3.5e OGL Feats

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Back to Main Page3.5e Open Game ContentCharacter Options

Complete Open Game License Feat List[edit]

Name Type Prerequisites Description
Accurate Jaunt Spelltouched Exposure to greater teleport, plane shift, teleport, or shadow walk spell. You have an instinctive sense of interplanar travel.
Advanced Block General BAB +4, Dexterity 13, Combat Reflexes, Improved Block Block even more often in a single round.
Advanced Breaking Strikes General BAB +8, Strength 13, Power Attack, Basic Breaking Strikes, Improved Breaking Strikes, Improved Bull Rush, Improved Sunder You have mastered hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.
Advanced Called Shot General BAB +4, Improved Called Shot Don't provoke an AoO when performing a called shot.
Advanced Dive for Cover General BAB +4, Dexterity 13, Combat Reflexes, Improved Dive for Cover Dive for cover multiple times per round.
Advanced Feint General Intelligence 13, Combat Expertise, Improved Feint Feint as a free action.
Advanced Grapple General Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip Learn to use new moves when grappling.
Advanced Maintain Footing General BAB +4, Dexterity 13, Combat Reflexes, Improved Maintain Footing Maintain your footing for free more than once per round.
Advanced Nerve Strikes General BAB +8, Improved Unarmed Strike, Basic Nerve Strikes, Improved Nerve Strikes You have mastered nerve strike techniques.
Advanced Roll with Blow General BAB +4, Dexterity 13, Combat Reflexes, Improved Roll with Blow You can roll with an opponent's blow multiple times per round.
Advanced Unarmed Strike General Improved Unarmed Strike You have mastered nerve strike techniques.
Armor Ignoring Power Metapsionic None The damage from your powers ignores protection.
Armor Ignoring Spell Metamagic None The damage from your spells ignores protection.
Armor Piercing Power Metapsionic None The damage from your powers ignores half of an enemy's protection.
Armor Piercing Spell Metamagic None The damage from your spells ignores half the protection an enemy enjoys.
Augment Animations General Created a Necroling Your animated undead are more powerful than normal.
Basic Breaking Strikes General BAB +1, Power Attack, Strength 13, Improved Bull Rush You have basic training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.
Basic Nerve Strikes General BAB +1, Improved Unarmed Strike Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.
Bladeproof Skin Spelltouched Exposure to stoneskin or iron body spell. Your skin has a degree of protection from even the sharpest edge.
Block Projectile General BAB +4, Dexterity 15, Improved Block You can now use the Block action to block projectiles.
Breadth of Knowledge Spelltouched Exposure to legend lore or vision spell. Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.
Breaking Block General BAB +1, Intelligence 13, Combat Expertise, Basic Breaking Strikes, Improved Bull Rush The breaking block is an advanced martial arts technique. You strike your enemy’s body (usually his limbs) in order to prevent him from hitting you with a melee weapon.
Catch Projectile General BAB +4, Dexterity 15, Improved Block, Block Projectile, Improved Unarmed Strike You can snatch projectiles and hurl them back at attackers.
Clean-up Blow General BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush Attack a dazed opponent freely.
Close Combat Shot General Point Blank Shot Shoot enemies without provoking attacks of opportunity.
Combat Awareness General None You are so perceptive that you practically have eyes in the back of your head.
Combat Sense General BAB +4, Intelligence 13, Knowledge (strategy and tactics) 7 ranks, Combat Expertise You have an intuitive feel for the actions an opponent

will take in combat.

Conductivity Spelltouched Exposure to call lightning, lightning bolt, or chain lightning spell. You have crude control over electricity effects near you.
Controlled Immolation Spelltouched Exposure to fireball or delayed blast fireball spell. If you catch on fire, the flames don't hurt you.
Craft Alchemical Item Item Creation Craft (alchemy) 4 ranks. You are capable of creating alchemical items and substances.
Craft Masterwork Armor Item Creation Craft (armorsmithing) 6 ranks. You are trained in the creation of fine armor and shields
Craft Masterwork Ranged Weapon Item Creation Craft (weaponsmithing) 6 ranks. You are trained in the creation of fine ranged weapons and ammunition, such as bows, crossbows and arrow.
Craft Masterwork Weapon Item Creation Craft (weaponsmithing) 6 ranks. You are trained in the creation of fine melee and thrown weapons, such as swords, maces, daggers, and shortspears.
Dead Aim General Wisdom 13, Point Blank Shot, Far Shot You gain the ability to aim carefully, making more precise shots.
Defensive Position General Intelligence 13, Combat Expertise You use cover to maximum advantage.
Defensive Strike General BAB +4, Intelligence 13, Combat Expertise By protecting yourself carefully you gain a bonus against an opponent who misses you.
Dodge, Grim-N-Gritty General Dexterity 13 You have learned to protect yourself from glancing blows.
Dynamic Grip General BAB +1, Martial Weapon Proficiency When you wield a weapon, you do not lock your hands in a fixed position on its handle. Instead, you can constantly adjust your grip, sliding up and down the weapon’s length, even gripping the blade of the weapon (if it’s single-edged). This allows you to extend your reach with the weapon and optimize your striking opportunities.
Elusive Target, Grim-N-Gritty General Dexterity 13, Intelligence 13, Combat Expertise, Dodge You can use opponents as cover when engaged in melee combat.
Eyes to the Sky Spelltouched Exposure to scrying or greater scrying spell. You have an instinctive sense of when someone is magically watching you.
False Pretenses Spelltouched Exposure to charm or dominate spell. Those who try to charm you get an unpleasant surprise.
Fearful Advantage General Created a Necroling Base Attack Bonus +4, Intimidate 4 ranks
Feather Touch General BAB +1, Dexterity 13, Wisdom 13, Weapon Finesse, Improved Unarmed Strike, Basic Nerve Strikes You may perform nerve strikes with a delicate touch.
Flow with Enemy General Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise You enter a state of unfettered mindfulness that

permits you to anticipate your opponent’s movements and act before he acts.

Flurry of Blows, Grim-N-Gritty General Combat Reflexes You can strike multiple blows at the expense of

accuracy.

Hail of Bullets General Dexterity 13, Point Blank Shot, Rapid Shot You can fire at all foes around you in a single instant.
Improved Accelerated Pair General Point Blank Shot You can fire at all foes around you in a single instant.
Improved Block General BAB +1, Dexterity 13 You may block more quickly than others.
Improved Breaking Strikes General BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush You have superior training in hard martial arts

designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.

Improved Called Shot General BAB +1 You can make called shots more easily.
Improved Charge General Intelligence 13, Combat Expertise You can make called shots more easily.
Improved Deep Impact Psionic BAB +5, Strength 13, Psionic Weapon, Deep Impact You can strike your foe with a melee weapon as if

making an armor piercing touch attack.

Improved Dive for Cover General Dexterity 13 You can quickly use the Dive for Cover action.
Improved Fell Shot Psionic BAB +5, Dexterity 13, Point Blank Shot, Psionic Shot, Fell Shot You can strike your foe with a ranged weapon as if

making an armor piercing touch attack.

Improved Flurry of Blows, Grim-N-Gritty General Combat Reflexes, Flurry of Blows You can use any weapon to make a flurry of blows.

making an armor piercing touch attack.

Improved Grapple, Grim-N-Gritty General Dexterity 13, Improved Unarmed Strike You can start a grapple quickly and easily while wielding weapons.
Improved Maintain Footing General Dexterity 13 You can keep your feet beneath you where others usually fall.
Improved Nerve Strikes General BAB +4, Improved Unarmed Strike, Basic Nerve Strikes You have superior training in nerve strike techniques.
Improved Roll with Blow General Dexterity 13 You can roll with blows far faster than your peers.
Improved Unavoidable Strike Psionic BAB +5, Strength 13, Psionic Fist, Unavoidable Strike You can make an unarmed strike or use a natural

weapon against your foe as if delivering an armor piercing touch attack.

Improvised Weapon Mastery, Grim-N-Gritty General Intelligence 13, Simple Weapon Proficiency, Combat Expertise, Improvised Weapon Proficiency Your attacks with an improvised weapon deal more damage.
Improvised Weapon Proficiency, Grim-N-Gritty General Intelligence 13, Simple Weapon Proficiency, Combat Expertise You can attack with improvised weapons without a penalty.
Ineluctable Echo Spelltouched Exposure to wail of the banshee or any power word spell. Those who use words of power around you hear the sound of their own voices.
Life Leech Spelltouched Exposure to death touch domain granted power or death knell spell. You automatically try to steal the last bit of life energy from anyone nearby.
Live My Nightmare Spelltouched Exposure to phantasmal killer spell. Those who magically pry into your mind become privy to your most frightening dreams.
Momentary Alteration Spelltouched Exposure to alter self spell. You can briefly transform yourself into a second form, acquiring its physical qualities.
Naturalized Denizen Spelltouched Exposure to dimensional anchor spell. You are unusually anchored to your location.
Nonlethal Force General BAB +1 You are adept at using nonlethal force to subdue an opponent.
Omniscient Whispers Spelltouched Exposure to commune or contact other plane spell. A constant, barely audible muttering echoes in your ears, usually beyond your comprehension. But if you focus all your energy on listening, you sometimes catch a sentence or two that bears directly on your current situation.
Photosynthetic Skin Spelltouched Exposure to barkskin spell. Your skin toughens when it draws energy from the sun.
Polar Chill Spelltouched Exposure to cone of cold or ice storm spell. You can call forth the cold of the arctic regions, making movement and fighting difficult for the unprepared.
Power Attack, Grim-N-Gritty General Strength 13 Perform a melee attack with devastating force.
Quick Reload, Grim-N-Gritty General BAB +1 You can quickly reload your ranged weapons.
Redirect Force General Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Improved Unarmed Strike, Improved Grapple, Improved Trip You may take advantage of a foe who's off his balance to maneuver him around.
Residual Rebound Spelltouched Exposure to spell resistance or spell turning spell. Sometimes spells cast at you rebound on the caster instead.
Riposte General BAB +1, Dexterity 13, Intelligence 13, Combat Expertise, Dodge You may strike back against those whose attacks you block.
Sculpt Self General None You have the ability to modify the essence of your being.
Skill Knowledge General None You gain access to new knowledge and abilities.
Sniper General Wisdom 13, Point Blank Shot, Far Shot, Dead Aim, Sneak Attack You can target an opponent's vitals at any range.
Stench of the Dead Spelltouched Exposure to ghoul touch or vampiric touch spell. The odor of decay hangs heavy on you, causing others to gasp and retch.
Strength of the Grave, Dread Codex General Undead Type, Base Attack Bonus +2 Undead that have been turned can attempt to recover and negate the turning effect.
Strengthen Undead General Created a Necroling, Spellcraft ranks 12+ You can use arcane energy to protect undead from being turned.
Sudden Action General Intelligence 13, Combat Expertise, Improved Initiative Burst into sudden action when the situation calls for it.
Tactical Aid General BAB +4, Intelligence 13, Charisma 13, Combat Expertise, Knowledge (strategy & tactics) 7 ranks Your knowledge of strategy and tactics lets you guide

your allies in combat.

Talented Crafter General Any item creation feat. You have an extraordinary talent for item creation.
Unbalance Opponent General Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Improved Grappling, Improved Unarmed Strike, Flow with Enemy In close combat, you keep your opponents off balance

and unable to effectively apply force.

Undead Sensitivity General Created a Necroling Special intimacy with the undead gives you a special sight to detect their presence. Physically, the whites of your eyes turn an inky black.
Weapon Group - Axes General, Fighter None You understand how to use axes and axelike weapons.
Weapon Group - Basic Weapons General None You understand how to use a few basic weapons.
Weapon Group - Bows General, Fighter None You understand how to use bows.
Weapon Group - Claw Weapons General, Fighter None You understand how to use strapped to the hands.
Weapon Group - Crossbows General, Fighter None You understand how to use crossbows.
Weapon Group - Druid Weapons General, Fighter None You understand how to use weapons favored by druids.
Weapon Group - Exotic Double Weapons General, Fighter None You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
Weapon Group - Exotic Weapons General, Fighter None You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Weapon Group - Flails and Chains General, Fighter None You understand how to use flails and chain weapons.
Weapon Group - Heavy Blades General, Fighter None You understand how to use large bladed weapons.
Weapon Group - Light Blades General, Fighter None You understand how to use light bladed weapons.
Weapon Group - Maces and Clubs General, Fighter None You understand how to use maces and clubs.
Weapon Group - Monk Weapons General None You understand how to use weapons normally favored by monks.
Weapon Group - Picks and Hammers General, Fighter None You understand how to use picks and hammers.
Weapon Group - Polearms General, Fighter None You understand how to use polearms.
Weapon Group - Slings and Thrown Weapons General, Fighter None You understand how to use slings and handheld thrown weapons.
Weapon Group - Spears and Lances General, Fighter None You understand how to use spears and javelins.

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