Dr}

Dragonfoe: You are more adept at attacking dragons. [Int 13] {Dr}

Dragonbane: Single attack deals extra damage against dragons. [Int 13, Dragonfoe, base attack bonus +6]

Dragondoom: Your critical hits against dragons deal tremendous damage. [Int 13, Dragonfoe, Dragonbane, base attack bonus +10] {Dr}

Dragonfriend: Good dragons regard you as an ally. [Cha 11, Speak Language (Draconic)] {Dr}

Dragonsong: Your verbal performances are enhanced. [Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic)] {Dr}

Dragonthrall: Evil dragons regard you as an ally. [Speak Language (Draconic)] {Dr}

Frightful Presence: Gain frightful presence ability. [Cha 15, Intimidate 9 ranks] {Dr}

Sense Weakness: Your attacks more easily overcome damage reduction or hardness. [Int 13, Combat Expertise, Weapon Focus (chosen weapon)] {Dr}

Complete Warrior

Arcane Strike: Sacrifice a spell for +1 on attacks and +1d4 damage per level of the spell. [Ability to cast 3rd-level arcane spells, base attack bonus +4] {CW}

Arterial Strike: Trade 1d6 sneak attack damage for 1 point of damage per round. [Sneak attack ability, base attack bonus +4] 🗡️ {CW}

Axiomatic Strike: +2d6 unarmed damage against chaotic opponent. [Dex 13, Wis 13, Ki strike (lawful), Improved Unarmed Strike, Stunning Fist, base attack bonus +8] {CW}

Clever Wrestling: Gain circumstance bonus to escape grapple or pin. [Small or Medium size, Improved Unarmed Strike] {CW}

Close-Quarters Fighting: Use counterattack to resist grapple. [Base attack bonus +3] ⚔️ {CW}

Dash: Speed +5 feet in light or no armor. [None] {CW}

Defensive Strike: +4 bonus on attack roll after successful total defense. [Dex 13, Int 13, Combat Expertise, Dodge] ⚔️ {CW}

Defensive Throw: Trip attempt after foe’s attack misses. [Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike] {CW}

Destructive Rage: +8 bonus on Strength checks to break objects. [Rage or frenzy ability]

Earth’s Embrace: Extra damage while pinning an opponent. [Str 15, Improved Grapple or improved grab, Improved Unarmed Strike] {CW}

Eagle Claw Attack: Add Wisdom modifier to damage against objects. [Wis 13, Improved Sunder, Improved Unarmed Strike] {CW}

Extend Rage: Rage lasts +5 rounds. [Rage or frenzy ability] {CW}

Extra Rage: Number of rages per day increased by two. [Rage or frenzy ability] {CW}

Extra Smiting: Number of smite attempts per day increased by two. [Smite ability, base attack bonus +4] {CW}

Extra Stunning: Number of stunning attacks per day increased by three. [Stunning Fist, base attack bonus +2] {CW}

Eyes in the Back of Your Head: Opponents do not gain flanking benefit. [Wis 13, base attack bonus +1] {CW}

Faster Healing: Heal hit points and ability damage faster than normal. [Base Fortitude save bonus +5] {CW}

Favored Power Attack: Trade attack bonus for damage at greater rate against favored enemies. [Favored enemy ability, Power Attack, base attack bonus +4] {CW}

Fists of Iron: +1d6 damage on unarmed attacks. [Improved Unarmed Strike, Stunning Fist, base attack bonus +2] {CW}

Fleet of Foot: Make one direction change during a run or charge. [Dex 15, Run]

Flick of the Wrist: Cause opponent to be flat-footed for one attack. [Dex 17, Sleight of Hand 5 ranks, Quick Draw] {CW, RoW}

Flying Kick: +1d12 damage on unarmed attacks when charging. [Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack] {CW}

Freezing the Lifeblood: Paralyze opponent with unarmed strike. [Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +10] ⚔️ {CW}

Greater Kiai Shout: Foes who hear your shout may panic. [Cha 13, Kiai Shout, base attack bonus +9] {CW}

Greater Resiliency: Increase damage reduction by +1. [Damage reduction ability] {CW}

Greater Two-Weapon Defense: Gain shield bonus when fighting with two weapons. [Dex 19, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11] ⚔️ {CW}

Hamstring: Trade 2d6 sneak attack damage to cut opponent’s speed in half [Sneak attack ability, base attack bonus +4] 🗡️ {CW}

Hold the Line: Make attack of opportunity against charging foe. [Combat Reflexes, base attack bonus +2] {CW}

Improved Buckler Defense: Apply buckler’s shield bonus to AC while using off-hand weapon. [Shield Proficiency] ⚔️ {CW}

Improved Combat Expertise: Reduce your attack bonus to improve your AC. [Int 13, Combat Expertise, base attack bonus +6] ⚔️ {CW}

Improved Familiar: Gain a more combat-oriented familiar. [Ability to acquire a new familiar, compatible alignment, sufficient arcane spellcaster level and base attack bonus] {CW, but added to the DMG version}

Improved Favored Enemy: +3 bonus on damage against favored enemies. [Favored enemy ability, base attack bonus +5] {CW}

Improved Mounted Archery: Reduce or eliminate attack penalties with ranged weapon while mounted. [Ride 1 rank, Mounted Archery, Mounted Combat] ⚔️ {CW}

Improved Rapid Shot: Ignore –⁠2 penalty when using Rapid Shot. [Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6] ⚔️ {CW}

Improved Toughness: Gain hp equal to your current HD. [Base Fortitude save bonus +2] ⚔️ {CW, repeated in LM}

Improved Two-Weapon Defense: Gain shield bonus when fighting with two weapons. [Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6] ⚔️ {CW}

Improved Weapon Familiarity: Racial weapons are martial, not exotic. [Base attack bonus +1] ⚔️ {CW}

Instantaneous Rage: Rage even when it isn’t your turn. [Rage or frenzy ability] {CW}

Intimidating Rage: Cause single foe within 30 feet to become shaken. [Rage or frenzy ability] {CW}

Karmic Strike: Take –⁠4 penalty to AC to make attack of opportunity against melee opponent that hits you. [Dex 13, Combat Expertise, Dodge] {CW}

Kiai Shout: Affected opponents become shaken for 1d6 rounds. [Cha 13, base attack bonus +1] {CW}

Greater Kiai Shout: Foes who hear your shout may panic. [Cha 13, Kiai Shout, base attack bonus +9] {CW}

Monkey Grip: Use larger melee weapons at –⁠2 penalty. [Base attack bonus +1] {CW}

Pain Touch: Stunned opponents become nauseated for 1 round after stun. [Wis 15, Stunning Fist, base attack bonus +2] {CW}

Phalanx Fighting: Bonus to AC and Reflex saves while fighting in shield wall. [Proficiency with a heavy shield, base attack bonus +1] ⚔️ {CW}

Pin Shield: Render opponent’s shield useless temporarily. [Two-Weapon Fighting, base attack bonus +4]

Power Critical: +4 bonus to confirm critical with one weapon. [Weapon Focus (chosen weapon), base attack bonus +4] ⚔️✖️ {CW}

Prone Attack: Attack while prone at no penalty and stand up. [Dex 15, Lightning Reflexes, base attack bonus +2] ⚔️ {CW}

Ranged Disarm: Use ranged weapon to disarm foe within 30 feet. [Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5] ⚔️ {CW}

Ranged Pin: Use ranged weapon to grapple foe within 30 feet. [Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5] ⚔️ {CW}

Ranged Sunder: Use ranged weapon to sunder foe’s weapon at reduced damage penalty. [Str 13, Point Blank Shot, Precise Shot, Ranged Pin, base attack bonus +5] ⚔️ {CW}

Rapid Stunning: Use one additional stunning attack per round. [Combat Reflexes, Stunning Fist, base attack bonus +6] ⚔️ {CW}

Roundabout Kick: Additional unarmed attack against opponent on which you have just scored a critical hit. [Str 15, Improved Unarmed Strike, Power Attack] {CW}

Sharp-Shooting: Halve opponent’s cover bonus. [Point Blank Shot, Precise Shot, base attack bonus +3] ⚔️ {CW}

Shield Charge: Free trip attack with shield during charge. [Improved Shield Bash, base attack bonus +3] ⚔️ {CW}

Shield Slam: Use shield to daze opponent. [Improved Shield Bash, Shield Charge, base attack bonus +6] ⚔️ {CW}

Swarmfighting: Occupy same square as other swarmfighting ally, gain +1 morale bonus per ally (up to Dex bonus). [Small size, Dex 13, base attack bonus +1] {CW}

Throw Anything: Throw chosen melee weapon with no penalty. [Dex 15, proficiency with chosen weapon, base attack bonus +2] {CW}

Weakening Touch: Cause foe’s Strength to drop by 6 for 1 minute. [Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2] ⚔️ {CW}

Zen Archery: Use Wisdom instead of Dexterity modifier for ranged attacks. [Wis 13, base attack bonus +1] {CW}

Divine Feats

Divine Cleansing: Gain +2 sacred bonus on Fortitude saves. [Turn or rebuke undead ability] 🙏 {CW}

Divine Resistance: Gain resistance to cold 5, electricity 5, and fire 5 [Turn or rebuke undead ability, ] 🙏 {CW}

Divine Might: Add Charisma bonus to weapon damage. [Str 13, Turn or rebuke undead ability, Power Attack] 🙏 {CW}

Divine Shield: Add Charisma bonus as sacred bonus to your shield’s defense. [Turn or rebuke undead ability, proficiency with a shield] 🙏 {CW}

Divine Vigor: Increase base speed by 10 ft., gain +2 hp/level. [Turn or rebuke undead ability] 🙏 {CW}

Sacred Vengeance: +2d6 points of damage on melee attacks against undead. [Turn undead ability] 🙏 {CW, repeated in LM}

Tactical Feats

Cavalry Charger: Use Unhorse, Leaping Charge, or Fell Trample tactics. [Ride 1 rank, Mounted Combat, Spirited Charge, Trample, base attack bonus +6] ⚔️🪖 {CW}

Combat Brute: Use Advancing Blows, Sundering Cleave, or Momentum Swing tactics. [Improved Sunder, Power Attack, base attack bonus +6] ⚔️🪖 {CW}

Elusive Target: Use Negate Power Attack, Diverting Defense, or Cause Overreach tactics. [Dodge, Mobility, base attack bonus +6] 🪖 {CW}

Formation Expert: Use Lock Shields, Step into the Breach, or Wall of Polearms tactics. [Base attack bonus +6] ⚔️🪖 {CW}

Giantbane: Use Duck Underneath, Death from Below, or Climb Aboard tactics. [Medium or smaller size, Tumble 5 ranks, base attack bonus +6] ⚔️🪖 {CW}

Raptor School: Use Eagle’s Swoop, Falcon’s Feathers, or Hawk’s Eye tactics. [Wis 13, Jump 5 ranks, base attack bonus +6] 🪖 {CW}

Shock Trooper: Use Directed Bull Rush, Domino Rush, and Heedless Charge tactics. [Improved Bull Rush, Power Attack, base attack bonus +6] ⚔️🪖 {CW}

Sun School: Use Inexorable Progress of Dawn, Blinding Sun of Noon, or Flash of Sunset tactics. [Flurry of blows ability, base attack bonus +4] 🪖 {CW}

Weapon Style Feats

Anvil of Thunder: Target hit with both axe and hammer, becomes dazed if it fails Fortitude save. [Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)] ⚒️ {CW}

Bear Fang: Free grapple attempt against target hit with both dagger and axe. [Str 15, Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)] ⚒️ {CW}

Crescent Moon: Free disarm attempt against target hit with both dagger and sword. [Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword)] ⚒️ {CW}

Hammer’s Edge: Target hit with both sword and hammer falls prone if it fails Fortitude save. [Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer)] ⚒️ {CW}

High Sword Low Axe: Free trip attempt against target hit with both sword and axe. [Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar, or short sword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)] ⚒️ {CW}

Lightning Mace: Gain extra attack after scoring threat while wielding two light maces. [Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace)] ⚒️ {CW}

Net and Trident: Make combined attack with net and trident. [Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident)] ⚒️ {CW}

Quick Staff: Gain extra dodge bonus when wielding quarterstaff. [Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff)] ⚒️ {CW}

Spinning Halberd: Gain dodge bonus and extra attack when making full attack with halberd. [Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd)] ⚒️ {CW}

Three Mountains: Target hit twice with mace, morningstar, or greatclub becomes nauseated if it fails Fortitude save. [Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub)] ⚒️ {CW}

Epic Feats

Armor Skin: Gain +1 natural armor. 🌟 {CW}

Combat Archery: Fire a bow in melee without provoking attacks of opportunity. [Dodge, Mobility, Point Blank Shot] 🌟 {CW}

Combat Insight: Add Int modifier to damage rolls instead of Str modifier. [Combat Expertise, Epic Prowess, base attack bonus +15] 🌟 {CW}

Damage Reduction: Gain DR 3/⁠— or increase innate DR by 3. [Con 21] 🌟 {CW}

Epic Combat Expertise: Combat Expertise affects self and adjacent ally. [Int 19, Combat Expertise, base attack bonus +21] 🌟 {CW}

Epic Prowess: Gain a +1 bonus on all attack rolls. 🌟 {CW}

Epic Toughness: Gain +30 hit points. 🌟 {CW}

Epic Weapon Focus: Add a +2 bonus on all attack rolls with chosen weapon. [Greater Weapon Focus (chosen weapon), Weapon Focus (chosen weapon)] 🌟 {CW}

Epic Sunder: Deal extra damage when attacking objects. [Str 25, Epic Prowess, Improved Sunder, Power Attack] 🌟 {CW}

Legendary Rider: Ride a mount in combat with ease, even bareback. [Ride 24 ranks] 🌟 {CW}

Perfect Two-Weapon Fighting: Attack with off-hand weapon as often as primary weapon. [Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11] 🌟 {CW}

Wield Oversized Weapon: Use larger than normal weapons with ease. [Str 25, Monkey Grip, base attack bonus +21] 🌟 {CW}

Planar Handbook

General Feats

Acheron Flurry: Distract foe with mock attacks. [Dex 15, Wis 15, Improved Unarmed Strike, Knowledge (the planes) 4 ranks] {PlH}

Celestial Summoning Specialist: Summon additional good-aligned creatures. [Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, nonevil alignment, summon monster ability] {PlH}

Elemental Spellcasting: Cast spells of chosen descriptor at +1 caster level. [Knowledge (the planes) 2 ranks] {PlH}

Fiendish Summoning Specialist: Summon additional evil-aligned creatures. [Knowledge (the planes) 2 ranks, Knowledge (religion) 2 ranks, nongood alignment, summon monster ability] {PlH}

Neraph Charge: Camouflage your charge attack so foe loses Dex bonus to AC. [Wis 15, Knowledge (the planes) 5 ranks] {PlH}

Neraph Throw: Camouflage your thrown attack so foe loses Dex bonus to AC. [Dex 15, Knowledge (the planes) 5 ranks] {PlH}

Nonverbal Spell: Cast spells that have verbal components without uttering verbal components. [None] {PlH}

Personal Touchstone: Double the uses of planar touchstone higher-order ability. [Planar Touchstone, Knowledge (the planes) 8 ranks, object from planar touchstone site] {PlH}

Planar Familiar: Add planar creatures to list of available familiars. [Ability to acquire new familiar, compatible alignment, sufficient arcane spellcaster level, Knowledge (the planes) 5 ranks] {PlH}

Planar Touchstone: Gain base ability for that touchstone. [Knowledge (the planes) 8 ranks, object from touchstone site] {PlH}

Stalwart Planar Ally: Improve resilience and duration of summoned creature. [Cha 13, Spellcraft 5 ranks, Planar Touchstone] {PlH}

Heritage Feats

Air Heritage: Fly speed +30 feet, +2 on Balance and Jump checks. [None] ☯️ {PlH}

Anarchic Heritage: +4 on saves against polymorph/petrification, +1 on saves against spells by lawful creatures. [Nonlawful alignment] ☯️ {PlH}

Axiomatic Heritage: +4 on Will saves against enchantments, +1 on saves against spells by chaotic creatures. [Nonchaotic alignment] ☯️ {PlH}

Celestial Heritage: +4 on Fort saves against diseases, +1 on saves against spells by evil creatures. [Nonevil alignment] ☯️ {PlH}

Earth Heritage: +4 on checks to avoid being bull rushed or tripped, +1 on weapon damage if you and foe both touch ground. [None] ☯️ {PlH}

Fiendish Heritage: +4 on Fort saves against poison, +1 on saves against spells by good creatures. [Nongood alignment] ☯️ {PlH}

Fire Heritage: +1 on initiative checks, +1 fire damage from unarmed/natural attacks. [None] ☯️ {PlH}

Improved Elemental Heritage: Resistance 5 to acid, cold, electricity, or fire; +2 on saves against spells of matching descriptor. [Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage] ☯️ {PlH}

Improved Outer Planar Heritage: Your unarmed or natural attacks are treated as having matching alignment. [Anarchic Heritage, Axiomatic Heritage, Celestial Heritage, or Fiendish Heritage] ☯️ {PlH}

Natural Heavyweight: Double carrying capacity, +2 on Climb or Jump checks in normal gravity (+4 in light gravity). [None] ☯️ {PlH}

Shadow Heritage: +3 on Hide or Move Silently checks when in darkness or shadow. [None] ☯️ {PlH}

Water Heritage: Gain swim speed of 20 feet or increase swim speed by 20 feet, +4 on Con checks for holding your breath. [None] ☯️ {PlH}

Unearthed Arcana

Complete Divine

General Feats

Arcane Disciple: Add spells from a domain to your class list. [Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity’s alignment] {CD}

Augment Healing: Conjuration (Healing) spells do +2 per spell level. [Heal 4 ranks] {CD}

Domain Focus: +1 caster levels for one domain [Access to relevant domain] {CD}

Empower Turning: Turn 50% more undead. [Ability to turn or rebuke undead] {CD, repeated in LM}

Improved Smiting: Smite attack gains an alignment for overcoming DR and +1d6 damage. [Cha 13, smite ability] {CD}

Practiced Spellcaster: Your caster level is +4 but not above your HD. [Spellcraft 4 ranks] {CD; superseded by CA}

Quicken Turning: Can turn undead as a free action. [Ability to turn or rebuke undead] {CD}

Spell Focus (Chaos): +1 bonus on save DCs for chaotic spells. [Chaotic alignment] {CD}

Spell Focus (Evil): +1 bonus on save DCs for evil spells. [Evil alignment] {CD}

Spell Focus (Good): +1 bonus on save DCs for good spells. [Good alignment] {CD}

Spell Focus (Law): +1 bonus on save DCs for lawful spells. [Lawful alignment] {CD}

Spontaneous Healer: Swap out your spells for cure spells on your list. [Knowledge (religion) 4 ranks, nonevil] {CD}

Spontaneous Summoner: Swap out your spells for summon nature’s ally. [Knowledge (nature) 4 ranks, any neutral alignment (NG, LN, N, CN, or NE)] {CD}

Spontaneous Wounder: Swap out your spells for inflict spells on your list. [Knowledge (religion) 4 ranks, nongood] {CD}

Divine Feats

Disciple of the Sun: Spend an extra turn attempt to destroy undead instead of turning them. [Ability to turn or rebuke undead, good alignment] 🙏 {CD}

Divine Metamagic: Spend turn/rebuke attempts to enhance spells with a metamagic feat. [Ability to turn or rebuke undead] 🙏 {CD}

Divine Spell Power: Spend turn/rebuke attempts to increase your caster level. [Ability to turn or rebuke undead] 🙏 {CD}

Glorious Weapons: Allies’ weapons gain an alignment for overcoming DR. [Ability to turn or rebuke undead] 🙏 {CD}

Domain Spontaneity: Spend turn/rebuke attempt to spontaneously cast a domain spell. [Ability to turn or rebuke undead] 🙏 {CD}

Elemental Smiting: Spend turn/rebuke attempt to smite an elemental. [Ability to turn or rebuke elementals] 🙏 {CD}

Elemental Healing: Spend turn/rebuke attempt to heal nearby elementals. [Ability to turn or rebuke elementals] 🙏 {CD}

Profane Boost: Nearby inflict spells are maximized for 1 round. [Ability to turn or rebuke undead] 🙏 {CD}

Sacred Boost: Nearby cure spells are maximized for 1 round. [Ability to turn or rebuke undead] 🙏 {CD}

Sacred Healing: Allies gain fast healing 3 for a short time. [Heal 8 ranks, ability to turn or rebuke undead] 🙏 {CD, may be deprecated by PH2}

True Believer: Gain a +3 bonus on one save each day. [Worship one deity, alignment within one step of deity’s] 🙏 {CD, reprinted in MIC}

Item Creation Feats

Sanctify Relic: Make magic items with a divine connection. [Any other item creation feat] ⚗️ {CD, reprinted in MIC}

Metamagic Feats

Consecrate Spell: Spell gains the good descriptor. [Any good alignment] 🪄 {CD}

Corrupt Spell: Spell gains the evil descriptor. [Any evil alignment] 🪄 {CD}

Rapid Spell: Decrease casting time of some spells. [None] 🪄 {CD}

Reach Spell: Touch spell becomes a ray with 30-ft. Range [None] 🪄 {CD}

Transdimensional Spell: Affect incorporeal, ethereal and shadow creatures. [None] 🪄 {CD, deprecated by CA}

Wild Feats

Boar’s Ferocity: Fight while at negative hit points. [Wild shape ability] 🐻 {CD}

Cheetah’s Speed: Speed becomes 50 ft. for 1 hour. [Wild shape ability] 🐻 {CD}

Eagle’s Wings: Grow wings for 1 hour. [Wild shape ability] 🐻 {CD}

Elephant’s Hide: Gain +7 natural armor bonus for 10 minutes. [Ability to wild shape into Large creature] 🐻 {CD}

Extra Wild Shape: Gain two additional wild shape uses per day. [Wild shape ability] 🐻 {CD}

Fast Wild Shape: Wild shape as a move equivalent action. [Wild shape ability] 🐻 {CD}

Grizzly’s Claws: Gain claws for 1 hour. [Wild shape ability] 🐻 {CD}

Lion’s Pounce: Make a full attack on a charge. [Wild shape ability] 🐻 {CD}

Oaken Resilience: Become like a tree and gain plant immunities. [Ability to wild shape into a plant creature] 🐻 {CD}

Serpent’s Venom: Gain a poisonous bite attack for 1 minute. [Wild shape ability] 🐻 {CD}

Swim like a Fish: Swim underwater for 1 hour. [Wild shape ability] 🐻 {CD}

Wolverine’s Rage: Enter a rage for 5 rounds. [Wild shape ability] 🐻 {CD}

Epic Feats

Bonus Domain: Gain access to one additional domain of spells from your deity’s portfolio. [Wis 21, able to cast 9th-level divine spells] 🌟 {CD}

Epic Devotion: Gain +4 resistance bonus to spells from a selected alignment component opposing one of yours. [Wis 21, Iron Will, alignment different from the chosen component, patron deity who does not accept clerics who have the chosen component] 🌟 {CD}

Holy Strike: Your attacks deal great damage to evil creatures. [Smite evil class feature, any good alignment] 🌟 {CD}

Magical Beast Wild Shape: You can wild shape into magical beast form. [Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day] 🌟🐻 {CD}

Negative Energy Burst: Use rebuke/command undead ability to unleash a burst of negative energy. [Cha 25, ability to rebuke or command undead, able to cast inflict critical wounds, any evil alignment] 🙏🌟 {CD}

Positive Energy Aura: Automatically turn (or even destroy) lesser undead. [Cha 25, ability to turn undead, able to cast dispel evil] 🌟 {CD}

Spectral Strike: Strike incorporeal creatures as if they were solid. [Wis 19, ability to turn or rebuke undead] 🌟 {CD}

Undead Mastery: Command a greater number of undead than normal. [Cha 21, ability to rebuke or command undead] 🙏🌟 {CD}

Unholy Strike: Your attacks deal great damage to good creatures. [Smite good class feature, any evil alignment] 🌟 {CD}

Zone of Animation: Channel negative energy to animate undead. [Cha 25, Undead Mastery, ability to rebuke or command undead] 🌟 {CD}

Races of Stone

General Feats

Earth Sense: Sense creatures within 20 feet that are touching the ground. [Con 13, Wis 13] {RoS}

Earth Adept: +1 bonus on damage rolls if you and your foe are touching the ground. [Earth Sense] {RoS}

Earth Master: +1 bonus on attack rolls if you and your foe are touching the ground. [Earth Adept, Earth Sense] {RoS}

Earth Spell: Heightened spell treated as higher level and higher caster level. [Earth Sense, Heighten Spell] {RoS}

Stone Rage: Gain +1 to natural armor while you rage. [Earth Sense, rage ability] {RoS}

Exotic Armor Proficiency (heavy): Gain proficiency with specific exotic armor. [Armor Proficiency (heavy)] ⚔️ {RoS}

Exotic Armor Proficiency (light): Gain proficiency with specific exotic armor. [Armor Proficiency (light)] ⚔️ {RoS}

Exotic Armor Proficiency (medium): Gain proficiency with specific exotic armor. [Armor Proficiency (medium)] ⚔️ {RoS}

Exotic Shield Proficiency: Gain proficiency with specific exotic shield. [Shield Proficiency, base attack bonus +1] ⚔️ {RoS}

Goad: Cause enemy to make melee attacks only against you. [Cha 13, base attack bonus +1] ⚔️ {RoS, deprecated by CAd}

Heavy Armor Optimization: Reduce armor check penalty by 1 and increase armor bonus by 1. [Armor Proficiency (heavy), base attack bonus +4] ⚔️ {RoS}

Greater Heavy Armor Optimization: Reduce armor check penalty by 2 and increase armor bonus by 1. [Heavy Armor Optimization, Armor Proficiency (heavy), base attack bonus +8] ⚔️ {RoS}

Improved Weapon Familiarity: Racial weapons are martial, not exotic. [Base attack bonus +1] ⚔️ {RoS, redirects to CW version}

Knockback: Push foes backward with your blows. [Improved Bull Rush, Power Attack, size Large or larger] ⚔️ {RoS}

Mountain Warrior: Gain +1 bonus on melee damage, +1 bonus on ranged attacks with higher ground, negate opponent’s bonus, and +2 bonus on Balance checks on slopes. [Survival 5 ranks, base attack bonus +3] ⚔️ {RoS}

Rampaging Bull Rush: Knock foe prone as part of raging bull rush. [Improved Bull Rush, size Large or larger, rage class ability] {RoS}

Reckless Rage: Take additional –⁠2 penalty to AC, gain additional +2 to Str and Con while raging. [Con 13, rage class ability] {RoS}

Rock Hurling: Hurl rocks like a giant can. [Str 19, size Large or larger] {RoS}

Improved Rock Hurling: Throw rocks farther and more accurately. [Str 23, Rock Hurling, size Large or larger] {RoS}

Fling Ally: Throw a friend into another square. [Rock Hurling] {RoS}

Fling Enemy: Throw an enemy you’re grappling. [Rock Hurling] {RoS}

Shielded Casting: No attacks of opportunity when you cast spells with a shield ready. [Concentration 5 ranks, Combat Casting, Shield Proficiency] {RoS}

Shielded Manifesting: No attacks of opportunity when you manifest powers with a shield ready. [Concentration 5 ranks, Combat Manifestation, Shield Proficiency] {RoS}

Steady Concentration: Always take 10 on Concentration checks. [Concentration 8 ranks]

Steady Mountaineer: Always take 10 on Climb and Jump checks. [Goliath, or Climb 8 ranks and Jump 8 ranks] {RoS}

Tunnel Fighting: No penalty on attacks or to AC when squeezing. [Base attack bonus +1] ⚔️ {RoS}

Stoneback: Prevent flanks when a wall shields one side. [Shield Proficiency, Tunnel Fighting] ⚔️ {RoS}

Tunnel Riding: Rider and mount take no penalty on attacks or to AC when squeezing. [Mounted Combat, Tunnel Fighting] ⚔️ {RoS}

Racial Feats

Ancestral Knowledge: Make untrained Knowledge checks and use Wisdom modifier [Dwarf, Wis 15] 🧝 {RoS}

Auspicious Marking: Gain +2 bonus on Charisma checks against goliaths and reroll stabilization checks. [Goliath] 🧝 {RoS}

Markings of the Blessed: Choose higher of two saving throw rolls thrice daily. [Goliath, Auspicious Marking] 🧝 {RoS}

Markings of the Hunter: Choose higher of two initiative checks. [Goliath, Auspicious Marking] 🧝 {RoS}

Markings of the Magi: Choose higher of two caster level checks thrice daily. [Goliath, Auspicious Marking] 🧝 {RoS}

Markings of the Maker: Choose higher of two skill checks thrice daily. [Goliath, Auspicious Marking] 🧝 {RoS}

Markings of the Warrior: Choose higher of two attack rolls thrice daily. [Goliath, Auspicious Marking] 🧝 {RoS}

Battle Hardened: Gain +4 bonus on saves against fear, +2 bonus on initiative [Dwarf, base attack bonus +4] 🧝 {RoS}

Burrow Friend: Gain +2 bonus on Handle Animal and wild empathy checks with burrowing animals. [Gnome, Cha 13] 🧝 {RoS}

Clan Prestige: Gain +4 bonus on Charisma checks against members of the same clan. [Dwarf, Cha 13] 🧝 {RoS}

Dwarven Armor Proficiency: Gain proficiency with dwarf exotic armors. [Dwarf, Armor Proficiency (heavy)] ⚔️🧝 {RoS}

Earth Fist: Unarmed attacks are treated as cold iron while you touch solid ground. [Dwarf, gnome, or goliath, Earth Sense, Improved Unarmed Strike] ⚔️🧝 {RoS}

Extra Silence: Use racial silence ability 3/day + Cha bonus. [Whisper gnome] 📆🧝 {RoS}

Gnome Foe Killer: Gain +2 bonus on weapon damage rolls against kobolds and goblinoids. [Gnome] 🧝 {RoS}

Heavy Lithoderms: Natural armor increases by 1. [Goliath] 🧝 {RoS}

Moradin’s Smile: Gain +2 bonus on all Cha-based skill checks. [Dwarf] 🧝 {RoS}

Natural Trickster: Gain disguise self, silent image, or ventriloquism as 1/day spell-like ability. [Gnome, Cha 13] 🧝 {RoS}

Piercing Sight: Gain +4 bonus on saves to disbelieve illusions. [Gnome] 🧝 {RoS}

Silencing Strike: Silence target of your sneak attack. [Whisper gnome, sneak attack ability] 🧝 {RoS}

Titan Fighting: Apply racial dodge bonus to AC when dodging larger opponents. [Dodge, racial dodge bonus against giants] ⚔️🧝 {RoS}

Trivial Knowledge: Choose higher of two Knowledge or bardic knowledge checks. [Gnome, Int 13] 🧝 {RoS}

Bardic Music Feats

Enchanting Song: Spend bardic music to increase enchantment spell caster level and DC by 1. [Perform (any one) 5 ranks, Spell Focus (enchantment), bardic music] 🎵 {RoS}

Inspire Spellpower: New song increases allies’ caster level by 1. [Perform (any one) 8 ranks, bardic music] 🎵 {RoS}

Metamagic Song: Spend bardic music to apply metamagic to spells. [Any two metamagic feats, bardic music] 🎵 {RoS}

Misleading Song: Spend bardic music to increase illusion spell caster level and DC by 1. [Perform (any one) 5 ranks, Spell Focus (Illusion), bardic music] 🎵 {RoS}

Divine Feats

Earth’s Warding: Spend rebuke attempt to increase your natural armor by 2. [Earth Sense, ability to rebuke earth creatures] 🙏 {RoS}

Divine Damage Reduction: Spend rebuke attempt to gain damage reduction 2/adamantine. [Earth Sense, Earth’s Warding, ability to rebuke earth creatures] 🙏 {RoS}

Divine Spellshield: Spend rebuke attempt to grant +2 bonus on saves against spells to your allies. [Ability to rebuke earth creatures, racial bonus on saves against spells] 🙏 {RoS}

Pierce the Darkness: Spend turn attempt to double darkvision range. [Ability to turn undead, darkvision] 🙏 {RoS}

Roots of the Mountain: Spend rebuke attempt to make yourself immovable. [Ability to rebuke earth creatures, stability racial trait] 🙏 {RoS}

Item Creation Feats

Craft Rune Circle: Create rune circles. [Caster level 5th] ⚗️ {RoS}

Psionic Feats

Deep Vision: Darkvision increases while focused. [Darkvision] Ψ {RoS}

Deflective Armor: Protects against touch attacks while focused. [Heavy Armor Optimization] Ψ {RoS}

Earth Power: Pay 1 less power point to manifest power while you stand on stone or earth [Earth Sense] Ψ {RoS}

Focused Shield: +1 to shield bonus while focused. [Shield Proficiency] Ψ {RoS}

Invest Armor: Expend focus to increase armor bonus by 3. [Proficient with armor] Ψ {RoS}

Energize Armor: Psychic energy grants you resistance 10 against next energy attack [Invest Armor, Proficient with armor] Ψ {RoS}

Weapon Style Feats

Axespike: Make secondary attack with armor spikes with full attack. [Armor Proficiency (heavy), Weapon Focus (armor spikes)] ⚒️ {RoS}

Shielded Axe: Retain buckler’s shield bonus when making full attack with waraxe and handaxe [Shield Proficiency, Two-Weapon Fighting, Weapon Focus (dwarven waraxe, handaxe)] ⚒️ {RoS}

Spellrazor: Make off-hand attack with quickrazor when casting touch attack spell. [Concentration 5 ranks, Combat Casting, Exotic Weapon Proficiency (gnome quickrazor), Two-Weapon Fighting] ⚒️ {RoS}

Turtle Dart: Do not provoke attacks of opportunity for moving from any creature that you attack with your short sword in the same round. [Exotic Armor Proficiency (heavy) (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword)] ⚒️ {RoS}

Wild Feats

Stone Form: Wild shape into stony form. [Con 13, wild shape class feature] 🐻 {RoS}

Powerful Wild Shape: Retain powerful build while wild shaped. [Powerful build racial trait, wild shape ability] 🐻 {RoS}

Frostburn

General Feats

Altitude Adaptation: +4 on Fortitude saves to avoid altitude sickness; you aren’t as susceptible to altitude sickness. [Base Fortitude save bonus +2] {Fr}

Arctic Priest: Can swap out prepared spells for a specialized list of spells. [Cold or Winter domain] {Fr}

Beckon the Frozen: Summoned creatures gain cold subtype and +1d6 cold damage to attacks. [Augment Summoning, Spell Focus (conjuration)] {Fr}

Chosen of Iborighu: Cleric is favored class, cold damage gaze attack 1/day. [Patron deity must be Iborighu] {Fr}

Cold Endurance: +2 to cold saves, can exist comfortably in cold environs. [Base Fortitude save bonus +2] {Fr}

Improved Cold Endurance: Resistance to cold 5. [Base Fortitude save bonus +6, Cold Endurance] {Fr}

Cold Focus: +1 bonus to save DCs against cold spells. [None] {Fr}

Greater Cold Focus: +1 bonus to save DCs against cold spells. [Cold Focus] {Fr}

Faith in the Frost: Successful turn or rebuke causes cold damage. [Ability to turn or rebuke creatures, Cold or Winter domain] {Fr}

Frozen Berserker: Gain cold subtype while raging. [Barbarian rage ability] ⚔️ {Fr}

Frozen Wild Shape: Wild shape into cold magical beasts. [Base Fortitude save bonus +6, wild shape ability] {Fr}

Ice Harmonics: Shatter ice with your voice. [Bardic music ability, Perform (sing) 6 ranks] 🎵 {Fr}

Improved Frosty Touch: Frosty touch ability does 2 cold damage. [Uldra] 🧝 {Fr}

Mark of Hleid: Cleric is favored class, +2 sacred bonus to AC against evil cold creatures, immunity to rimefire. [Patron deity must be Hleid] {Fr}

Mountaineer: +2 bonus on Climb and Survival checks. [None] {Fr}

Primeval Wild Shape: Wild shape form gains +2 Strength, +2 bonus to natural armor, and resistance to cold 10 but lasts for only 1 round/level. [Wild shape] {Fr}

Primitive Caster: Add material components to spells to raise a spell’s effective level. [None] {Fr}

Sea Legs: +2 bonus on Balance and Tumble checks and +1 bonus on initiative checks while on a ship. [None] {Sto, also Fr}

Smite Fiery Foe: Add Charisma modifier on attack roll and character level to damage against creatures with fire subtype. [Smite ability] {Fr}

Snowcasting: Add cold descriptor to spell. [Con 13] {Fr}

Frozen Magic: Cold spells have higher caster levels in cold weather. [Con 13, Snowcasting] {Fr}

Icy Calling: Summoned frostfell creatures are stronger in cold weather. [Con 13, Snowcasting, Frozen Magic] {Fr}

Cold Spell Specialization: Cold spells do +1 or +2 damage/die in cold weather. [Con 13, Snowcasting, Frozen Magic] {Fr}

Frostfell Prodigy: You gain additional bonus spells in cold weather. [Con 13, Snowcasting, Frozen Magic, Cold Focus] {Fr}

Snowrunner: Move through snow at full speed, +5 competence bonus on Balance checks on ice. [Woodland stride ability] {Fr}

Snowflake Wardance: Add Charisma modifier to attack rolls with one-handed slashing melee weapons. [Bardic music ability, Perform (dance) 6 ranks] 🎵 {Fr}

Storm Magic: All spells cast at caster level +1 during storms. [None] {Fr}

Sugliin Mastery: Attacks with a sugliin are a standard action. [Base attack bonus +5, Exotic Weapon Proficiency (sugliin)] ⚔️ {Fr}

Winter’s Champion: Gain additional frostfell spells on your paladin spell list. [Paladin level 1st] {Fr}

Winter’s Mount: Special mount gains cold subtype and +2 Constitution. [Special mount ability] {Fr}

Item Creation Feats

Craft Skull Talisman: Create magic skull talismans. [Caster level 6th] ⚗️ {Fr}

Metamagic Feats

Piercing Cold: Cold spells can damage creatures resistant or immune to cold. [None] 🪄 {Fr}

Libris Mortis

General Feats

Corpsecrafter: Undead gain +4 Str and +2 hp per Hit Die. [None] {LM}

Bolster Resistance: Undead gain +4 turn resistance. [Corpsecrafter] {LM}

Deadly Chill: Undead deal +1d6 cold damage on melee attacks. [Corpsecrafter] {LM}

Destruction Retribution: Undead deal negative energy damage when killed. [Corpsecrafter] {LM}

Hardened Flesh: Undead gain +2 natural armor. [Corpsecrafter] {LM}

Nimble Bones: Undead gain +4 to initiative and +10 ft./round. [Corpsecrafter] {LM}

Daunting Presence: Overawe enemy to make it shaken. [Cha 13, base attack bonus +1] ⚔️ {LM}

Enduring Life: Ignore penalties from negative levels. [None] {LM}

Lasting Life: Purge negative levels with Will saves. [Endurance, Enduring Life] {LM}

Empower Turning: Turn 50% more undead. [Ability to turn or rebuke undead] {CD, repeated in LM}

Ghost Scarred: +2 on attacks, damage, saves against incorporeal undead. [Knowledge (religion) 8 ranks] {LM}

Graft Flesh: You can apply grafts of a certain type. [Heal 10 ranks] {LM}

Heighten Turning: Can turn more powerful undead . [Cha 13, Extra Turning] {LM}

Improved Toughness: Gain hp equal to your current HD. [Base Fortitude save bonus +2] {CW, repeated in LM}

Mother Cyst: Internal undead cyst allows access to special spells. [Caster level 1st, Knowledge (religion) 2 ranks] {LM}

Necromantic Presence: Undead in your presence gain +4 turn resistance. [None] {LM}

Necromantic Might: Undead in your presence gain +2 on attack rolls and damage rolls. [Necromantic Presence] {LM}

Necropotent: +4 damage with selected weapon against undead. [Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 4th] ⚔️ {LM}

Quicken Turning: Can turn undead as a free action. [Ability to turn or rebuke undead] {LM}

Requiem: Bardic music affects undead. [Bardic music, Perform (any) 8 ranks] {LM}

Stitched Flesh Familiar: Familiar gains undead qualities, and you can control 4 extra HD of undead. [Ability to acquire a new familiar, ability to cast three or more necromancy spells] {LM}

Tomb-Tainted Soul: Heal with negative energy as an undead creature. [Nongood] {LM}

Tomb-Born Fortitude: 25% crit resistance, no massive damage risk. [Nongood, Tomb-Tainted Soul] {LM}

Tomb-Born Resilience: +2 on saves vs. mental influence, poison, disease. [Nongood, Tomb-Tainted Soul] {LM}

Tomb-Born Vitality: Forego sleep, immunity to magic sleep effects. [Nongood, Tomb-Tainted Soul] {LM}

Undead Leadership: Attract undead followers and cohort. [Character level 6th, nongood, Knowledge (religion) 1 rank] {LM}

Unquenchable Flame of Life: +2 bonus on saves against undead attacks. [None] {LM}

Vampire Hunter: Detect vampires, immunity to dominating gaze. [Knowledge (religion) 6 ranks] {LM}

Divine Feats

Divine Accuracy: Ignore miss chance for incorporealness. [Ability to turn or rebuke undead] 🙏 {LM}

Profane Lifeleech: Steal 1d6 hp from nearby creatures. [Ability to rebuke undead] 🙏 {LM}

Profane Vigor: Grant 1d8 hp to nearby undead allies. [Cha 11, ability to rebuke undead] 🙏 {LM}

Sacred Vengeance: +2d6 on melee attacks against undead. [Ability to turn or rebuke undead] 🙏 {CW, repeated in LM}

Sacred Vitality: Gain immunity to ability damage, ability drain, and energy drain. [turn undead] 🙏 {LM}

Spurn Death’s Touch: Heal ability damage, paralysis, negative level. [turn undead] 🙏 {LM}

Metamagic Feats

Energize Spell: Deal 50% extra damage to undead. [Nonevil, no ability to rebuke undead] 🪄 {LM}

Enervate Spell: Deal 50% extra damage to living creatures. [Nongood, no ability to turn undead] 🪄 {LM}

Fell Animate: Creatures slain by the spell rise as zombies. [None] 🪄 {LM}

Fell Drain: Creatures hurt by the spell gain a negative level. [None] 🪄 {LM}

Fell Frighten: Creatures damaged by the spell are also shaken. [None] 🪄 {LM}

Fell Weaken: Creatures damaged by the spell also take –⁠4 Str. [None] 🪄 {LM}

Monstrous Feats

Baleful Moan: Emit a terrifying moan. [Undead type, incorporeal subtype, Daunting Presence] 🧌 {LM}

Contagious Paralysis: Paralysis spreads to those who touch target. [Paralysis extraordinary or supernatural ability] 🧌 {LM}

Corrupted Wild Shape: Undead druids retain ability to wild shape. [Undead type, wild shape class feature] 🧌 {LM}

Death Master: On your critical hit, target is also shaken. [Cha 13, undead type, Daunting Presence, base attack bonus +1] 🧌 {LM}

Eviscerator: On your critical hit, foe and its allies are shaken. [Cha 13, undead type, Daunting Presence, Death Master, Improved Critical, base attack bonus +1] 🧌 {LM}

Empowered Ability Damage: Increase variable effects of ability damage or ability drain. [Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score] 🧌 {LM}

Endure Sunlight: Resist dangerous effects of sunlight. [Sunlight powerlessness or sunlight-related weakness] 🧌 {LM}

Ghostly Grasp: Use corporeal items. [Cha 15, incorporeal subtype] 🧌 {LM}

Improved Energy Drain: Draw extra power from energy-drained victims. [Cha 15, energy drain supernatural ability] 🧌 {LM}

Spell Drain: Gain spells lost by the negative levels you bestow. [Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th] 🧌 {LM}

Improved Paralysis: +4 DC to paralysis ability. [Undead type, paralysis extraordinary ability, Ability Focus (paralysis)] 🧌 {LM}

Improved Turn Resistance: Increase turn resistance by +4. [Undead type] 🧌 {LM}

Life Drain: Negative levels you bestow deal, gain more hp. [Cha 13, energy drain supernatural ability] 🧌 {LM}

Lifebond: Bond with chosen living creature to gain benefits. [Cha 11, undead type] 🧌 {LM}

Lifesense: Living creatures provide illumination. [Cha 13, Con — (no Constitution score)] 🧌 {LM}

Necrotic Reserve: Drain abilities or levels to survive below 0 hit points. [Cha 13, supernatural ability to drain or damage an ability score or drain energy] 🧌 {LM}

Positive Energy Resistance: Resistance 10 to positive energy effects. [Undead type] 🧌 {LM}

Quicken Manifestation: Manifest from Ethereal Plane as free action. [Ability to manifest from the Ethereal Plane to the Material Plane] 🧌 {LM}

Complete Arcane

General Feats

Arcane Defense: +3 bonus on saves against specific school of magic. [Spell Focus (chosen school)] {CA}

Arcane Mastery: Take 10 on caster level checks. [Ability to cast arcane spells, use invocations, or use spell-like abilities] {CA}

Arcane Preparation: Prepare arcane spells ahead of time for faster metamagic casting. [Ability to cast arcane spells without preparation] {CA}

Battle Caster: Ignore arcane spell failure chance from heavier armor. [Ability to ignore arcane spell failure chance from armor] {CA}

Communicator: Use arcane mark, message, comprehend languages as spell-like abilities 1/day. [None] {CA}

Double Wand Wielder: Activate second wand by expending 2 additional charges. [Craft Wand, Two-Weapon Fighting] {CA}

Extra Edge: +1 bonus to warmage edge ability, plus 1 per 4 warmage levels. [Warmage level 4th] {CA}

Extra Invocation: Learn an additional invocation of one grade less than current highest grade. [Ability to use lesser invocations] {CA}

Extra Slot: Gain an extra spell slot up to one level lower than current highest level. [Caster level 4th] {CA}

Extra Spell: Learn an additional spell up to one level lower than current highest level. [Caster level 3rd] {CA}

Extra Spell Secret: Permanently Enlarge, Extend, Still, or Silence one spell. [Spell secret class ability, ability to cast 2nd level spells] {CA}

Guardian Spirit: Reroll initiative twice per day, reroll any save 1/day. [Watchful spirit class ability] {CA}

Heighten Spell-Like Ability: Use spell-like ability at higher level up to 3/day. [Spell-like ability at caster level 6th or higher] {CA}

Innate Spell: Use spell as a spell-like ability once per round. [Quicken Spell, Silent Spell, Still Spell] {CA}

Insightful: Use detect magic, detect secret doors, read magic as spell-like abilities 1/day. [None] {CA}

Mage Slayer: +1 bonus on Will saves; spellcasters you threaten can’t cast defensively. [Spellcraft 2 ranks, base attack bonus +3] ⚔️ {CA}

Maximize Spell-Like Ability: Maximize spell-like ability’s variable numeric effects up to 3/day. [Spell-like ability at caster level 6th or higher] {CA}

Necropolis Born: Use cause fear, ghost sound, touch of fatigue as spell-like abilities 1/day. [None] {CA}

Night Haunt: Use dancing lights, prestidigitation, unseen servant as spell-like abilities 1/day. [None] {CA}

Obtain Familiar: Obtain a familiar in the same manner as a sorcerer or wizard. [Knowledge (arcana) 4 ranks, arcane caster level 3rd] {CA}

Pierce Magical Concealment: Ignore spell-based concealment of creatures you attack. [Con 13, Blind-Fight, Mage Slayer] ⚔️ {CA}

Pierce Magical Protection: Ignore spell-based bonuses to Armor Class. [Con 13, Mage Slayer] ⚔️ {CA}

Practiced Spellcaster: Increase caster level by +4. [Spellcraft 4 ranks] {CA}

Ranged Spell Specialization: +2 bonus on damage rolls with ranged spells. [Weapon Focus (ranged spells), caster level 4th] {CA}

Reckless Wand Wielder: Increase wand’s caster level by expending an additional charge. Craft Wand, Use Magic Device 1 rank

Soul of the North: Use chill touch, ray of frost, resistance as spell-like abilities 1/day. [None] {CA}

Spell Hand: Use mage hand, open/close, floating disk as spell-like abilities 1/day. [None] {CA}

Touch Spell Specialization: +2 bonus on damage rolls with touch spells. [Weapon Focus (touch spells), caster level 4th] {CA}

Wandstrike: Make touch attack with wand to deal 1d6 damage and target creature with spell. [Use Magic Device 4 ranks] {CA}

Draconic Feats

Draconic Breath: Convert spell energy into a breath weapon. [Draconic Heritage, sorcerer level 1st] 🐲 {CA; deprecated by RoDr}

Draconic Claw: Gain claws and make a swift claw attack when you cast a spell. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; also RoDr}

Draconic Flight: After casting a spell, fly for the rest of the round. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; also RoDr}

Draconic Heritage: Gain dragonblood subtype, class skills, bonuses on saves. [Sorcerer level 1st] 🐲 {CA and DrM; deprecated by RoDr}

Draconic Legacy: Add spells to your spells known. [Any four draconic feats] 🐲 {CA; deprecated by RoDr}

Draconic Power: +1 caster level and DC for spells of the energy type matching your Draconic Heritage. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; deprecated by RoDr}

Draconic Presence: Strike fear into lower-level opponents when you cast a spell. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; deprecated by RoDr}

Draconic Resistance: Gain resistance to energy of the type of your Draconic Heritage. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; deprecated by RoDr}

Draconic Skin: Natural armor increases by 1. [Draconic Heritage, sorcerer level 1st.] 🐲 {CA; deprecated by RoDr}

Item Creation Feats

Craft Contingent Spell: Attach semipermanent spells to a creature and set activation conditions. [Caster level 11th] ⚗️ {CA}

Metamagic Feats

Black Lore of Moil: Add extra negative energy damage to necromancy spells. [Spell Focus (necromancy), caster level 7th] 🪄 {CA}

Born of the Three Thunders: Sonic or electricity spells deal both types of damage. [Energy Substitution (electricity), Knowledge (nature) 4 ranks] 🪄 {CA}

Chain Spell: Redirect spells to affect secondary targets. [Any metamagic feat] 🪄 {CA}

Cooperative Spell: Bonus to save DC and on caster level checks of spells cast in conjunction with other casters. [Any metamagic feat] 🪄 {CA}

Delay Spell: Spell effects are delayed 1-5 rounds. [Any metamagic feat] 🪄 {CA}

Energy Admixture: Double energy spell damage by adding an additional energy type. [Energy Substitution] 🪄 {CA}

Energy Substitution: Energy spells can deal different energy damage. [Any other metamagic feat, Knowledge (arcana) 5 ranks] 🪄 {CA}

Explosive Spell: Creatures are blasted to edge of spell area. [None] 🪄 {CA}

Fortify Spell: Cast spells at high caster level to overcome spell resistance. 🪄 [None] {CA}

Lord of the Uttercold: Cold spells deal half negative energy damage. [Energy Substitution (cold), Knowledge (the planes) 9 ranks, ability to cast a spell with the cold descriptor] 🪄 {CA}

Nonlethal Substitution: Energy spells deal nonlethal damage. [Any other metamagic feat, Knowledge (arcana) 5 ranks] 🪄 {CA}

Persistent Spell: Fixed or personal range spells last 24 hours. [Extend Spell] 🪄 {CA}

Repeat Spell: Spell is automatically cast again next round. [Any metamagic feat] 🪄 {CA}

Sanctum Spell: Spell’s effective level is increased while in special location, decreased outside special location. [Any metamagic feat] 🪄 {CA}

Sculpt Spell: Alter spell’s area. [Any metamagic feat] 🪄 {CA}

Split Ray: Ray spells affect one additional target. [Any metamagic feat] 🪄 {CA}

Sudden Empower: Increase spell’s variable numeric effects by 50% without special preparation 1/day. [Any metamagic feat] 🪄 {CA}

Sudden Enlarge: Enlarge spell without special preparation 1/day. [None] 🪄 {CA}

Sudden Extend: Double spell’s duration without special preparation 1/day. [None] 🪄 {CA}

Sudden Maximize: Maximize spell’s variable numeric effects without special preparation 1/day [Any metamagic feat] 🪄 {CA}

Sudden Quicken: Cast spells as a swift action without special preparation 1/day. [Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still] 🪄 {CA}

Sudden Silent: Cast spells without verbal components without special preparation 1/day. [None] 🪄 {CA}

Sudden Still: Cast spells without somatic components without special preparation 1/day. [None] 🪄 {CA}

Sudden Widen: Increase spell’s numeric measurements by 50% without special preparation 1/day. [None] 🪄 {CA}

Transdimensional Spell: Spells affect creatures in coexistent planes and extradimensional spaces. [None] 🪄 {CA; deprecates CD}

Twin Spell: Simultaneously cast a single spell twice. [Any metamagic feat] 🪄 {CA}

Automatic Quicken Spell: Cast lesser spells with a moment’s thought. [Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Automatic Silent Spell: Cast lesser spells silently. [Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Automatic Still Spell: Cast lesser spells without gestures. [Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells] 🪄🌟 {CA}

Enhance Spell: Increase the power limit of damage-dealing spells. [Maximize Spell] 🪄🌟 {CA}

Epic Spell Focus: +1 bonus on save DCs against chosen school of magic. [Greater Spell Focus (chosen school), Spell Focus (chosen school), ability to cast at least one 9th-level spell of the selected school] 🌟 {CA}

Epic Spell Penetration: +2 to caster level checks to defeat spell resistance. [Greater Spell Penetration, Spell Penetration] 🌟 {CA}

Improved Combat Casting: Gain bonus of ½ caster level on Concentration checks casting defensively or in a grapple or pin. [Combat Casting, Concentration 25 ranks] 🌟 {CA}

Master Staff: Use a staff by expending a spell slot instead of a charge. [Craft Staff, Spellcraft 30 ranks] 🌟 {CA}

Master Wand: Use a wand by expending a spell slot instead of a charge. [Craft Wand, Spellcraft 15 ranks] 🌟 {CA}

Races of Destiny

Able Learner: Cross-class skills cost less per rank. [Human or doppelganger] 1️⃣ {RoDe}

Bright Sigil: You can increase the illumination from your sigils. [Illumian] {RoDe}

Channeled Rage: Use rage to improve Will saves. [Half-orc, ability to rage] {RoDe}

City Slicker: Certain skills are class skills for you. [None] 1️⃣ {RoDe}

Complementary Insight: Increase bonus from skill synergy to +3. [Half-elf] {RoDe}

Diverse Background: You gain a second favored class. [Half-human] 1️⃣ {RoDe}

Enhanced Power Sigils: Increase bonuses from power sigils by +1. [Illumian, two power sigils] {RoDe}

Heroic Destiny: Add +1d6 to d20 roll once per day. [Human or half-human] {RoDe}

Protected Destiny: Reroll saving throw once per day. [Human or half-human, Heroic Destiny, character level 3rd] {RoDe}

Fearless Destiny: Avoid death once per day. [Human or half-human, Heroic Destiny, character level 6th] {RoDe}

Human Heritage: You gain the human subtype and 4 skill points. [Half-human or human-descended race] 1️⃣ {RoDe}

Improved Sigil (Aesh): Bonus on melee weapon damage with Weapon Focus. [Illumian, aesh power sigil] {RoDe}

Improved Sigil (Hoon): Bonus on saves against death effects, massive damage, and some environmental effects. [Illumian, hoon power sigil] {RoDe}

Improved Sigil (Krau): You can cast some spells at higher CL. [Illumian, krau power sigil] {RoDe}

Improved Sigil (Naen): Bonus on saves against illusions and language-dependent effects. [Illumian, naen power sigil] {RoDe}

Improved Sigil (Uur): [Illumian, uur power sigil] Bonus on ranged weapon damage against targets denied Dex bonus. {RoDe}

Improved Sigil (Vaul): Bonus on saving throws against mind-affecting spells and abilities. [Illumian, vaul power sigil] {RoDe}

Inside Connection: +4 bonus on checks to interact with a specific affiliation. [None] {RoDe}

Menacing Demeanor: You gain a +4 bonus on Intimidate checks. [Orc blood or orc subtype] {RoDe}

Resourceful Buyer: Communities are considered larger for you when buying equipment. [None] {RoDe}

Smatterings: You can communicate in languages you don’t know. [Int 13] {RoDe}

Sociable Personality: You may reroll Diplomacy and Gather Information checks. [Half-elf, Cha 13] {RoDe}

Subtle Sigil: You can make your sigils disappear. [Illumian] {RoDe}

Urban Stealth: +3 bonus on Hide and Move Silently checks in cities. [Knowledge (local) 2 ranks] {RoDe}

Urban Tracking: Use Gather Information to track down person. [None] {RoDe}

Arcane Insight: Knowledge (arcana) is a class skill, +2 on Spellcraft checks, additional spells. [Cleric level 3rd, deity Boccob] 🌄 {RoDe}

Dread Tyranny: Intimidate is a class skill, add Str bonus to Intimidate checks, additional spells. [Cleric level 3rd, Str 13, deity Hextor] 🌄 {RoDe}

Eternal Strength: +4 on saves vs. Str damage or drain, additional spells. [Cleric level 5th, Str 13, deity Kord] 🌄 {RoDe}

Far Horizons: Climb, Jump, and Swim are class skills, always know north, additional spells. [Cleric level 1st, deity Fharlanghn] 🌄 {RoDe}

Law Inviolate: Weapons are lawful, additional spells. [Cleric level 1st, lawful alignment, deity St. Cuthbert] 🌄 {RoDe}

Radiant Fire: +2 damage against evil creatures, additional spells. [Cleric level 3rd, deity Pelor] 🌄 {RoDe}

Undying Fate: Determine if other creatures are dying, additional spells. [Cleric level 3rd, deity Wee Jas] 🌄 {RoDe}

Whispered Secrets: Listen and Spot are class skills, aware of divination attempts, additional spells. [Cleric level 1st, deity Vecna] 🌄 {RoDe}

Crowd Tactics: Gain move and skill bonuses in crowds. [Hide 5 ranks, Dodge] 🪖 {RoDe}

Roofwalker: Gain move, skill, and AC bonuses on rooftops. [Balance 5 ranks, Jump 5 ranks, Dodge, Mobility] 🪖 {RoDe}

Complete Adventurer

Appraise Magic Value: Use Appraise to determine magic item properties. [Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks] {CAd}

Ascetic Hunter: Monk and ranger levels stack for unarmed strike damage, favored enemy bonus improves stunning DC. [Improved Unarmed Strike, favored enemy] {CAd}

Ascetic Knight: Monk and paladin levels stack for unarmed strike and smite evil damage. [Improved Unarmed Strike, smite evil] {CAd}

Ascetic Mage: Monk and sorcerer levels stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike. [Improved Unarmed Strike, spontaneous 2nd-level arcane spells] {CAd}

Ascetic Rogue: Monk and rogue levels stack for sneak attack damage, unarmed strike sneak attack gains improved stunning DC. [Improved Unarmed Strike, sneak attack +1d6] {CAd}

Brachiation: Swing through trees at normal land speed. [Climb 4 ranks, Jump 4 ranks] {CAd}

Brutal Throw: Use Str rather than Dex to attack rolls with thrown weapons. [None] ⚔️ {CAd}

Power Throw: Power Attack with thrown weapons. [Str 13, Brutal Throw, Power Attack] ⚔️ {CAd}

Combat Intuition: +1 to attack opponent you engaged in the preceding round. [Sense Motive 4 ranks, base attack bonus +5] ⚔️ {CAd}

Danger Sense: Reroll initiative once per day. [Improved Initiative] {CAd}

Death Blow: Coup de grace as a standard action. [Improved Initiative, base attack bonus +2] {CAd}

Deft Opportunist: +4 bonus on attack rolls on attacks of opportunity. [Dex 15, Combat Reflexes] {CAd}

Deft Strike: Ignore armor and natural armor. [Int 13, Spot 10 ranks, Combat Expertise, sneak attack +1d6] {CAd}

Devoted Inquisitor: Use smite evil and sneak attack together to daze a foe. [Smite evil, sneak attack +1d6] {CAd}

Devoted Performer: Paladin and bard levels stack for smite evil and bardic music. [Bardic music, smite evil] {CAd}

Devoted Tracker: Special mount becomes animal companion, and paladin and ranger levels stack for smite evil and wild empathy. [Track, smite evil, wild empathy] {CAd}

Disguise Spell: Cast spells unobtrusively as part of a performance. [Perform 9 ranks, bardic music] {CAd}

Dive for Cover: Make one retry on failed Reflex save, but end up prone. [Base Reflex save +4] {CAd}

Dual Strike: Attack once with each hand as a standard action. [Improved Two-Weapon Fighting, Two-Weapon Fighting] ⚔️ {CAd}

Expert Tactician: All allies gain +2 attack and damage bonus for a round against a target you’ve hit with an attack of opportunity. [Dex 13, Combat Reflexes, base attack bonus +2] {CAd}

Extra Music: Gain four extra uses per day of bardic music. [Bardic music] {CAd}

Extraordinary Concentration: Concentrate on a spell as a move action or swift action. [Concentration 15 ranks] {CAd}

Extraordinary Spell Aim: [Spellcraft 15 ranks] Exclude one creature from spell area. {CAd}

Force of Personality: Add Cha modifier rather than Wis modifier to Will saves. [Cha 13] {CAd}

Goad: Cause target to attack only you. [Cha 13, base attack bonus +1] ⚔️ {CAd}

Green Ear: Affect plants with your bardic music ability. [Perform 10 ranks, bardic music] {CAd}

Hear the Unseen: [Listen 5 ranks, Blind-Fight] Pinpoint a target’s location by sound, not sight. {CAd}

Improved Diversion: Use Bluff to create a diversion, then Hide as a move action. [Bluff 4 ranks] ⚔️ {CAd}

Improved Flight: Flight maneuverability improves by one step. [Fly speed] {CAd}

Improved Swimming: Double your swimming speed. [Swim 6 ranks] {CAd}

Insightful Reflexes: Add Int modifier rather than Dex modifier to Reflex saves. [None] {CAd}

Jack of All Trades: Use any skill, even “Trained Only” ones. [Int 13] {CAd}

Leap Attack: Doubles damage by Power Attack on successful charge. [Jump 8 ranks, Power Attack] {CAd}

Lingering Song: Extend the duration of your bardic music effects. [Bardic music] {CAd}

Mobile Spellcasting: Cast a spell and move at the same time. [Concentration 8 ranks] {CAd}

Natural Bond: Add +3 to effective druid level when determining animal companion’s abilities. [Animal companion] {CAd}

Obscure Lore: Gain +4 bonus on bardic knowledge or lore checks. [Bardic knowledge or lore] {CAd}

Open Minded: Immediately gain 5 skill points. [None] {CAd}

Oversized Two-Weapon Fighting: Treat one-handed weapon in off hand as if light weapon. [Str 13, Two-Weapon Fighting] ⚔️ {CAd}

Quick Reconnoiter: Spot and Listen as free actions, +2 on initiative checks. [Listen 5 ranks, Spot 5 ranks] {CAd}

Razing Strike: Spend a spell use to gain attack and damage bonuses against constructs or undead. [Ability to cast 3rd-level arcane or divine spells, sneak attack +1d6] {CAd}

Staggering Strike: [Base attack bonus +6, sneak attack +1d6] Limit target to a single action for 1 round. {CAd}

Subsonics: Produce bardic music effects very softly. [Perform 10 ranks, bardic music] {CAd}

Tactile Trapsmith: Add Dex modifier rather than Int modifier to Search and Disable Device checks. [None] {CAd}

Versatile Performer: Treat number of Perform skills as if they had ranks equal to your highest Perform rank. [Perform 5 ranks] {CAd}

Chant of Fortitude: Bardic music keeps allies conscious at negative hit points. [Bardic music, Concentration 8 ranks, Perform 8 ranks] 🎵 {CAd}

Ironskin Chant: Use bardic music to gain DR 5/—. [Bardic music, Concentration 12 ranks, Perform 12 ranks] 🎵 {CAd}

Lyric Spell: Spend bardic music uses to cast extra spells. [Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells] 🎵 {CAd}

Blindsense: Spend wild shape use to gain blindsense 30 ft. [Wild shape, Listen 4 ranks] 🐻 {CAd}

Climb like an Ape: Spend wild shape use to gain climb movement mode. [Wild shape] 🐻 {CAd}

Cougar’s Vision: Spend wild shape use to gain low-light vision. [Wild shape, Spot 2 ranks] 🐻 {CAd}

Hawk’s Vision: Spend wild shape use to gain +8 to Spot checks and cut range increment penalties in half. [Wild shape, Spot 4 ranks] 🐻 {CAd}

Savage Grapple: Deal sneak attack damage when grappling in wild shape. [Wild shape, sneak attack +1d6] 🐻 {CAd}

Scent: Spend wild shape use to gain scent. [Wild shape] 🐻 {CAd}

Races of the Wild

Able Sniper: +2 bonus on ranged attacks against distant flat-footed targets, +4 bonus on Hide checks after sniping attack. [Dex 13, Hide 5 ranks] {RoW}

Aerial Reflexes: Gain Reflex save bonus based on maneuverability. [Fly speed] {RoW}

Aerial Superiority: +1 dodge bonus against less maneuverable opponents. [Fly speed] {RoW}

Agile Athlete: Use Dex modifier for Climb and Jump checks. [Climb 1 rank, Jump 1 rank] {RoW}

Battle Casting: +2 dodge bonus while casting spells. [Dex 13, Concentration 5 ranks, Combat Casting] {RoW}

Born Flyer: +4 bonus on saves and checks to maneuver when aloft. [Dex 13] {RoW}

Catfolk Pounce: Gain full attack against a flat-footed target on a charge. [Catfolk, Dex 13] ⚔️🧝 {RoW}

Centaur Trample: Gain a hoof attack against foes you overrun. [Centaur, Dex 15] 🧝 {RoW}

Coordinated Strike: +1 bonus on attacks when your animal companion or special mount attacks the same target. [Animal companion or special mount class feature, Handle Animal 5 ranks] {RoW}

Dallah Thaun’s Luck: Gain +5 bonus on one saving throw per day. [Halfling, Cha 13] 🧝 {RoW}

Defensive Archery: +4 dodge bonus against attacks of opportunity. [Point Blank Shot] {RoW}

Diving Charge: Gain extra damage when diving to attack while flying. [Fly speed] {RoW}

Elf Dilettante: +1 bonus on all untrained skill checks. [Elf, Int 13] 🧝 {RoW}

Expeditious Dodge: Gain +2 dodge bonus when you move 40 feet in a round. [Dex 13] ⚔️ {RoW}

Flick of the Wrist: Catch your opponent flat-footed by drawing your weapon and attacking in the same round. [Dex 17, Sleight of Hand 5 ranks, Quick Draw] {CW, RoW}

Focused Mind: +2 bonus when taking 10 or taking 20 on Intelligence checks. [Elf, Concentration 2 ranks] 🧝 {RoW}

Gnoll Ferocity: Gain bite attack for 1d6 points of damage. [Gnoll, rage or frenzy ability] 🧝 {RoW}

Improved Flight: Flight maneuverability improves by one step. [Fly speed] {RoW but deprecated by CAd}

Killoren Ancient: +4 insight bonus to Knowledge skill. [Killoren] 🧝 {RoW}

Killoren Destroyer: Daze foes with your killoren smite attack. [Killoren] 🧝 {RoW}

Killoren Hunter: Pinpoint the location of living creatures. [Killoren] 🧝 {RoW}

Lightfeet: Move quietly, leaving behind few traces. [Elf, Dex 13, Balance 2 ranks, Move Silently 2 ranks] 🧝 {RoW}

Magic of the Land: Draw on nature’s power to infuse your spells with positive energy, curing 2 points of damage per spell level. [Ability to cast 1st-level spells, Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks] {RoW}

Plunging Shot: Deal an additional 1d6 points of damage against targets at least 30 feet below you. [Dex 13, Point Blank Shot] {RoW}

Shared Fury: Your animal companion rages with you. [Animal companion class feature, rage class feature, Handle Animal 4 ranks] {RoW}

Underfoot Combat: Occupy same square as a Large or larger creature, gaining +4 bonus to AC. [Size Small or smaller, Tumble 10 ranks] {RoW}

Yondalla’s Sense: Add Wisdom bonus on initiative checks. [Halfling] 🧝 {RoW}

Confound the Big Folk: Use Knee Striker, Underfoot Defense, or Unsteady Footing tactics. [Size Small or smaller, Tumble 10 ranks, Underfoot Combat] 🪖 {RoW}

Winged Warrior: Use Dustup, Flying Leap, or Shroud of Feathers tactics. [Hover, must have wings, base attack bonus +4] ⚔️🪖 {RoW}

Wolfpack: Use Distract Foe, Drive Back, or Gang Dodge tactics. [Dex 15, Dodge, Mobility, Spring Attack, base attack bonus +6] 🪖 {RoW}

Woodland Archer: Use Adjust for Range, Pierce the Foliage, or Moving Sniper tactics. [Point Blank Shot, base attack bonus +6] ⚔️🪖 {RoW}

Sandstorm

Blazing Berserker: Gain the fire subtype while raging. [Ability to rage] {Sa}

Blessed by Tem-Et-Nu: Special favor of Tem-Et-Nu. [Patron deity Tem-Et-Nu, ritual] {Sa}

Drift Magic: Use of drift magic. [Knowledge (local) 4, ability to cast spells] {Sa}

Eagle’s Fury: Extra attack with the eagle’s claw. [Dex 15, proficiency with eagle’s claw] {Sa}

Heat Endurance: +2 on saves against fire, heat protection 1. [Base Fort save +2] {Sa}

Improved Heat Endurance: Fire resistance 5, heat protection 3. [Base Fort save +6, Heat Endurance] {Sa}

Judged by Aurifar: Special favor of Aurifar. [Patron deity Aurifar, ritual] {Sa}

Light of Aurifar: Turned of rebuked undead takes 2d6 fire damage. [Ability to turn or rebuke undead, access to the Fire or Sun domain] {Sa}

Pharaoh’s Fist: Foe and adjacent creatures stunned by thundering blow. [Str 15, Improved Unarmed Strike, Stunning Fist] ⚔️ {Sa}

Priest of the Waste: Spontaneously cast certain waste-related spells. [Access to Fire, Summer, Sun, Travel, or Water domain] {Sa}

Rattlesnake Strike: Deal Con damage with your unarmed strike. [Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist] ⚔️ {Sa}

Sand Camouflage: Quickly bury yourself in sand to gain a Hide bonus. [Sandskimmer, Hide 5 ranks] {Sa}

Sand Dancer: Blind foe with thrown sand during another attack. [Wis 13, Tumble 4 ranks] {Sa}

Sand Spinner: Blind foes in 5-ft. radius with thrown sand. [Wis 13, Tumble 8 ranks, Sand Dancer] {Sa}

Sand Snare: Foe is hindered in rising when knocked prone in sand. [Combat Expertise, Improved Trip] {Sa}

Sandskimmer: You can ignore some difficulties of moving on sand. [None] {Sa}

Scorpion’s Grasp: Begin grapple with a melee strike. [Str 13, Dex 13, Improved Unarmed Strike, Improved Grapple] {Sa}

Scorpion’s Instincts: Become stealthy like a scorpion. [Dex 13, Hide 5 ranks] {Sa}

Scorpion’s Resolve: +4 bonus on saves against mind-affecting spells and abilities. [None] {Sa}

Scorpion’s Sense: Minor tremorsense. [Scorpion’s Resolve] {Sa}

Serpent Fang: Project your ki to deal unarmed damage 5 ft. beyond your normal reach. [Wis 15, Improved Unarmed Strike, Stunning Fist] {Sa}

Touchstone: You can use touchstone sites. [Knowledge (local) 8 ranks or native 250-gp item] {Sa}

Searing Spell: Your fire spells deal damage to fire-resistant creatures. [None] 🪄 {Sa}

Fiery Spell: +1 point of damage per die for fire spells. [None] 🪄 {Sa}

Lords of Madness

Aberration Banemagic: Spells deal additional damage against aberrations. [None] {LoM}

Aquatic Spellcasting: Spells work normally underwater. [None] {LoM}

Darkstalker: Hide from creatures with extraordinary senses. [None] {LoM}

Music of the Outer Spheres: Bardic music can sicken, vitalize, or lull aberrations. [Perform (any) 11 ranks, bard level 9th] {LoM}

Parrying Shield: Add shield bonus to touch AC. [Shield Proficiency] ⚔️ {LoM}

Quick Recovery: Allows new saves against stun and daze. [None] {LoM}

Thrall Bred: Bonus to damage and saves when protecting charge. [Humanoid, Con 13] {LoM}

Wild Talent: Gain psionic ability and 2 power points. [None] {LoM}

Ocular Spell: Cast spells as rays from eyes. [Knowledge (dungeoneering) 4 ranks, 2 or more eyes] 🪄 {LoM}

Aberration Blood: Grants bonus on skill, allows other aberrant feats. [Humanoid] 👽 {LoM}

Aberration Wild Shape: Assume aberration form with wild shape. [Aberration Blood, wild shape ability] 👽 {LoM}

Bestial Hide: Gain +1 natural armor bonus per two aberrant feats. [Aberration Blood] 👽 {LoM}

Deepspawn: Tentacles grant additional attacks. [Aberration Blood, one other aberrant feat] 👽 {LoM}

Durable Form: Gain 2 hp per aberrant feat. [Aberration Blood] 👽 {LoM}

Inhuman Reach: Increase natural reach by 5 feet, take –⁠1 penalty on melee attack rolls. [Aberration Blood] 👽 {LoM}

Inhuman Vision: Gain darkvision and bonus on Spot checks. [Aberration Blood] 👽 {LoM}

Scavenging Gullet: +4 bonus against poison, eat anything. [Aberration Blood] 👽 {LoM}

Starspawn: Wings grant flight, resistance to cold 5. [Aberration Blood, one other aberrant feat] 👽 {LoM}

Warped Mind: +1 bonus on Will saves per two aberrant feats. [Aberration Blood] 👽 {LoM}

Waterspawn: Fins grant Swim bonuses, resistance to cold 5. [Aberration Blood, one other aberrant feat] 👽 {LoM}

Heroes of Battle

General Feats

Ballista Proficiency: No –⁠4 penalty on attack rolls with ballistae. [None] ⚔️ {HB}

Block Arrow: Deflect one ranged attack per round with shield. [Dex 13, Shield Proficiency] ⚔️ {HB}

Coordinated Shot: Your ranged attacks ignore cover from allies. [Point Blank Shot, Precise Shot] ⚔️ {HB}

Courageous Rally: Make free rally check when you inspire courage. [Bardic music (inspire courage) class feature] {HB}

Expanded Aura of Courage: Your aura of courage expands to 60 feet. [Aura of courage class feature] {HB}

Expert Siege Engineer: +2 bonus on attack and damage with siege engines. [Profession (siege engineer) 8 ranks] ⚔️ {HB}

Guerrilla Scout: +1 bonus on initiative checks; Listen and Spot ranks cost 1 skill point. [None] {HB}

Guerrilla Warrior: Reduce light or medium armor check penalty by 1; Hide and Move Silently ranks cost 1 skill point. [None] {HB}

Mounted Mobility: +4 dodge bonus to AC against some attacks of opportunity while mounted. [Mounted Combat, Ride 4 ranks] ⚔️ {HB}

Natural Leader: +4 bonus on rally checks. [Cha 13] {HB}

Plunging Shot: +1d6 damage against targets below you. [Dex 13, Point Blank Shot] {HB}

Ready Shot: Readied ranged attack deals +3d6 damage. [Point Blank Shot] {HB}

Shield Wall: Shield bonus increases by +2 when adjacent to shield wielder. [Shield Proficiency] ⚔️ {HB}

Veteran Knowledge: +5 bonus on Knowledge checks made to gain strategic advantage. [Base attack bonus +2, Knowledge (history) 1 rank] ⚔️ {HB}

Leader Feats

Extra Followers: Lead twice as many followers. [Cha 13, Leadership] 🚩 {HB}

Improved Cohort: Your cohort’s maximum level increases by 1. [Cha 15, Leadership] 🚩 {HB}

Inspirational Leadership: Your cohort and followers have exceptional morale. [Cha 17, Leadership] 🚩 {HB}

Practiced Cohort: Your cohort shares your teamwork benefits. [Cha 15, Leadership] 🚩 {HB}

Stormwrack

Aquatic Shot: Use ranged weapons underwater more accurately. [Point Blank Shot] ⚔️ {Sto}

Blackwater Invocation: Make water within 30 ft. radius bitterly cold. [Ability to channel negative energy] 🙏 {Sto}

Breathing Link: Share your breathe water ability with another. [Aquatic elf or water genasi, base Will save +2] {Sto}

Clever Wrestling: Gain bonus to escape being grappled by larger creatures. [Small or Medium size, Improved Unarmed Strike] {Sto; identical to CW version that uses it for prerequisites there so it is used instead.}

Curling Wave Strike: Gain a trip attack. [Dex 13, Improved Trip] ⚔️ {Sto}

Expert Swimmer: Hold your breath longer, swim faster. [Swim 4 ranks, Endurance] {Sto}

Flying Fish Leap: Leap out of water without penalty. [Jump 8 ranks, Swim 4 ranks ] {Sto}

Great Captain: Use aid another to assist everyone aboard your ship. [Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership] {Sto}

Landwalker: Triple how long you can stay out of water. [Aquatic elf] {Sto}

Old Salt: +1 bonus on Balance, Profession (sailor), Use Rope; predict weather. [Profession (sailor) 5 ranks] {Sto}

Rapid Swimming: Swim speed improves by 20 ft. [Natural swim speed, base Fortitude save +2] {Sto}

Sahuagin Flip: Attack then withdraw in the same round. [Swim speed, Dex 13, Dodge] ⚔️ {Sto}

Sailor’s Balance: +5 bonus on shipboard Balance checks. [Profession (sailor) 4 ranks] {Sto}

Sanctify Water: Convert water within 20 ft. radius into holy water. [Cha 13+, ability to channel positive energy] 🙏 {Sto}

Scourge of the Seas: Intimidate other ships with your sinister reputation. [Cha 15, Intimidate 5 ranks] {Sto}

Sea Legs: +2 bonus on shipboard Balance and Tumble checks, +1 initiative. [None] {Sto}

Ship’s Mage: Spells you cast aboard your ship gain +1 caster level. [Profession (sailor) 2 ranks, Spellcraft 4 ranks] {Sto}

Steam Magic: Cast fire spells into water without Spellcraft check. [Spellcraft 4 ranks] {Sto}

Storm Magic: Spells you cast that affect storms gain +1 caster level. [None] {Sto}

Sunken Song: Produce bardic music effects underwater. [Bardic music, Perform (sing) 4 ranks] {Sto}

Swim-By Attack: Attack as you swim past your opponent. [Swim speed] {Sto}

Toothed Blow: Your unarmed strikes avoid the usual underwater penalties. [Str 13, Improved Unarmed Strike] {Sto}

Water Adaptation: Breathe water and air equally well, gain swim speed 20 ft.. [Aquatic half-elf] {Sto}

Windsinger: Use bardic music to alter the wind’s direction or intensity. [Bardic music, Perform (sing or wind instruments) 5 ranks] 🎵 {Sto}

Heroes of Horror

General Feats

Archivist of Nature: Dark knowledge works on giants and fey. [Dark knowledge class feature] {HH}

Bane Magic: Spells deal 2d6 extra damage to specific creature type. [None] {HH}

Blood Calls to Blood: +2 save bonus against attacks from fiends. [Spontaneous arcane caster, fiend ancestor] {HH}

Corrupt Spell Focus: +1 to save DC for all corrupt spells you cast. [Nongood alignment] {HH}

Greater Corrupt Spell Focus: +2 to save DC for all corrupt spells you cast. [Corrupt Spell Focus, nongood alignment] {HH}

Disease Immunity: Immune to one disease, +2 bonus on saves against contracting all other diseases. [Constitution 13] {HH}

Draconic Archivist: Dark knowledge works on constructs and dragons. [Dark knowledge class feature] {HH}

Dreamtelling: Interpret the symbolism of a dream. [None] {HH}

Oneiromancy: Avoid casting mishaps in nightmare realms, gain Spell Focus (enchantment and illusion) in dreamscape, spells cast at dream selves deal nonlethal damage. [Dreamtelling, spellcaster] {HH}

Improved Oneiromancy: Gain access to new dream-related spells. [Oneiromancy, Dreamtelling, spellcaster] {HH}

Font of Life: Gain an extra save to avoid energy drain. [Living creature] {HH}

Haunting Melody: Bardic music inspires fear. [Bardic music class feature, Perform 9 ranks] 🎵 {HH}

Master of Knowledge: +1 bonus on Knowledge skill checks. [None] {HH}

Pure Soul: Gain immunity to taint. [Non-evil alignment, no taint] {HH}

Spirit Sense: See and speak with the recently dead. [Wis 12, near-death experience] {HH}

Unnatural Will: Add Cha modifier to Will saves against fear effects . [Cha 12, Iron Will] {HH}

Monstrous Feats

Touch of Taint: Deal taint to target. [Natural attack dealing ability damage, ability drain, or energy drain] 👹 {HH}

Tainted Feats

Only nongood creatures suffering from taint can acquire tainted feats.

Corrupt Arcana: Prepare corrupt spell not among your spells known. [Spontaneous caster, mild depravity] 🩸 {HH}

Eldritch Corruption: Enlarge, extend, heighten, or widen a spell at the cost of your ally’s Con damage. [Metamagic feat, moderate depravity] 🩸📆 {HH}

Forbidden Lore: +2, +4, or +6 bonus on bardic knowledge or lore checks regarding sinister topics. [Bardic knowledge or lore class feature, mild depravity] 🩸 {HH}

Lunatic Insight: +2 initiative bonus, treat all Knowledge skills as if they were trained skills. [Mild depravity] 🩸 {HH}

Mad Faith: Your depravity grants you bonus spells. [Divine spellcaster, mild depravity] 🩸 {HH}

Surge of Malevolence: +3, +6, or +9 bonus on a single attack, save, or check. [Mild corruption] 🩸 {HH}

Debilitating Spell: Spells become evil, deal Con or Wis damage. [Surge of Malevolence, moderate taint] 🩸 {HH}

Debilitating Strike: Melee attacks become evil, deal Con or Wis damage. [Surge of Malevolence, moderate taint] 🩸 {HH}

Tainted Fury: Gain bonus hit points and a tainted smite attack while in a tainted fury. [Con 13, moderate corruption] 🩸 {HH}

Vile Feats

Only intelligent creatures (Int 3+) of evil alignment can acquire vile feats.

Willing Deformity: +3 bonus on Intimidate checks. [Evil alignment] 🖤 {HH}

Deformity (Skin): +1 natural armor bonus. [Evil alignment, Willing Deformity] 🖤 {HH}

Deformity (Tall): Gain reach as if Large, take –⁠1 penalty to AC. [Evil alignment, Willing Deformity, Medium size] 🖤 {HH}

Deformity (Teeth): Gain bite attack, +1 bonus on Intimidate checks. [Evil alignment, Willing Deformity] 🖤 {HH}

Deformity (Tongue): Gain blindsense 30 ft.. [Evil alignment, Willing Deformity] 🖤 {HH}

Races of the Dragon

Accelerate Metamagic: Apply selected metamagic feat to spells more quickly than normal. [Dragonblood subtype, Spellcraft 4 ranks, any metamagic feat, ability to spontaneously cast 1st-level spells] {RoDr}

Dragon Breath: Use breath weapon every 1d4 rounds. [Half-dragon, 6 HD, breath weapon] {RoDr}

Dragon Tail: Gain a tail and tail attack. [Dragonblood subtype] 1️⃣ {RoDr}

Dragon Trainer: Train dragons and draconic creatures. [Dragonblood subtype, Handle Animal 4 ranks, Speak Language (Draconic)] {RoDr}

Dragon Wings: +10 bonus on Jump checks; glide speed 30 ft.. [Dragonblood subtype] 1️⃣ {RoDr}

Dragonwrought: You are a dragonwrought kobold. [Kobold] 1️⃣ {RoDr}

Extraordinary Trapsmith: Reduce cost of making a trap by 25%; 50% if kobold. [Craft (trapmaking) 9 ranks] {RoDr}

Heavyweight Wings: Fly with heavy armor or a heavy load. [Str 15, Reinforced Wings, wings and a glide or fly speed] {RoDr}

Improved Dragon Wings: Gain fly speed. [Dragonblood subtype, Dragon Wings, 6 HD] {RoDr}

Kobold Endurance: +4 bonus on Str checks, Con checks, and related checks. [Kobold] 🧝 {RoDr}

Kobold Foe Strike: +1d6 damage against flanked or flat-footed dwarves, fey, and gnomes. [Kobold] ⚔️🧝 {RoDr}

Practical Metamagic: Reduce metamagic feat’s spell level increase by one. [Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability to spontaneously cast 3rd-level spells] {RoDr}

Reinforced Wings: Fly with medium armor or a medium load. [Str 13, wings and a glide or fly speed] {RoDr}

Versatile Spellcaster: Use two lower-level slots to cast a higher-level spell. [Ability to spontaneously cast spells] {RoDr}

Wyrmgrafter: Create and apply draconic grafts. [Heal 10 ranks, Knowledge (arcana) 5 ranks] ⚗️ {RoDr}

Entangling Exhalation: Channel breath weapon to entangle enemies. [Dragonblood subtype, breath weapon] 🐉 {RoDr}

Exhaled Barrier: Channel breath weapon to create wall of energy. [Dragonblood subtype, breath weapon] 🐉 {RoDr}

Exhaled Immunity: Channel breath weapon to grant immunity to energy type. [Dragonblood subtype, breath weapon] 🐉 {RoDr}

Extra Exhalation: Gain an additional use of your breath weapon. [Dragonblood subtype, breath weapon with limited uses per day] 🐉 {RoDr}

Furious Inhalation: Channel breath weapon to add energy damage to bite while raging. [Dragonblood subtype, Con 13, ability to rage or frenzy, bite attack, breath weapon] 🐉 {RoDr}

Draconic Arcane Grace: Give up a spell slot for a bonus on a saving throw. [Draconic Heritage, sorcerer level 1st] 🐲 {RoDr}

Draconic Breath: Convert spell energy into a breath weapon. [Draconic Heritage, sorcerer level 1st] 🐲 {RoDr, deprecates CA}

Draconic Claw: Gain claws and make a swift claw attack when you cast a spell. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, also CA}

Draconic Flight: After casting a spell, fly for the rest of the round. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, also CA}

Draconic Heritage: Gain dragonblood subtype, class skills, bonuses on saves. [Sorcerer level 1st] 🐲 {RoDr, deprecates CA and DrM}

Draconic Legacy: Add spells to your spells known. [Any four draconic feats] 🐲 {RoDr, deprecates CA}

Draconic Persuasion: Spellcasting grants a bonus on select Charisma based skills. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr}

Draconic Power: +1 caster level and DC for spells of the energy type matching your Draconic Heritage. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, deprecates CA}

Draconic Presence: Strike fear into lower-level opponents when you cast a spell. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, deprecates CA}

Draconic Resistance: Gain resistance to energy of the type of your Draconic Heritage. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, deprecates CA}

Draconic Skin: Natural armor increases by 1. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr, deprecates CA}

Draconic Toughness: Gain 2 hit points for each draconic feat you have. [Draconic Heritage, sorcerer level 1st.] 🐲 {RoDr {RoDr}

Spell Rehearsal: Gain benefits from repetitious spellcasting. [Caster level 1st] 🪖 {RoDr}

Wing Expert: Use your wings for tactical advantages . [Flyby Attack, wings and a glide or fly speed] 🪖 {RoDr}

Player’s Handbook II

General Feats

Acrobatic Strike: +6 on next attack against opponent you tumble past. [Tumble 12 ranks] ⚔️ {PH2}

Arcane Flourish: Expend spell to gain bonus on Perform check. [Perform 4 ranks, arcane caster level 1st] {PH2}

Arcane Accompaniment: Expend prepared spell or spell slot to extend duration of bardic music. [Perform 4 ranks, Arcane Flourish, arcane caster level 1st, bardic music] {PH2}

Arcane Thesis: +2 caster level, cheaper metamagic with one spell. [Knowledge (arcana) 9 ranks, ability to cast arcane spells] {PH2}

Arcane Toughness: Expend prepared spell or spell slot to heal when at or below 0 hit points. [Toughness, arcane caster level 3rd] {PH2}

Arcane Consumption: +2 save DC for one spell, Con penalty for 12 hours and fatigued. [Arcane Toughness, Toughness, arcane caster level 6th] {PH2}

Armor Specialization: DR 2/– with chosen armor. [Proficiency with selected armor type, base attack bonus +12] ⚔️ {PH2}

Battle Dancer: +2 on attacks while moving and using bardic music. [Base attack bonus +2, bardic music] ⚔️ {PH2}

Bonded Familiar: You and familiar shift damage after deadly attack. [Familiar] {PH2}

Bounding Assault: Attack twice while using Spring Attack. [Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12] ⚔️ {PH2}

Rapid Blitz: Make third attack as part of Spring Attack. [Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18] ⚔️ {PH2}

Brutal Strike: Sicken opponent with successful bludgeoning attack. [Str 13, Power Attack, base attack bonus +6] ⚔️ {PH2}

Combat Acrobat: Gain new uses for Balance skill. [Balance 9 ranks, Tumble 9 ranks] ⚔️ {PH2}

Combat Familiar: Familiar enters foe’s square without provoking attack of opportunity. [Arcane caster level 1st, familiar] {PH2}

Lurking Familiar: Familiar can hide in your square. [Combat Familiar, arcane caster level 6th] {PH2}

Combat Tactician: +2 on damage against foe you approach and attack. [Dex 13, Dodge, base attack bonus +12] {PH2}

Cometary Collision: Ready action to slam into charging foe. [Str 13, Improved Bull Rush, Power Attack] ⚔️ {PH2}

Companion Spellbond: Share spells with companion at greater range. [Animal companion] {PH2}

Crossbow Sniper: Half Dexterity bonus on crossbow damage, 60 ft. skirmish or sneak attack. [Proficiency and Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1] ⚔️ {PH2}

Cunning Evasion: Hide and move immediately after using evasion. [Hide 9 ranks, evasion] {PH2}

Dampen Spell: Reduce your save DC against foe’s spell by expending spell or slot as immediate action. [Improved Counterspell] {PH2}

Deadeye Shot: Ready action to fire, denying foe Dex bonus to AC on your attack after ally hits foe. [Point Blank Shot, Precise Shot, base attack bonus +4, skirmish or sneak attack ability] ⚔️ {PH2}

Defensive Sweep: Foe must move or provoke attack. [Base attack bonus +15] ⚔️ {PH2}

Elven Spell Lore: Bonus on dispel attempts, alter energy type of spell. [Int 17 or elf, Knowledge (arcana) 12 ranks] {PH2}

Fade into Violence: Foe strikes ally, not you, if your Bluff check succeeds. [Bluff 6 ranks, Hide 6 ranks] {PH2}

Fiery Fist: Expend Stunning Fist use to cloak fists, feet in fiery energy for +1d6 damage. [Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8] ⚔️ {PH2}

Fiery Ki Defense: Expend Stunning Fist use to cloak self in flame, damaging any who strike you. [Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8] ⚔️ {PH2}

Ki Blast: Expend Stunning Fist uses to throw ball of ki energy. [Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, base attack bonus +8] ⚔️ {PH2}

Flay: Inflict painful wounds on unarmored targets. [Str 13, Power Attack] ⚔️ {PH2}

Grenadier: +1 on attacks and damage with splash weapons. [None] ⚔️ {PH2}

Hindering Opportunist: Replace attack of opportunity with aid another. [Combat Reflexes, base attack bonus +3] {PH2}

Stalwart Defense: Foes provoke aid another action from you when they attack allies. [Combat Reflexes, Hindering Opportunist, base attack bonus +9] {PH2}

Indomitable Soul: Roll twice against fear and mind-affecting attacks. [Endurance, Iron Will] {PH2}

Intimidating Strike: Use Intimidate check with attack to shake opponent. [Intimidate 4 ranks] ⚔️ {PH2}

Keen-Eared Scout: Listen check reveals extra information about sound. [Listen 6 ranks, Alertness or Skill Focus (Listen)] {PH2}

Leap of the Heavens: Don’t double DC for standing jumps, +5 bonus on running jumps. [Jump 4 ranks] {PH2}

Lunging Strike: Extend reach of one attack. [Base attack bonus +6] ⚔️ {PH2}

Mad Foam Rager: Once per rage or frenzy, delay spell or attack effect. [Rage or frenzy ability] {PH2}

Master Manipulator: Gain two new uses of Diplomacy skill. [Cha 13, Diplomacy 9 ranks] {PH2}

Melee Evasion: While fighting defensively, negate foe’s attack. [Dex 13, Int 13, Combat Expertise, Dodge] ⚔️ {PH2}

Melee Weapon Mastery: Gain Weapon Focus, Weapon Specialization benefits with multiple weapons. [Proficiency, Weapon Focus, and Weapon Specialization with selected weapon; base attack bonus +8] ⚔️ {PH2}

Crushing Strike: +1 on attacks per previous hit with bludgeon. [Proficiency, Weapon Focus, and Weapon Specialization with a bludgeoning weapon; Melee Weapon Mastery (bludgeoning); base attack bonus +14] ⚔️ {PH2}

Driving Attack: Bull rush with piercing weapon attack. [Proficiency, Weapon Focus, and Weapon Specialization with selected weapon; Melee Weapon Mastery (piercing); base attack bonus +14] ⚔️ {PH2}

Slashing Flurry: Gain extra attack with slashing weapon. [Proficiency, Weapon Focus, and Weapon Specialization with selected weapon; Melee Weapon Mastery (slashing); base attack bonus +14] ⚔️ {PH2}

Weapon Supremacy: Gain further abilities with chosen weapon. [Proficiency, Weapon Focus, Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization with selected weapon; Melee Weapon Mastery (damage type of selected weapon); fighter level 18] ⚔️ {PH2}

Overwhelming Assault: Gain bonus against adjacent foe not attacking you. [Base attack bonus +15] ⚔️ {PH2}

Penetrating Shot: Your ranged attack targets every foe in 60-ft. line. [Str 15, Point Blank Shot, base attack bonus +10] ⚔️ {PH2}

Ranged Weapon Mastery: Gain Weapon Focus, Weapon Specialization benefits with multiple weapons. [Proficiency, Weapon Focus, and Weapon Specialization with selected weapon; base attack bonus +8] ⚔️ {PH2}

Robilar’s Gambit: Grant foes bonus on attacks and damage, but their attacks provoke attacks of opportunity. [Combat Reflexes, base attack bonus +12] ⚔️ {PH2}

Shield Specialization: Increase shield bonus by +1. [Shield Proficiency] ⚔️ {PH2}

Active Shield Defense: Make attacks of opportunity without penalty when fighting defensively. [Shield Proficiency, Shield Specialization] ⚔️ {PH2}

Agile Shield Fighter: Reduce two weapon penalties when using shield bash. [Improved Shield Bash, Shield Proficiency, Shield Specialization] ⚔️ {PH2}

Shield Sling: Use shield as ranged weapon. [Improved Shield Bash, Shield Proficiency, Shield Specialization, base attack bonus +9] ⚔️ {PH2}

Shield Ward: Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun, and trip. [Shield Proficiency, Shield Specialization] ⚔️ {PH2}

Short Haft: Lose reach benefits, attack adjacent foes. [Proficiency and Weapon Focus with selected weapon, base attack bonus +3] ⚔️ {PH2}

Spectral Skirmisher: Gain bonuses while invisible. [Base attack bonus +6] ⚔️ {PH2}

Spell-Linked Familiar: Familiar gains limited spellcasting ability. [Arcane caster level 9th, familiar] {PH2}

Steadfast Determination: Use Constitution to modify Will saves. [Endurance] {PH2}

Telling Blow: Gain skirmish or sneak attack damage on critical hits. [Skirmish attack or sneak attack] {PH2}

Trophy Collector: Gain bonuses from trophies you create and wear. [Craft (taxidermy) 6 ranks] {PH2}

Tumbling Feint: +5 on feint attempt after successful Tumble. [Bluff 4 ranks, Tumble 4 ranks] ⚔️ {PH2}

Two-Weapon Pounce: Attack with both weapons when charging. [Dex 15, Two-Weapon Fighting, base attack bonus +6] ⚔️ {PH2}

Two-Weapon Rend: Gain bonus damage if you hit with both weapons. [Dex 15, Two-Weapon Fighting, base attack bonus +11] ⚔️ {PH2}

Vatic Gaze: Detect magic at will, use Sense Motive to determine foe’s highest-level spell. [Arcane caster level 9th] {PH2}

Versatile Unarmed Strike: Deal bludgeoning, piercing, or slashing damage with unarmed strikes. [Improved Unarmed Strike] ⚔️ {PH2}

Vexing Flanker: +4 on attacks when flanking. [Combat Reflexes] ⚔️ {PH2}

Adaptable Flanker: Flank chosen foe from adjacent square. [Combat Reflexes, Vexing Flanker, base attack bonus +4] ⚔️ {PH2}

Wanderer’s Diplomacy: Gain special social abilities. [Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive] {PH2}

Water Splitting Stone: +4 bonus on damage when striking foe that has DR. [Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +9] ⚔️ {PH2}

Ceremony Feats

Ritual Blessing: Gain warding rituals. [Good alignment, Knowledge (religion) 4 ranks] 🙌 {PH2}

Ritual Blood Bonds: Gain toughening rituals. [Orc or half-orc, Knowledge (religion) 4 ranks] 🙌 {PH2}

Combat Form Feats

Combat Focus: Enter meditative state to gain +2 bonus on Will saves. [Wis 13] 🤺⚔️ {PH2}

Combat Stability: +4 against bull rush, disarm, grapple, overrun, and trip. [Wis 13, Combat Focus, base attack bonus +3] 🤺⚔️ {PH2}

Combat Defense: Change target of Dodge feat as immediate action. [Dex 13, Wis 13, Combat Focus, Dodge, base attack bonus +6] 🤺⚔️ {PH2}

Combat Vigor: While in focus, gain fast healing 2. [Wis 13, Combat Focus, base attack bonus +9] 🤺⚔️ {PH2}

Combat Awareness: Learn hit point totals of all adjacent creatures. [Wis 13, Blind-Fight, Combat Focus, base attack bonus +12] 🤺⚔️ {PH2}

Combat Strike: Expend combat focus to gain bonus on attacks and damage. [Wis 13, Combat Focus, any two other combat form feats, base attack bonus +15] 🤺⚔️ {PH2}

Divine Feats

Divine Armor: Expend turn/rebuke attempt to gain DR 5/—. [Divine caster level 5th, ability to turn or rebuke undead] 🙏 {PH2}

Divine Fortune: Expend turn/rebuke attempt for +4 bonus on next save. [Divine caster level 5th, ability to turn or rebuke undead] 🙏 {PH2}

Divine Justice: Expend turn/rebuke attempt, choose foe, deal your damage or his. [Ability to turn or rebuke undead] 🙏 {PH2}

Divine Ward: Increase range of spells from touch to short for ally. [Ability to turn or rebuke undead] 🙏 {PH2}

Profane Aura: Create mist that grants concealment, +2 AC for undead. [Divine caster level 9th, ability to rebuke undead] 🙏 {PH2}

Sacred Healing: Expend turn/rebuke attempt to gain DR 5/—. [Divine caster level 5th, ability to turn or rebuke undead] 🙏 {PH2}

Sacred Purification: Expend turn attempt for bonus on healing attempts. [Divine caster level 5th, ability to turn undead] 🙏 {PH2}

Sacred Radiance: Expend turn attempt attempt to create radius of light that soothes allies, hampers undead. [Divine caster level 5th, ability to turn undead] 🙏 {PH2}

Heritage Feats

Celestial Sorcerer Heritage: Gain bonus spell and a bonus on saves against electricity and petrification. [Sorcerer level 1st] ☯️ {PH2}

Celestial Sorcerer Aura: Expend spell slot to create righteous aura. [Celestial Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Celestial Sorcerer Lance: Expend spell slot to create energy bolt that harms evil creatures. [Celestial Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Celestial Sorcerer Wings: Expend spell slot to fly for short period of time. [Celestial Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Celestial Sorcerer Lore: Add magic circle against evil, tongues, teleport to list of spells known. [Celestial Sorcerer Heritage, any two other celestial sorcerer heritage feats, sorcerer level 1st] ☯️ {PH2}

Infernal Sorcerer Heritage: Gain bonus against fire and poison, +2 caster level with conjuration (summoning). [Sorcerer level 1st] ☯️ {PH2}

Infernal Sorcerer Eyes: Expend spell slot to see in darkness. [Infernal Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Infernal Sorcerer Howl: Expend spell slot to create cone of sonic energy. [Infernal Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Infernal Sorcerer Resistance: Gain acid and cold resistance. [Infernal Sorcerer Heritage, sorcerer level 1st] ☯️ {PH2}

Metamagic Feats

Blistering Spell: Fire spells cause –⁠2 penalty for 1 turn on failed save. [None] 🪄 {PH2}

Earthbound Spell: Cast spell into ground as a trap. [None] 🪄 {PH2}

Flash Frost Spell: Cold spells coat area of effect with slippery ice. [None] 🪄 {PH2}

Imbued Summoning: Summoned creature arrives with beneficial spell. [Augment Summoning, Spell Focus (conjuration)] 🪄 {PH2}

Smiting Spell: Place touch spell in weapon. [Base attack bonus +1, caster level 1st] 🪄 {PH2}

Tactical Feats

Blood-Spiked Charger: Gain armor and shield spike maneuvers. [Str 13, proficiency with armor spikes and shield spikes, Power Attack, Weapon Focus (armor spikes), Weapon Focus (shield spikes), base attack bonus +6] ⚔️🪖 {PH2}

Combat Cloak Expert: Gain cloak maneuvers. [Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6] ⚔️🪖 {PH2}

Combat Panache: Gain charismatic combat maneuvers. [Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks] ⚔️🪖 {PH2}

Einhander: Gain one-handed weapon combat maneuvers. [Tumble 6 ranks, base attack bonus +6] ⚔️🪖 {PH2}

Mad Alchemist: Gain thrown item combat maneuvers. [Grenadier, Craft (alchemy) 6 ranks] 🪖 {PH2}

Shadow Striker: Gain stealthy combat maneuvers. [Hide 12 ranks, Move Silently 12 ranks] ⚔️🪖 {PH2}

Monster Manual IV

Clinging Breath: Breath deals extra damage 1 round later. [Con 13, breath weapon with recharge time expressed in rounds] 🔥 {MM4, deprecates Dr version}

Lingering Breath: Breath remains as cloud for 1 round. [Con 15, breath weapon with recharge time expressed in rounds, Clinging Breath] 🔥 {MM4, deprecates Dr version}

Dragon Magic

Ceremony Feats

Armor of Scales: Grant natural AC bonus to allies. [Dragonblood subtype, Knowledge (religion) 4 ranks] 🙌 {DrM}

Heart of Dragons: Imbue allies with draconic power. [Dragonblood subtype, draconic feat, Knowledge (religion) 3 ranks] 🙌 {DrM}

Slayer of Dragons: Protect allies against dragon attacks. [Knowledge (religion) 4 ranks, no dragonblood subtype, no draconic feats] 🙌 {DrM}

Words of Draconic Power: Enhance allies’ language-based abilities. [Knowledge (religion) 4 ranks, Speak Language (Draconic)] 🙌 {DrM}

Divine Feats

Dragonfire Channeling: Spend turn/rebuke attempt to create cone of sacred fire. [Cha 11, dragonblood subtype, ability to turn/rebuke undead or elementals] 🙏 {DrM}

Draconic Feats

Draconic Heritage: Gain dragonblood subtype, class skills, bonuses on saves. [Sorcerer level 1st] 🐲 {DrM and CA; deprecated by RoDr}

Black Dragon Lineage: Convert arcane spell slot into poisonous touch. [Draconic Heritage (black), sorcerer 3rd] 🐲 {DrM}

Blue Dragon Lineage: Convert arcane spell slot into orbs of lightning. [Draconic Heritage (blue), sorcerer level 3rd] 🐲 {DrM}

Brass Dragon Lineage: Convert arcane spell slot into sleep effect. [Draconic Heritage (brass), sorcerer level 3rd] 🐲 {DrM}

Bronze Dragon Lineage: Spend arcane spell slot to repel enemies. [Draconic Heritage (bronze), sorcerer level 3rd] 🐲 {DrM}

Copper Dragon Lineage: Convert arcane spell slot into slow burst. [Draconic Heritage (copper), sorcerer level 3rd] 🐲 {DrM}

Draconic Armor: Gain DR/magic when you cast arcane spells. [Draconic Heritage, sorcerer level 1st] 🐲 {DrM}

Draconic Knowledge: Gain bonus on Knowledge skills; treat as class skills. [Draconic Heritage, sorcerer level 1st] 🐲 {DrM}

Draconic Vigor: Heal damage when you cast arcane spells. [Draconic Heritage, sorcerer level 1st] 🐲 {DrM}

Gold Dragon Lineage: Convert arcane spell slot into bonus on allies’ saves. [Draconic Heritage (gold), sorcerer level 3rd] 🐲 {DrM}

Green Dragon Lineage: Spend arcane spell slot to impose penalty on foe’s next Will save. [Draconic Heritage (green), sorcerer level 3rd] 🐲 {DrM}

Red Dragon Lineage: Convert arcane spell slot into cone of lingering fire. [Draconic Heritage (red), sorcerer level 3rd] 🐲 {DrM}

Silver Dragon Lineage: Spend arcane spell slot to paralyze adjacent foes. [Draconic Heritage (silver), sorcerer level 3rd] 🐲 {DrM}

White Dragon Lineage: Spend arcane spell slot to gain temporary hit points and resistance to cold. [Draconic Heritage (white), sorcerer level 3rd] 🐲 {DrM}

Draconic Senses: Gain keen senses similar to a dragon’s. [Cha 11, dragonblood subtype] 🐲 {DrM}

Dragonfire Assault: Deal extra damage from Power Attack as fire damage. [Str 13, Cha 11, dragonblood subtype, Power Attack] 🐲 {DrM}

Dragonfire Channeling: Spend turn/rebuke attempt to create cone of sacred fire. [Cha 11, dragonblood subtype, ability to turn/rebuke undead or elementals] 🙏🐲 {DrM}

Dragonfire Inspiration: Add fire damage to your allies’ attacks. [Cha 11, dragonblood subtype, bardic music] 🐲 {DrM}

Dragonfire Strike: Deal extra damage as fire damage. [Cha 11, dragonblood subtype, sneak attack/sudden strike/skirmish] 🐲 {DrM}

General Feats

Double Draconic Aura: Project two draconic auras simultaneously. [Character level 12th, ability to project two draconic auras] {DrM}

Draconic Aura: Draconic aura grants bonus to you and allies within 30 feet. [Character level 3rd] {DrM}

Dragontouched: Gain dragonblood subtype, other minor benefits. [Cha 11] {DrM}

Initiate Feats

Initiate of Aasterinian: Improve cleric skill list and spell list. [Cleric level 3rd, dragonblood subtype, deity Aasterinian] 🌄 {DrM}

Initiate of Astilabor: Improve cleric skill list and spell list. [Cleric level 3rd, dragonblood subtype, deity Astilabor] 🌄 {DrM}

Initiate of Bahamut: Smite evil, improve cleric spell list. [Cleric level 3rd, dragonblood subtype, deity Bahamut] 🌄 {DrM}

Initiate of Falazure: Enhance inflict wounds, improve cleric spell list. [Cleric level 3rd, dragonblood subtype, deity Falazure] 🌄 {DrM}

Initiate of Garyx: Empower fire spell, improve cleric spell list. [Cleric level 5th, dragonblood subtype, deity Garyx] 🌄 {DrM}

Initiate of Hlal: Gain bonus on Escape Artist and grapple checks, gain extra bardic music, improve cleric spell list. [Cleric level 5th, dragonblood subtype, deity Hlal] 🌄 {DrM}

Initiate of Io: Gain save bonus against dragonblooded effects, improve cleric spell list. [Cleric level 3rd, dragonblood subtype, deity Io] 🌄 {DrM}

Initiate of Lendys: Improve cleric skill list and spell list. [Cleric level 3rd, dragonblood subtype, deity Lendys] 🌄 {DrM}

Initiate of Tamara: Enhance cure wounds, improve cleric spell list. [Cleric level 3rd, dragonblood subtype, deity Tamara] 🌄 {DrM}

Initiate of Tiamat: Deal extra damage to fearful foes, improve cleric spell list. [Cleric level 5th, dragonblood subtype, deity Tiamat] 🌄 {DrM}

Complete Mage

General Feats

Alacritous Cogitation: Spontaneously fill open slot with known spell. [Must prepare arcane spells] {CM}

Captivating Melody: Expend bardic music to increase the save DC of an enchantment or illusion spell. [Bardic music, ability to cast arcane spells] 🎵 {CM CA}

Cloudy Conjuration: Conjurations accompanied by a cloud of sickening smoke. [Spell Focus (conjuration) or conjurer level 1st] {CM}

Dazzling Illusion: Enemies within 30 feet dazzled when casting illusion spells. [Spell Focus (illusion) or illusionist level 1st] {CM}

Defending Spirit: Gain an initiative reroll, +2 dodge bonus to AC after reroll. [Watchful spirit class feature] {CM}

Delay Potion: Delay the benefit of a potion to activate it later as a swift action. [Knowledge (arcana) 1 rank] {CM}

Elemental Adept: Cast a spell from your chosen element spontaneously. [Elemental mastery class feature] {CM}

Energy Abjuration: Gain energy resistance when casting abjuration spell. [Spell Focus (abjuration) or abjurer level 1st] {CM}

Favored Magic Foe: Magic is more effective against a particular creature type. [Knowledge (in appropriate specialty) 6 ranks or favored enemy class feature] {CM}

Fearsome Necromancy: Necromancy spells leave foes shaken. [Spell Focus (necromancy) or necromancer level 1st] {CM}

Hasty Spirit: Gain an initiative reroll, extra move action after using reroll. [Watchful spirit class feature] {CM}

Insightful Divination: Gain bonus on initiative, save when casting divination spell. [Spell Focus (divination) or diviner level 1st] {CM}

Magic Device Attunement: Attune to item to avoid making Use Magic Device checks. [Use Magic Device 1 rank] {CM}

Master of Undeath: Control one additional undead that you create. [Knowledge (religion) 5 ranks] {CM}

Melodic Casting: Use Perform in place of Concentration, cast spells while using bardic music. [Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature] {CM}

Metamagic School Focus: Reduce the cost of adding metamagic feats to spells of a chosen school of magic. [Spell Focus (chosen school) or specialist wizard] {CM}

Metamagic Spell Trigger: Use metamagic feats with spell trigger items. [Any metamagic feat, Use Magic Device or Spellcraft 15 ranks] {CM}

Piercing Evocation: 10 points of energy damage from evocation spells becomes untyped damage. [Spell Focus (evocation) or evoker level 1st] {CM}

Ranged Recall: Reroll missed spell or spell-like ranged attack at –⁠5 penalty. [Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell)] {CM}

Rapid Metamagic: Apply metamagic feats without increasing casting time. [Spellcraft 12 ranks, ability to spontaneously cast spells] {CM}

Somatic Weaponry: Cast spells with somatic components while hands are full. [Concentration 5 ranks, Spellcraft 5 ranks] {CM}

Toughening Transmutation: Grant temporary DR when casting a transmutation spell. [Spell Focus (transmutation) or transmuter level 1st] {CM}

Unsettling Enchantment: Enchantment spells hinder foe’s attacks and defense. [Spell Focus (enchantment) or enchanter level 1st] {CM}

Vengeful Spirit: Gain initiative reroll, foe takes half damage dealt you. [Watchful spirit class feature] {CM}

Heritage Feats

Fey Heritage: +3 bonus on Will saves against enchantments. [Nonlawful alignment] ☯️ {CM}

Fey Legacy: Gain spell-like abilities. [Nonlawful alignment, Fey Heritage, character level 9th] ☯️ {CM}

Fey Power: +1 to CL and save DC on enchantment spells, invocations. [Nonlawful alignment, Fey Heritage] ☯️ {CM}

Fey Presence: Gain spell-like abilities. [Nonlawful alignment, Fey Heritage, character level 6th] ☯️ {CM}

Fey Skin: Gain DR/cold iron. [Nonlawful alignment, Fey Heritage] ☯️ {CM}

Fiendish Heritage: Gain bonus to saves against poison, spells by good creatures. [Non-good alignment] ☯️ {CM}

Fiendish Legacy: Gain spell-like abilities. [Non-good alignment, Fiendish Heritage, character level 9th] ☯️ {CM}

Fiendish Power: +1 to CL and save DC on evil spells and invocations. [Non-good alignment, Fiendish Heritage] ☯️ {CM}

Fiendish Presence: Gain spell-like abilities. [Non-good alignment, Fiendish Heritage, character level 6th] ☯️ {CM}

Fiendish Resistance: Gain acid and fire resistance . [Non-good alignment, Fiendish Heritage] ☯️ {CM}

Metamagic Feats

Retributive Spell: Affect an attacker with a spell when struck by a melee attack. [None] 🪄 {CM}

Reserve Feats

Acidic Splatter: Create orb of acid 1d6 damage/spell level, +1 CL on acid spells. [Ability to cast 2nd-level spells]

Aquatic Breath: Breathe normally in air or water, +1 CL on water spells. [Ability to cast 3rd-level spells] 📥 {CM}

Blade of Force: Surround a weapon in force, +1 CL on force spells. [Ability to cast 3rd-level spells] 📥 {CM}

Borne Aloft: Fly 30 feet once per round, +1 CL on air spells. [Ability to cast 5th-level spells] 📥 {CM}

Clap of Thunder: Touch attack does 1d6 damage/spell level and bestows deafness, +1 CL on sonic spells. [Ability to cast 3rd-level spells] 📥 {CM}

Clutch of Earth: Impede creature’s movement, +1 CL on earth spells. [Ability to cast 2nd-level spells] 📥 {CM}

Dimensional Jaunt: Teleport 5 feet/spell level, +1 CL on teleportation spells. [Ability to cast 4th-level spells] 📥 {CM}

Dimensional Reach: Summon a small item, +1 CL on summoning spells. [Ability to cast 3rd-level spells] 📥 {CM}

Drowning Glance: Exhaust an air-breathing foe, +1 CL on water spells. [Ability to cast 4th-level spells] 📥 {CM}

Face-Changer: Alter your appearance, +1 CL on glamer spells. [Ability to cast 3rd-level spells] 📥 {CM}

Fiery Burst: Create fire burst 1d6 damage/spell level, +1 CL on fire spells. [Ability to cast 2nd-level spells] 📥 {CM}

Hurricane Breath: Bull rush foes from a distance, +1 CL on air spells. [Ability to cast 2nd-level spells] 📥 {CM}

Invisible Needle: Create force dart 1d4 damage/spell level, +1 CL on force spells. [Ability to cast 3rd-level spells] 📥 {CM}

Magic Disruption: Reduce effect of enemy spellcasting, +1 CL on abjuration spells. [Ability to cast 3rd-level spells] 📥 {CM}

Magic Sensitive: Detect magic instinctively, +1 CL on divination spells. [Ability to cast 3rd-level spells] 📥 {CM}

Minor Shapeshift: Grant physical benefit, +1 CL on polymorph spells. [Ability to cast 4th-level spells] 📥 {CM}

Mystic Backlash: Target’s spells damage self, +1 CL on abjuration spells. [Ability to cast 5th-level spells] 📥 {CM}

Shadow Veil: Obscure a target’s sight, +1 CL on darkness spells. [Ability to cast 2nd-level spells] 📥 {CM}

Sickening Grasp: Sicken a target with a touch, +1 CL on necromancy spells. [Ability to cast 3rd-level spells] 📥 {CM}

Storm Bolt: Create line of electricity 1d6 damage/spell level, +1 CL on electricity spells. [Ability to cast 3rd-level spells] 📥 {CM}

Summon Elemental: Summon elemental, +1 CL on summoning spells. [Ability to cast 4th-level spells] 📥 {CM}

Sunlight Eyes: See in darkness 10 feet/spell level, +1 CL on light spells. [Ability to cast 2nd-level spells] 📥 {CM}

Touch of Distraction: Impose –⁠2 penalty on target's attack or Reflex save, +1 CL on enchantment spells. [Ability to cast 3rd-level spells] 📥 {CM}

Wind-Guided Arrows: Apply modifier to ranged weapon attack, +1 CL on air spells. [Ability to cast 3rd-level spells] 📥 {CM}

Winter’s Blast: Create cold cone 1d4 damage/spell level, +1 CL on cold spells. [Ability to cast 2nd-level spells] 📥 {CM}

Tactical Feats

Battlecaster Defense: Gain benefits when casting spells defensively. [Combat Casting, base attack bonus +1, CL 1st] 🪖 {CM}

Battlecaster Offense: Gain benefits when mixing melee combat and spellcasting. [Combat Casting or warmage edge, base attack bonus +1, Spellcraft 4 ranks] 🪖 {CM}

Energy Gestalt: Gain benefits when casting energy-based spells in succession. [Spell Focus (evocation), CL 3rd] 🪖 {CM}

Metamagic Vigor: Gain benefits when casting metamagic-enhanced spells in succession. [Two or more metamagic feats] 🪖 {CM}

Residual Magic: Apply magical effects in consecutive rounds. [Spellcraft 12 ranks, any metamagic feat] 🪖 {CM}

Cityscape

General Feats

Efficient Defender: +1 AC in light or medium armor, –⁠1 armor check penalty. [Armor Proficiency (heavy)] ⚔️ {Ci}

Extra Contacts: Increase your maximum number of contacts by 4. [Cha 11] {Ci}

Favored: You gain benefits to organization-related skills, as well as organization-specific advantages. [Membership in guild, organization, or church] {Ci}

Primary Contact: Gain +1 bonus on one skill, and double the frequency of favors with one contact. [Favored] {Ci}

Special Dispensation: You can carry and wear items banned by the local authorities. [Favored] {Ci}

Strong Stomach: Reduce nauseated and sickened conditions by one step. [Con 13, Endurance] {Ci}

Swift Tumbler: Tumble at (½ speed + 10) ft. [Tumble 7 ranks] {Ci}

Urban Tracking: Use Gather Information to track down missing or wanted persons. [None] {Ci}

Metamagic Feats

City Magic: Only half of damage from energy-based spells comes from energy. [Caster level 3rd] 🪄 {Ci}

Deceptive Spell: Disguise spell origin. [None] 🪄 {Ci}

Invisible Spell: Make spell effects invisible. [Any metamagic feat] 🪄 {Ci}

Sculpt Spell: Alter spell’s area. [Any metamagic feat] 🪄 {Ci; same as CA}

Tactical Feats

Roofwalker: Gain move, skill, and AC bonuses on rooftops. [Balance 5 ranks, Jump 5 ranks, Dodge, Mobility] 🪖 {Ci}

Roof-Jumper: Gain attack and move bonuses when jumping downward. [Balance 7 ranks, Jump 7 ranks, Dodge, Mobility, Roofwalker] 🪖 {Ci}

Complete Scoundrel

General Feats

Ascetic Stalker: Monk and ninja levels stack for unarmed strike damage and ki pool. [Ki power, ki strike (magic)] ⚔️ {CS}

Cool Head: Learn two mental skill tricks and increase skill trick limit by one. [Any two mental skill tricks] {CS}

Daredevil Athlete: Gain +5 competence bonus on physical skill check 3/day. [None] {CS}

Daring Outlaw: Rogue and swashbuckler levels stack for grace, dodge bonus, and sneak attack. [Grace +1, sneak attack +2d6] {CS}

Daring Warrior: Fighter and swashbuckler levels stack for grace, dodge bonus, and feats. [Grace +1, Weapon Specialization] ⚔️ {CS}

Deadly Defense: +1d6 damage with light weapons when fighting defensively. [None] ⚔️ {CS}

Expanded Ki Pool: Gain three extra uses of your ki power. [Ki power] {CS}

Enduring Ki: Spend extra use of ki to add 1 round to duration. [Ki power] {CS}

Freerunner: Learn two movement skill tricks, increase skill trick limit by one. [Any two movement skill tricks] {CS}

Improved Familiar: Gain better familiar. [Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level] {CS}

Improved Skirmish: Move 20 feet to gain +2d6 points of damage, +2 AC. [Skirmish +2d6/+1 AC] 🏹 {CS}

Martial Stalker: Fighter and ninja levels stack for ki pool, AC bonus, and feats. [Proficiency with all martial weapons, ki power] ⚔️ {CS}

Master Spellthief: Spellthief and arcane spellcaster levels stack for steal spell and arcane caster level; cast arcane spells in light armor. [Ability to cast 2nd-level arcane spells, steal spell] {CS}

Poison Expert: Your poisons’ save DC is 1 higher. [Poison use, Craft (poisonmaking) 8 ranks] {CS}

Poison Master: Your poisons deal +1 damage/die. [Poison use, Craft (poisonmaking) 8 ranks, Poison Expert] {CS}

Psithief: Steal power points instead of spells; gain new class skills. [Manifester level 1st, steal spell] {CS}

Savvy Rogue: Your rogue special abilities improve. [Rogue level 10th] {CS}

Sure Hand: Learn two manipulation skill tricks and increase skill trick limit by one. [Any two manipulation skill tricks] {CS}

Sweet Talker: Learn two interaction skill tricks, increase skill trick limit by one. [Any two interaction skill tricks] {CS}

Swift Ambusher: Rogue and scout levels stack for skirmish bonuses. [Skirmish +1d6/+1 AC, sneak attack +1d6] 🏹 {CS}

Swift Hunter: Ranger and scout levels stack for skirmish bonuses, favored enemies. [Favored enemy, skirmish +1d6/+1 AC] 🏹 {CS}

Ambush Feats

Concussion Attack: Trade 2d6 sneak attack damage to apply –⁠2 penalty to opponent’s Int checks and Wis checks. [Sneak attack +3d6] 🗡️ {CS}

Deafening Strike: Trade 3d6 sneak attack damage to deafen target for 3 rounds. [Sneak attack +4d6] 🗡️ {CS}

Disemboweling Strike: Trade 4d6 sneak attack damage to deal 1d4 Con damage. [Sneak attack +5d6, Weapon Focus (any slashing)] 🗡️ {CS}

Eldritch Erosion: Trade 3d6 sneak attack damage to reduce SR/PR by 5. [Sneak attack +4d6, Knowledge (arcana) 1 rank] 🗡️ {CS}

Head Shot: Trade 5d6 sneak attack damage to confuse target for 1 round. [Sneak attack +6d6, Weapon Focus (any bludgeoning)] 🗡️ {CS}

Impeding Attack: Trade 3d6 sneak attack damage to apply –⁠2 penalty to opponent’s Str checks and Dex checks. [Sneak attack +4d6] 🗡️ {CS}

Merciful Strike: Trade 1d6 sneak attack damage to deal nonlethal damage. [Sneak attack +2d6] 🗡️ {CS}

Mind Drain: Trade 1d6 sneak attack damage to drain power points. [Power point reserve, sneak attack +2d6] 🗡️ {CS}

Persistent Attacker: Trade 4d6 sneak attack damage to allow sneak attack in next round. [Sneak attack +5d6] 🗡️ {CS}

Throat Punch: Trade 2d6 sneak attack damage to hinder target’s speech for 3 rounds. [Improved Unarmed Strike, sneak attack +3d6] 🗡️ {CS}

Bardic Music Feats

Chant of the Long Road: Bardic music allows allies to move overland more quickly. [Bardic music, Perform 6 ranks] 🎵 {CS}

Chord of Distraction: Bardic music renders target flat-footed against one ally. [Bardic music, Perform 9 ranks] 🎵 {CS}

Epic of the Lost King: Bardic music removes fatigue and exhaustion. [Bardic music, Perform 6 ranks] 🎵 {CS}

Sound of Silence: Bardic music deafens a target. [Bardic music, Perform 9 ranks] 🎵 {CS}

Warning Shout: Bardic music grants evasion, +5 morale bonus on next Reflex save. [Bardic music, Perform 9 ranks, evasion] 🎵 {CS}

Luck Feats

Advantageous Avoidance: Expend luck reroll to force foe to reroll critical threat confirmation, or three luck rerolls to force foe to reroll attack. [Character level 3rd, any luck feat] 🍀 {CS}

Better Lucky than Good: Expend luck reroll to treat natural 1 on attack as natural 20 instead. [Character level 6th, any two luck feats] 🍀 {CS}

Dumb Luck: Expend luck reroll to treat natural 1 on save as natural 20 instead. [Character level 6th, any two luck feats] 🍀 {CS}

Fortuitous Strike: Expend luck reroll to reroll attack, or two luck rerolls to reroll damage. [Character level 6th, any luck feat] 🍀 {CS}

Good Karma: Expend luck reroll to redirect attack against ally to you. [Character level 3rd] 🍀 {CS}

Healer’s Luck: Reroll amount cured by healing spell. [None] 🍀 {CS}

Lucky Break: Reroll Strength check to break item or burst door. [None] 🍀 {CS}

Lucky Catch: Reroll Balance, Climb, or Jump check. [None] 🍀 {CS}

Lucky Fingers: Reroll Disable Device, Open Lock, or Sleight of Hand check. [None] 🍀 {CS}

Lucky Start: Reroll initiative check. [None] 🍀 {CS}

Magical Fortune: Expend luck reroll to reroll damage dealt by spell, or two luck rerolls to reroll caster level check. [Caster level 3rd, any luck feat] 🍀 {CS}

Make Your Own Luck: Reroll a skill check. [Character level 6th, any luck feat] 🍀 {CS}

Miser’s Fortune: Your items get +5 bonus on saves; expend luck reroll to force foe to reroll a sunder attack or Str check to damage nearby object. [None] 🍀 {CS}

Psychic Luck: Expend luck reroll to reroll damage dealt by power, or two luck rerolls to reroll manifester level check. [Manifester level 3rd, any luck feat] 🍀 {CS}

Sly Fortune: Reroll Hide, Move Silently, or Tumble check. [None] 🍀 {CS}

Survivor’s Luck: Reroll a saving throw. [Character level 9th, any luck feat] 🍀 {CS}

Tempting Fate: Reroll stabilization check, expend luck reroll to avoid being killed. [Character level 6th, any luck feat] 🍀 {CS}

Third Time’s the Charm: Reroll again with Luck domain granted power. [Character level 3rd, any luck feat, Luck domain] 🍀 {CS}

Unbelievable Luck: Gain two luck rerolls and +2 luck bonus on worst save. [Any luck feat] 🍀 {CS}

Victor’s Luck: Reroll critical threat confirmation. [None] 🍀 {CS}

Complete Champion

General Feats

Battle Blessing: Cast paladin spells more quickly. [Ability to cast paladin spells] {CC}

Spontaneous Domains: Leave your domain spell slots open to be filled at need. [Ability to cast 3rd-level spells; access to two or more domains] {CC}

Swift Call: Call special mount as a swift action. [Special mount class feature] {CC}

Divine Feats

Retrieve Spell: Spend turn/rebuke attempts to regain a previously cast spell. [Any two divine feats, ability to turn or rebuke undead] 🙏 {CC}

Spiritual Counter: Spend turn/rebuke attempts to counterspell. [Any other divine feat, ability to turn or rebuke undead] 🙏 {CC}

Domain Feats

Air Devotion: Gain bonus to AC; ranged attacks have a 50% miss chance against you. [None] 🔵📆 {CC}

Animal Devotion: Gain bonuses based on animal influence chosen. [None] 🔵📆 {CC}

Chaos Devotion: Gain bonus on attack rolls or to AC (randomly determined) for 1 minute. [None] 🔵📆 {CC}

Death Devotion: Cause one weapon to bestow negative levels. [None] 🔵📆 {CC}

Destruction Devotion: Reduce enemy’s armor or natural armor bonus for 1 minute. [None] 🔵📆 {CC}

Earth Devotion: Move freely through difficult terrain or create difficult terrain. [None] 🔵📆 {CC}

Evil Devotion: Grant yourself and allies within 30 feet DR/good for 1 minute. [None] 🔵📆 {CC}

Fire Devotion: Appear to be on fire, deal extra fire damage with melee attacks. [None] 🔵📆 {CC}

Good Devotion: Grant yourself and allies within 30 feet DR/evil for 1 minute. [None] 🔵📆 {CC}

Healing Devotion: Gain or grant fast healing for 1 minute. [None] 🔵📆 {CC}

Knowledge Devotion: Gain bonuses on attack rolls and damage rolls against specific creature types based on your knowledge of them. [None] 🔵📆 {CC}

Law Devotion: Gain bonus on attack rolls or to AC until your next action. [None] 🔵📆 {CC}

Luck Devotion: Improve damage roll to average result. [None] 🔵📆 {CC}

Magic Devotion: Make a ranged touch attack that deals 1d6 damage/two character levels. [None] 🔵📆 {CC}

Plant Devotion: Gain +2 bonus to natural armor and fortification effect based on character level. [None] 🔵📆 {CC}

Protection Devotion: Create 30-ft.-radius protective aura centered on yourself. [None] 🔵📆 {CC}

Strength Devotion: Gain adamantine slam attack and the ability to overcome hardness with melee attacks. [None] 🔵📆 {CC}

Sun Devotion: Cause your melee weapon to glow and deal extra sacred/profane damage. [None] 🔵📆 {CC}

Travel Devotion: Move your speed as a swift action. [None] 🔵📆 {CC}

Trickery Devotion: Create a simulacrum of yourself that can perform certain actions based on your level. [None] 🔵📆 {CC}

War Devotion: Improve your ability to fight defensively. [None] 🔵📆 {CC}

Water Devotion: Summon a water elemental with HD based on your character level. [None] 🔵📆 {CC}

Metamagic Feats

Imbued Healing: Provide beneficial carrier effects with healing spells. [Ability to cast conjuration (healing) spells, access to one or more domains] 🪄 {CC}

Reserve Feats

Charnel Miasma: Force enemies to make Will saves or become fearful. [Access to the Death domain] 📥 {CC}

Fragile Construct: Reduce object’s hardness or construct’s DR. [Access to the Destruction domain] 📥 {CC}

Holy Warrior: Gain bonus on weapon damage rolls. [Ability to cast 4th-level spells, access to the War domain] 📥 {CC}

Mitigate Suffering: Temporarily restore ability damage. [Ability to cast 2nd-level spells] 📥 {CC}

Protective Ward: Grant bonus to AC to yourself or an ally within 30 ft.. [Access to the Protection domain] 📥 {CC}

Touch of Healing: Heal 3 points of damage per level of the highest-level healing spell you have available to cast. [Ability to cast 2nd-level spells] 📥 {CC}

Umbral Shroud: Impose a miss chance on your enemies’ attacks. [Ability to cast 3rd-level spells] 📥 {CC}

Tactical Feats

Awesome Smite: Gain various maneuvers you can combine with smite attacks. [Power Attack, base attack bonus +6, smite ability] 🪖 {CC}

Bestial Charge: Gain various maneuvers you can combine with wild shape. [Base attack bonus +4, wild shape class feature] 🪖 {CC}

Holy Potency: Gain various maneuvers to manipulate positive or negative energy. [Base attack bonus +4, ability to spontaneously cast cure or inflict spells, ability to turn or rebuke undead] 🪖 {CC}

Wild Feats

Elemental Essence: Deal energy damage with your attacks and gain resistance to that type of energy for 1 minute. [Any other wild feat, wild shape class feature] 🐻 {CC}

Great and Small: Grow or shrink one size category. [Wild shape class feature, ability to assume the form of a Large creature using wild shape] 🐻 {CC}

Swift Wild Shape: Use wild shape as a swift action. [Dex 13, Fast Wild Shape, wild shape class feature] 🐻 {CC}

Venom’s Gift: Imbue your natural attacks with poison for 1 round/level. [Two other wild feats, wild shape class feature, ability to assume plant form using wild shape] 🐻 {CC}