3.5e Feats

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General Feats

Great Ability

Select one ability score.
Prerequisite: Character level 1st.
Benefit: You gain a +1 bonus to ability checks and skill checks made with your selected ability score.
Special: This feat can be selected multiple times; its effects can stack or apply to a new ability score. Each time it is selected its character level prerequisite increases by 5 for the purpose of selecting the same ability score but not for selecting a new one.
Source: Arkangelknight (creator); --Arkangelknight 11:33, September 9, 2009 (UTC)


Reliable Ability

Select one feat, class ability, or spell which you have.
Benefit: Whenever you use the selected ability, you do not lose a use of it if you miss with your attack. For example, a paladin that acquire Reliable Smite Evil would not lose a daily use of his Smite Evil ability if she made an attack with it and missed though she would still expend the daily use if she hit a nonevil creature or failed to overcome a target's spell resistance. A fighter that selected Reliable Grapple Strike (see Combat Strike) would be able to make a Grapple Strike with the first attack that hit the round they used it rather than purely the first attack. A wizard that selected Reliable Fireball would not lose a daily spell slot for fizzling a fireball spell.
Special: This feat can be selected multiple times; its effects do not stack. Each time it is selected it allows you to select a new ability with this feat.
Gamemasters should have their players approve specific abilities before allowing this feat.
Source: Arkangelknight (creator); --Arkangelknight 11:33, September 9, 2009 (UTC)


True Skill

Prerequisite: Character level 1st.
Benefit: You gain an additional amount of skill points equal to 5 + your Intelligence modifier.
Special: This feat can be selected multiple times; its effects stack. However, each time it is taken it increases its character level prerequisite by 5.
Source: Arkangelknight (creator); --Arkangelknight 11:33, September 9, 2009 (UTC)


True Toughness

Prerequisite: Character level 1st.
Benefit: You gain an additional amount of hit points equal to 5 + your Constitution modifier.
Special: This feat can be selected multiple times; its effects stack. However, each time it is taken it increases its character level prerequisite by 5.
Source: Arkangelknight (creator); --Arkangelknight 11:33, September 9, 2009 (UTC)

Combat Feats

Canny Defense

Select Intelligence, Wisdom or Charisma.
Prerequisite: Dex 13, Dodge.
Benefit: While you wear no armor and do not use a shield you gain an insight bonus to your defense equal to your selected ability modifier.
Special: This feat can only be taken once and should not stack with other effects granting you an AC bonus based on a mental ability score unless the DM has already rule other such abilities to stack with each other.
Source: Arkangelknight (creator); --Arkangelknight 11:37, September 9, 2009 (UTC)


Combat Strike

Select one of the following: Bull Rush, Disarm, Distract*, Feint, Grapple, Sunder, Trip.
Prerequisite: Improved (selected combat action), base attack +1. These prerequisites may vary based on the prerequisite feat's prerequisites.
Benefit: As a swift action you may add a secondary effect to your next melee attack roll. If this melee attack hits, you can then take your selected combat action as a free action without having to roll another melee touch attack. You must make this attack before the end of your turn. If you make additional attacks in one round they do not benefit from this feat.
Special: Distract is a new combat action. As a standard action anyone can make a Bluff check opposed against a single target's Sense Motive check. Success means the target is dazed for 1 round. The target must be within 30 feet and you must be able to see and hear each other.
This feat can be selected multiple times; its effects do not stack. Each time it is selected it allows you to use a new combat action with this feat.
Source: Arkangelknight (creator); --Arkangelknight 11:37, September 9, 2009 (UTC)


Flexible Armor Tactics

Prerequisite: Str 13, Any armor proficiency.
Benefit: While wearing armor which you are proficient with, you increase its Max Dex by an amount equal to your Strength modifier. This cannot increase your Max Dex beyond double its normal limit, not including bonuses from magical effects, special abilities or other feats.
Special: Distract is a new combat action. As a standard action anyone can make a Bluff check opposed against a single target's Sense Motive check. Success means the target is dazed for 1 round. The target must be within 30 feet and you must be able to see and hear each other.
This feat can be selected multiple times; its effects do not stack. Each time it is selected it allows you to use a new combat action with this feat.
Source: Arkangelknight (creator); --Arkangelknight 11:37, September 9, 2009 (UTC)


Greater Unarmed Strike

Prerequisite: Improved Unarmed Strike, character level 6th.
Benefit: You gain the same benefits that a 4th-level Monk does with your unarmed strike. Essentially, the damage you deal with your unarmed strike improves by one dice size and you treat your unarmed strike as a magic weapon for the purposes of overcoming damage reduction.
Special: This does not stack with the benefits gained from the Monk class or Monk abilities as they essentially acquire this feat naturally but in a broken order.
Source: Arkangelknight (creator); --Arkangelknight 12:49, September 9, 2009 (UTC)


Group Dodge

Prerequisite: Dex 13, Dodge.
Benefit: You may apply your +1 dodge bonus from the Dodge feat to all opponents instead of having to select just one.
Source: Arkangelknight(creator)
Special: Other feats or effects which improve the dodge bonuses specifically from the dodge feat do not stack with this feat's effects unless exclusively noted otherwise.
Source: Arkangelknight (creator); --Arkangelknight 12:49, September 9, 2009 (UTC)--


Improved Dodge

Prerequisite: Dex 13, Dodge, character level 6th.
Benefit: Your dodge bonus from the Dodge feat improves by +1.
Special: Dodge bonuses should be treated as Dexterity bonuses for the purpose of Max Dex from armor and shields. This means that the sum of a character's Dexterity bonus and Dodge bonuses cannot exceed their Max Dex for their armor or shield (whichever is lower).
This stacks with the Group Dodge feat.
Upgrades: Greater Dodge stacks the same bonuses but requires character level 11th.
Perfect Dodge stacks the same bonuses but requires character level 16th.
Epic Dodge stacks the same bonuses but requires character level 21st.
Source: Arkangelknight (creator); --Arkangelknight 12:49, September 9, 2009 (UTC)

Magic Feats

Arcane Strike

Prerequisite: Base attack +1, caster level 1st.
Benefit: As a swift action you may add damage to your the next attack you make by expending a daily spell slot. The added damage is equal to 1d6 per spell level (or 1d3 for a 0-level spell). This damage is pure arcane energy but spell resistance still applies normally as if you'd cast a spell on the target of your attack. You must make this attack before the end of your turn. You cannot apply these benefits to an attack made as part of a spell (such as the ranged touch attack of a Scorching Ray or the melee touch attack of a Finger of Death spell).
Source: ???; --Arkangelknight 13:38, September 9, 2009 (UTC)