Feats
Here are some Original feats! As 3rd Edition is still new, I will be adding more feats as they are submitted. If you have any ORIGINAL feats that you would like to share, please submit them and I will post them A.S.A.P.!
Weapon Hurling [General] (Created & Submitted by Tom
Gallagher)
You can throw weapons at your enemies.
Prerequisites: Str 13+, Dex 13+, Base attack bonus of +4 or higher.
Benefit: You can throw all melee weapons of your size category or smaller with no attack
penalty. All weapons have a range increment of 20 ft. Anything outside this range is
subject to normal range penalties.
Normal: See normal improvised thrown weapons rule in PHB page 97.
Great Weapon Hurling [General] (Created & Submitted by Tom
Gallagher)
You can throw weapons at your enemies will great skill.
Prerequisites: Str 13+, Dex 13+, Base attack bonus of +4 or higher, Weapon Hurling.
Benefit: As Weapon Hurling, except can throw melee weapons of one step larger your size
category with no attack penalty. You also get a +1 bonus to damage per 3 levels.
Normal: See normal improvised thrown weapons rule in PHB page 97.
Improved Healing [General] (Created & Submitted by Tom
Gallagher)
You are exceptional good at healing.
Benefit: You can add your wisdom modifier x spell level to healing rolls.
Shield Specialization [General] (Created & Submitted by Tom
Gallagher)
You are especially good with shields.
Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties
or lose your shields AC bonus when using shield bash attacks.
Normal: See shield bash attacks in PHB page 106.
Armored Casting [General] (Created & Submitted by Tom
Gallagher)
You are especially good casting in Armor.
Prerequisites: Dex 13+, Armor Proficiency.
Benefit: Arcane failure chances from wearing armor are halved.
| You deflect melee attacks directed at you. |
| Prerequisites: Proficient with weapon, base attack bonus +1 or higher. |
| Benefit: Once per round, after it has been determined that a melee attack has struck you, you may attempt to parry it. You roll your attack score, with the weapon in hand, against your opponent's attack score. If your roll is equal to or higher than your opponent's result, you succeed in blocking the attack and suffer no damage. To use this ability, you must be aware of the attack and not flat-footed. A parry is a free action. The difference in size between your weapon and your opponent's weapon affects the success of your roll. For each size step your weapon is smaller than your opponent's, you suffer a -2 penalty |
| Improved Precise Shot [General] (Created & Submitted by Tom Gallagher) |
| You are an expert in ranged attacks. |
| Prerequisites: Dex 13+, Precise Shot. |
| Benefit: Your precision with ranged weapons grants a +2 bonus to attack and damage rolls. |
| Weapon Deflect Arrows [General] (Created & Submitted by Tom Gallagher) |
| You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons |
| Prerequisites: Dex 13+, Weapon Focus. |
| Benefit: You must be using a weapon in which you have the Weapon Focus feat to use this feat. Once per round when you would
normally be hit with a ranged weapon, you may make a Reflex saving throw against
a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases
by that amount, and if your weapon has a magical bonus to attack, the DC
decreases by that amount). If you succeed, you deflect the weapon. You must be
aware of the attack and not flat-footed. Attempting to deflect a ranged weapon
doesn't count as an action. Exceptional ranged weapons, such as boulders hurled
by giants or Melf's acid arrow, can't be deflected.
|
SHIELD FOCUS [General]
You are very adept at fighting with a shield in your off hand.
Prerequisites: Shield proficiency
Bonus: You gain an additional +1 shield bonus to your armour class against a single opponent. You may change which opponent you are defending against on any of your turns as a free action.
STRIKING SCORPION [General]
You are able to catch your opponents off guard by striking 'from the hip.'
Prerequisites: Proficient with selected weapon, Quick Draw, Dex 13+
Bonus: Select a medium sized slashing weapon. If you attack with that weapon the same round you draw it (as a free action), you receive a +2 situational bonus to hit. This may be used while charging, but not while mounted.
CHI STRIKE [General]
Your fists become the vessel of your chi, allowing you to deliver deadly blows not only to an opponent's body, but their very life energy.
Prerequisites: Improved Unarmed Strike, Power Attack, Cha 13+, base attack bonus of 5+
Bonus: Your fists strike as though they were of +1 enchantment. This allows you to harm creatures who normally would not be effected by non-magical weapons. It also allows you to break magical weapons of +1 enchantment. Treat your fists in every way as though they were enchanted as a +1 weapon but do not add the bonus to hit or damage.
IMPROVED CHI STRIKE [General]
Your focused chi has become very strong indeed, young grasshopper.
Prerequisites: Chi Strike, base attack bonus of 10+
Bonus: Your fists now strike as though they had a +2 enchantment.
KICK-UP [General]
You have learned how to get up from being prone very quickly.
Prerequisites: Dex 13+
Bonus: Standing up from a prone position is a free action.
Normal: Standing is normally a move-equivalent action.
REPOSE [General]
You skill is in waiting for your opponent to become clumsy and make a mistake.
Prerequisites: Wis 13+, Combat Reflexes, Expertise, Base attack bonus of +5 or better.
Benefit: When you choose to fight defensively or use the full defence action in melee combat, you may immediately counter a missed attack. Treat your counter attack exactly as an attack of opportunity. You may make only a single counter-attack each round, though you may still take advantage of other attacks of opportunity.
WEAPON MASTERY [General]
You have gone beyond normal skill with the selected weapon, and have gained intimate knowledge of the intricacies of its use.
Prerequisites: Weapon Focus (selected weapon), Weapon Specialization (selected weapon), Expertise, Wis 13+, base attack bonus of 13+.
Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armour class against melee attacks.
TRUE WEAPON MASTERY [General]
There are few, if any others who can claim they have your skill the selected weapon.
Prerequisites: Weapon Mastery (selected weapon), bas attack bonus of 18+
Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armour class against melee attacks. Furthermore, you gain an additional +2 deflection bonus to your armour class when facing an opponent who wields the same weapon as you have mastery so long regardless if you are currently wielding your mastered weapon.
TRANSCEND ARMOUR [General]
Through training and practice, you have learned how to move more adeptly in a certain type of armour.
Prerequisites: Proficient with chosen armour. Str 10+
Benefit: This feat reduces the penalties associated with the type of armour chosen. The maximum Dexterity bonus is increased by one and the armour check penalty is reduced by 1. The arcane spell failure is reduced by 5%.
Special: This feat is applied to the armour chosen (leather, chain shirt, banded, etc.). The character may select the feat multiple times to gain the benefit with different types of armour.
TRUE SPELL MASTERY [Special]
You know a selected spell so innately that you can cast it on the fly without memorizing it.
Prerequisites: Wizard, Spell Mastery (selected spell), Spell Focus (selected spell's school), Int 16+
Bonus: A selected spell can be cast without preparation if a Concentration check (DC 10+spell's level) is successfully made. Casting the spell uses a slot of its level up (one spell from that level, chosen by the player, is removed) and if no slots are left then the mastered spell cannot be cast. The wizard still requires all of the appropriate components to cast the spell. Metamagic feats increase the level of the slot taken up just as though he'd prepared the spell normally. (ie a wizard who has True Mastery of fireball can cast it using the Maximize feat, but it would use up a 6th level spell slot and require him to make a Concentration check DC 16).
Special: This feat can be taken multiple times to attain true mastery over different spells.
TWIN-PARRY [General]
Your skill in wielding two weapons has shown you how to use your off-hand to defend yourself better when you are concentrating on defence.
Prerequisites: Two-Weapon Fighting, Expertise.
Benefit: If acting defensively while wielding two weapons or a double weapon, the character's dodge bonus increases by two. If a character is fighting on the defensive then his bonus increases from +2 to +4. If he is taking the total defence action, his dodge bonus increases from +4 to +6. If a character is using his expertise feat his AC increases by 2 more than it normally would have if he did not have this feat.
Special: These bonuses do not stack with bonuses received for the Tumble skill (see PhB p. 75).
QUICK SWAP [General]
You are skilled at throwing your opponent off by quickly changing your attack handiness mid-melee.
Prerequisites: Ambidexterity, base attack bonus +7 or more.
Benefit: In melee and while using a single weapon, you may swap your weapon to your empty hand as a free action and then make a partial-action attack with a +2 circumstance bonus to hit. You may not receive this bonus on any two consecutive rounds against the same foe (though you may still swap handiness on consecutive rounds).
SNAP ATTACK [General]
You are capable of making quick, accurate, but relatively weak strikes with melee weapons.
Prerequisites: Dex 13+
Benefit: On your action, before making attack rolls for a round, you may choose to subtract from all melee damage rolls and add the same number to all melee attack rolls. This number may not reduce your damage to less than 1. The bonus to attack and penalty to damage apply until your next action.
IMPROVED BLIND-FIGHT [General]
Prerequisites: Blind-Fight, Wis 13+
Benefit: In melee, your miss chance because of concealment is reduced by 10% (see PhB Table 8-10: Concealment, p. 133).
DEFENSIVE REFOCUS [General]
You are good at thinking on your feet in combat and reassessing tactics on the fly.
Prerequisites: Mobility, Wis 13+
Benefit: You may refocus on the defensive, granting you a +2 dodge bonus to AC on the round in which you refocus. On the following round your initiative is set to 20 plus any modifiers you may have (see Refocus in the PhB, p. 134).
SOFT STRIKE [General]
Your great knowledge in the use of a weapon has allowed you to learn to fight non-lethally with it. The skill is in gauging your blows and pulling your punches.
Prerequisites: Weapon Focus with weapon.
Benefit: The usual -4 penalty applied to attackers who wish to deal subdual damage is ignored.
IMPROVED SOFT STRIKE [General]
You are skilled at striking the parts of your foes that will knock them unconscious, but cause little lasting harm.
Prerequisites: Soft Strike, base attack bonus of +5 or higher.
Benefit: You receive a +3 bonus to damage when dealing subdual damage.
HEROIC RIPOSTE [General]
The heart of a hero beats strong in your chest and you are unwilling to let go of life without a fight.
Prerequisites: Cha 13+, Wis 13+
Benefit: Whenever the character is struck down (0 or lower hit points) he is allowed to take a single attack of opportunity against the foe that delivered the blow.
INTUITIVE LEARNING [General]
You can treat any skill as a class skill.
Prerequisites: 12+ in key ability.
Benefit: This feat allows a character to treat any cross-class skill as though it were a class skill.
Special: This feat may be taken more than once.
DEADLY STRIKE [General]
Your prowess at striking vital areas is uncanny.
Prerequisites: Weapon Focus with chosen weapon, Improved Critical, base attack bonus of +8 or higher.
Benefit: When a threat is rolled with a specific weapon, a critical is automatically scored. The character need not make a secondary attack roll.
Special: This can be taken multiple times. Each time it is taken, it applies to a different melee weapon of the player's choosing. This feat may only apply to melee weapons.
ARCANE BLOOD [General]
Your blood carries strong magic in it. Perhaps an ancestor was a great spellcaster, or perhaps there is dragon blood in your family. Whatever the cause, you are capable of using a bit of magic, which comes naturally to you.
Prerequisites: Cha 10+
Benefit: You are capable of learning one 0th level spell and casting it once per day as though you were a 1st level sorcerer.
Special: A character with levels of the sorcerer class may not take this feat. This feat may be taken multiple times in which case the player may select another 0th level spell. This feat can never grant anything beyond 0th level spells. (Note: the spells are cast exactly as though by a 1st level sorcerer, with armour checks made normally.)
IRON SKIN [General]
You are a hard, hard man (or woman).
Prerequisites: Con 15+
Benefit: You have a natural armour class of +1. This is cumulative with any natural armour you may already have. This feat can only be taken once.
PRODIGY [Special]
One school of magic comes very naturally to you. It's concepts and intricacies are as common as simple math to you.
Prerequisites: Wizard, Spell Focus (selected school of magic)
Bonus: Select a school of magic. For each level of wizard you advance, you can automatically learn 1 spell of any level normally allowed to you of that school in addition to any other spells you may learn that level.
UNCANNY REACTION [General]
You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening.
Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Dex 13+
Bonus: Instead of the standard 1d20, you roll 2d20 for initiative and take the highest result. Your initiative modifiers are then added to the rolled number normally.
STUBBORN HEART [General]
You just refuse to die. Your reserves of willpower keep you alive long after others would have died.
Prerequisites: Con 13+, Iron Will
Bonus: You don't die until you reach -15 hit points.
TACTICIAN [General]
You replace brute strength with cunning and intuition.
Prerequisites: Wis 13+
Bonus: You may select Feats as though you had a Strength score of 13. You must meet all other prerequisites.
VETERAN [Special]
Through years of experience you have developed instincts and gained wisdom.
Prerequisites: 15th level
Bonus: You may select feats as though you had a Wisdom score of 13. You must meet all other prerequisites.
FOLLOW-UP [General]
You are adept at pushing through enemy lines to create a breach.
Prerequisites: Mobility, Cleave
Bonus: While using the full attack option, each time you drop an opponent you may take an immediate 5-foot step straight forward or on a diagonal forward. You may not exceed your normal Speed in any one round.
Special: You make your five-foot follow up move before making any additional melee attacks that round if you are using the full attack option. If you elect not to take your step it is lost, and cannot be made later in the round unless you have dropped another opponent. You may not make cleave attacks after taking your five-foot step.
HARDINESS [General]
Even when most others would be unconscious, your will drives you on and keeps you standing.
Prerequisites: Iron Will, Con 13+
Bonus: When staggered or dying you may continue to take actions and function somewhat normally. Each round that you are at 0 or fewer hit points you must succeed at a Fort save (DC 10 + number of hit points below zero) or fall unconscious. If you succeed at your saving throw you may act normally except you move only at half speed and receive a -3 circumstance bonus to all attack, damage, skill check, and saving throw rolls. You still loose a hit point every round that you are below zero unless you make your stabilization roll. A character who has stabilized must still make For saves every round he is below 0 hit points.
STUDIED WEAKNESS [Special]
You have dedicated a great deal of time studying the physical biology and structure of a selected type of opponent. Through knowledge you will attain victory.
Prerequisites: Favoured enemy (selected creature), Int 13+, base attack bonus +5 or better.
Bonus: You may add your Intelligence modifier to damage rolls when fighting the selected creature in melee combat.
SACRIFICIAL REPOSTE [General]
You know that sometimes the only way to find an opening is to create one.
Prerequisites: Dex 13+
Bonus: You may take a penalty to your armour class (up to your Dex bonus) and apply the same number as an attack bonus against a single melee target. The penalty to your armour class and your attack bonus last until your next action.
CAREER CAMPAIGNER [General]
You know marching. It comes as second nature to you.
Prerequisites: Con 13+
Bonus: You may re-roll any failed Fort save for forced marching once.
Acrobatic
Prerequisites: Dex 15+
Description: You have excellent natural agility.
Benefit: You get a +2 bonus on all Balance and Tumble Checks.
Arcane Warrior
Prerequisites: Armor Proficiency (light), Str 13+
Benefit: You've trained long to become more skillful at casting spells in armor and with shields. Your chance of arcane spell failure is reduced by 10%.
Normal: Your suffer the full chance of arcane spell failure from wearing armor or using shields.
Athletic
Prerequisites: Str 13+
Description: You are skilled at physical tasks.
Benefit: You get a +2 bonus on all Climb and Jump checks.
Cautious
Prerequisites: Int 13+
Description: You're very patient and thorough.
Benefit: You get a +2 bonus to all Disable Devise and Search checks.
Flip Blade
Prerequisites: Weapon Focus (shortsword), Dex 15+
Description: You can hurl a short sword through the air like a dagger. Benefit: You may throw short swords with no penalty to hit and a range increment of 10 ft.
Normal: You may throw any melee weapon not built for throwing at a -4 to hit.
Kip-Up
Prerequisites: Str 13+, Dex 13+
Description: You may stand up from being prone as a free action the turn after you are tripped.
Normal: Standing up from prone is a move-equivalent action.
Leathery Skin
Prerequisites: Con 13+
Description: You have tough skin.
Benefit: You gain +1 natural armor.
Special: Natural armor doesn't stack with similar bonuses such as those granted by the spell Barkskin.
Light-Fingered
Prerequisites: Dex 13+
Description: You have a light touch.
Benefit: You get a +2 bonus on all Open Lock and Pick Pocket checks.
Nature's Deception
Prerequisites: Alertness, Wisdom 13+, 3 ranks in Wilderness survival, 5 ranks in hide/move silently/tumble
Description: While in moderate to heavily dense forested climes, the character gains a +2 competence bonus to hide, move silently, and tumble checks. While without the feat the bonus is not added, Wood(Sylvan) or Wild Elves merely need a wisdom of 13+ and the Alertness feat to qualify for this feat.
Persuasive
Prerequisites: Cha 13+
Description: People easily believe you.
Benefit: You get a +2 bonus to all Bluff and Diplomacy checks.
Stealthy
Prerequisites: Dex 13+
Description: You're as stealthy as a shadow.
Benefit: You get a +2 bonus to all Hide and Move Silently checks.
Subdual Combat
Prerequisites: Base attack bonus +2, Wis 13+
Description: You may use a melee weapon which deals normal damage to deal subdual damage at no attack penalty.
Normal: Using a melee weapon which deals normal damage to deal subdual damage inccurs a -4 attack penalty.
Check back soon for more feats!
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