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Feats

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For an alphabetical listing of all feats, see Category:Feats.

Feats are special abilities that give or improve your characters' capabilities.

  • Every character gets a feat at the 1st level, the 3rd level, and every 3 Heroic levels after (for a total of 7 at Heroic level 20.)
  • Every character gets a feat at the 21st level - the first Epic level - and every 3 Epic levels after (for a total of 5 at Epic level 33.) Epic and standard feats can be selected for these.
  • Every character gets an Epic Destiny feat at level 22, 25, 28, 31 and 34.
  • Every character gets a Legendary feat at level 30.

Some classes automatically gain free class feats based on class level; check each class' page for more details on those. Sometimes they allow the player to make a choice of which to take, as with rogue special abilities, ranger favored enemies, and monk philosophy paths. Those feats will not be listed on this page and are described within the appropriate class pages, even though they are treated as feats for some gameplay purposes such as swapping them by spending dragonshards.

Certain races and classes gain additional feats:


Free Active Feats are provided to any character that meets the requirements, and represent things most people can try (maybe not with much success!)

Some feats have prerequisites that your character must meet to qualify for. These requisites often take the form of minimum Ability or Skill scores, or other feats. Feats with Ability prerequisites only take into account the following bonuses:

Any other bonuses, including Ability bonuses from Racial past lives, enhancements, gear, spell or potion effects, class abilities like Frenzy, guild ship buffs, other feats such as Completionist, etc. do not count.

Active feats, free for all classes[edit]

Icon SortKey Feat Type Description Prerequisites
Attack Attack Stance

Your basic attack. When activated, you will continue attacking until your target is defeated

Level 1 (auto-granted)
Defensive Fighting Defensive Fighting Stance

Defensive Combat Stance: While using Defensive Fighting mode, you gain a 5% bonus to Armor Class and a -5% penalty to-hit.

This is the standard defensive stance and is granted automatically to all characters. Casting a spell ends this mode.

Level 1 (auto-granted). Has an unlisted prerequisite of Base Attack Bonus of 1 for most classes.
Dismiss Charm Dismiss Charm Active Cooldown: 1 second

Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.

Level 1 (auto-granted)
Sneak Sneak Stance

Uses your Hide and Move Silently skills to adopt a sneaking stance and avoid detection. Enemies with a Spot and Listen below your Hide and Move Silently skills will not notice you. The longer you stay near an enemy, the larger their bonus to spot you. Using certain objects, such as doors and levers, or being hit will knock you out of the stance.

Cannot be used while Enraged.

Level 1 (auto-granted)
Sunder Sunder Active Cooldown: 15 seconds

A sunder attempt is a melee special attack with +10 bonus to attack that, when successful, results in a -10% AC penalty and - 25% Fortification to the target for 6 seconds if it fails a DC (10 + Str mod + Sunder Bonuses) Fortitude save. Some creatures may be immune to the sunder effect.[official].

Level 1 (auto-granted). Has an unlisted prerequisite of Base Attack Bonus of 1 for most classes. Monks and Rogues receive Sunder at level 1, despite their 3/4 BAB progression.
Trip Trip Active Cooldown: 15 seconds

This special melee attack has a chance to trip the target rendering it prone for up to 6 seconds. A creature is tripped on a failed Reflex save (DC: 10 + Strength modifier + Trip DCs). Some creatures may be immune to this effect. Some large or stronger creatures are less likely to trip. A prone creature who succeeds a Fortitude save (same DC as initial attack) stands up early.

Level 1 (auto-granted). Has an unlisted prerequisite of Base Attack Bonus of 1 for most classes. Monks and Rogues receive Trip at level 1, despite their 3/4 BAB progression.


Passive feats, free for all classes[edit]

Icon SortKey Feat Type Description Prerequisites
Heroic Durability Heroic Durability Passive

This feat increases the maximum hit points of a starting character by 30.

In addition, for every melee combat style feat you take (up to four), you gain a 25% bonus to the Hit Points gained from your class levels. Epic and Legendary levels count at half value. This bonus can only stack up to 100%.

Level 1 (auto-granted)
Improved Heroic Durability Improved Heroic Durability Passive

This feat increases the maximum hit points of a character by +5.

Automatically granted at class levels 5, 10, 15.


Active Feats[edit]

Active feats are in two different forms, Special Attacks where you click on the icon to execute that particular type of attack and Combat Stances which are toggled on and off.

Special attacks[edit]

Icon SortKey Feat Type Description Prerequisites
Cleave Cleave Active Cooldown: 5 seconds

Tactical Melee Cleave: Activate this ability to attack one or more enemies in an arc in front of you.

Power Attack
Great Cleave Great Cleave Active Cooldown: 5 seconds

This feat attacks enemies in a wider arc than Cleave. This attack +1 Critical Threat range and a +2 Critical hit multiplier Bonus and deals +40% damage.

Great Cleave has a greater chance to hit more enemies than Cleave. Like Cleave, Great Cleave also counts a full attack, dealing full special effect damage to all targets hit. This attack can doublestrike and is affected by your Attack Speed.

Cleave, base attack bonus of 4 or higher
Hamstring Hamstring Active Cooldown: 6 seconds

Tactical Melee Attack: 50% damage bonus. If it hits, the target's movement rate is reduced by 50% for 12 seconds. Some creatures may be immune to the hamstring effect.

No requirements
Improved Feint Improved Feint Active Cooldown: 6 seconds

Tactical Melee Attack: A melee attack which also Bluffs enemies, enabling sneak attacks for a short period of time. This attack deals +20% damage.

One of Sneak Attack or Half-Elf Dilettante: Rogue
Improved Sunder Improved Sunder Active Cooldown: 10 seconds

Tactical Melee Attack: +20 to hit, 60% damage bonus. Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 12 seconds if the target fails a Fortitude save (DC 14 + STR Mod + Sunder Bonuses). Some creatures may be immune to the sunder effect. Regardless of saving throw result, enemies will suffer the Trauma effect, which is a -3 penalty to Fortitude saving throws. Stacks 5 times. Lasts 24 seconds.

Sunder, Power Attack
Improved Trip Improved Trip Active Cooldown: 10 seconds

Tactical Melee Attack: Using this attack, you may trip the target, rendering it prone for up to 6 seconds. A creature is tripped on a failed Reflex save (DC: 14 + Strength modifier + Trip DCs). Some creatures may be immune to this effect. A prone creature who succeeds a Fortitude save (same DC as initial attack) stands up early.

Combat Expertise
Sap Sap Active Cooldown: 10 seconds

When this feat is activated, a melee special attack is made. If it hits, the victim is dazed for 18 seconds normally or 30 seconds from a successful sneak attack. (Whether or not your character can normally perform sneak attacks) or until they are damaged. Unlike Trip and Stunning Blow, no save is made against this effect, as of Module 4.

Slicing Blow Slicing Blow Active Cooldown: 6 seconds

Tactical Melee Attack: Using this attack, you deal +40% damage, one point of Constitution damage, and 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every three Character Levels. This damage scales with 100% Melee Power, and can stack up to three times. Some creatures may be immune to the bleeding or wounding effect.

No requirements
Stunning Blow Stunning Blow Active Cooldown: 10 seconds

Using this melee special attack, you may stun the target for 6 seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect (DC: 14 + Strength modifier + Stunning DCs). Some creatures may be immune to the stunning effect.

Whirlwind Attack Whirlwind Attack Active Cooldown: 5 seconds

Tactical Melee Cleave: Activate this ability to attack all enemies in a 360 degree arc around you twice. This attack deals +20% damage.

Dodge, Mobility, +4 Base Attack Bonus

Combat stances[edit]

Offensive and Defensive Combat Stances do not work with each other but one of either type does work with any ranged stance.

Icon SortKey Feat Type Description Prerequisites
Combat Expertise Combat Expertise Stance Cooldown: 6 seconds

Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active.

Cannot be used while raged.

Intelligence 13
Improved Precise Shot Improved Precise Shot Stance

With Improved Precise Shot stance active, your ranged attacks pass through and potentially damage all foes in the projectile's path. Your ranged damage is reduced by 20%.

Passive: Your Ability Score Modifier bonus to damage for Longbows and Shortbows improves by 50% (stacks with Precise Shot).

Dexterity 19, Point Blank Shot, Precise Shot, and Base attack bonus +11
Manyshot Manyshot Active

Bow attack: Expend one charge to fire three arrows in quick succession. You have +1 Critical Threat Range and Critical Multiplier with these shots. Each of these shots can Doubleshot. 2 second cooldown. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot.

Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows.

Dexterity 17, Point Blank Shot, Rapid Shot, and Base attack bonus +6
Multitude of Missiles Multitude of Missiles Active Cooldown: 120 seconds

For the next 20 seconds, while wielding a Simple Thrown Weapon add 100 to your Doubleshot and 2x your Base Attack Bonus to Ranged Power. Shares a cooldown with Manyshot.

Point Blank Shot and +6 Base Attack Bonus OR Alchemist 6 (autogranted)
Power Attack Power Attack Stance Cooldown: 6 seconds

Offensive Combat Stance: While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon or fighting in an animal form, you gain double the bonus to damage.

Strength 13
Precision Precision Stance Cooldown: 6 seconds

Offensive Combat Stance: While using Precision mode, you gain +5% to hit and reduce the target's fortification against your attacks by 25%.

Cannot be used while raged.

+1 Base Attack Bonus, Dexterity 13
Resilience Resilience Stance Cooldown: 6 seconds

Defensive Combat Stance: While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.

Cannot be used while raged.

Constitution 13, +1 Base Attack Bonus
Ten Thousand Stars Ten Thousand Stars Active Cost: 20 Ki Cooldown: 60 seconds

For 30 seconds while wielding Shuriken, gain +1 Ranged Power per Wisdom and +5 Doubleshot per Monk class level.

This puts Manyshot on cooldown.

Monk, class level 6, Dexterity 13

Metamagic Feats, heroic[edit]

Icon SortKey Feat Type Description Prerequisites
Accelerate Spell Accelerate Spell Active

While this Metamagic feat is active, the projectiles of spells affected by Accelerate Spell fly faster and with less of an arc, but consume 5 additional spell points.

Alchemist 8, Artificer 8, or Dark Hunter 9
Empower Healing Spell Empower Healing Spell Active

While this Metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Healing, but they consume 10 additional spell points.

Able to cast healing spells - Alchemist 1, Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Dark Hunter 4 or Ranger 8
Empower Spell Empower Spell Active

While this Metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points.

Able to cast spells.
Enlarge Spell Enlarge Spell Active

Spells can be cast 100% further (doubling distance). Each spell cast while Enlarge is active costs 10 more spell points.

Spells not defined by distance (such as spells originating from self) or not of standard ranges are not affected.

Able to cast spells
Eschew Materials Eschew Materials Active

Your spells cost 2 more spell points and removes need for normal material components. Especially expensive material components, such as for Stoneskin and Trap the Soul, are still required.

Able to cast spells
Extend Spell Extend Spell Active

Extend Spell grants a caster the ability to extend a spell's duration. For 10 more spell points, a spell's duration will be increased by 100%.

Able to cast spells
Heighten Spell Heighten Spell Active

While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised.

Able to cast level 2 spells
Maximize Spell Maximize Spell Active

While this Metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points.

Able to cast spells
Quicken Spell Quicken Spell Active

While this feat is activated, spells will be cast faster (roughly twice as fast) and cannot be interrupted by a concentration check. During this time though, affected spells will cost 10 more spell points to cast.

Able to cast spells


Passive Feats[edit]

General passive feats[edit]

Icon SortKey Feat Type Description Prerequisites
Diehard Diehard Passive

You automatically stabilize when incapacitated.

Without this feat: Unconscious characters have only a 10% chance to stabilize every ten seconds and suffer a point of damage each time they fail. This continues until the character stabilizes or dies (exceed the unconscious range; base -10).

No requirements
Dodge Dodge Passive

Grants you a 3% Dodge bonus.

Dexterity 13
Improved Critical Improved Critical Passive

This feat adds 1, 2, or 3 to critical threat range based on the weapon type's unmodified threat range.

  • +3 for falchion, great crossbow, kukri, rapier, and scimitar.
  • +2 for bastard sword, dagger, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
  • +1 to all other weapons.

Multiple versions of this feat exist, one for each weapon type (Bludgeoning, Piercing, Ranged, Slashing or Thrown). This feat can be taken multiple times, though each time must be for a different type.

Base attack bonus of 8 or higher
Knight's Training Knight's Training Passive

You have undergone rigorous military training with the traditional weapons of war. These weapons receive one of the following morale bonuses in your hands.

+4 Base Attack Bonus
Mobility Mobility Passive

Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% dodge bonus and +1 Maximum Tumble charge.

Dodge
Power Critical Power Critical Passive

Power Critical grants a +2 bonus to confirm critical hits and +2 bonus to critical hit damage (before multipliers are applied).

Base attack bonus of 4+, Weapon Focus
Spring Attack Spring Attack Active Cooldown: 20 seconds

Passive: Character suffers no penalty to their attack roll when moving. It will also gain a 2% dodge bonus.

Active: You leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon.

Dodge, Mobility, +4 Base Attack Bonus, Dexterity 13
Swords to Plowshares Swords to Plowshares Passive

You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following:

Kamas, Handwraps, and Sickles you wield gain a +1 Morale bonus to Critical Threat Range. Quarterstaves instead gain a +2 Morale bonus to Critical Threat Range.

+4 Base Attack Bonus
Toughness Toughness Passive

Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.

Weapon Finesse Weapon Finesse Passive

You gain a +2 bonus on attack rolls and +10% fortification bypass.

+1 Base attack bonus, Dexterity 13

Shield Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Greater Shield Mastery Greater Shield Mastery Passive

You are exceptionally skilled with the use of a shield
Your existing Shield Mastery is improved:

Does not function in animal forms.

Improved Shield Mastery, Base Attack Bonus +13
Improved Shield Bash Improved Shield Bash Passive

You keep your shield bonus while bashing with a shield, and gain a 20% chance to make a secondary shield bash while attacking up to once a second.

Shield Proficiency: General
Improved Shield Mastery Improved Shield Mastery Passive

You are exceptionally skilled with the use of a shield
Your existing Shield Mastery is improved:

Does not function in animal forms.

Shield Mastery, Base Attack Bonus +8
Shield Deflection Shield Deflection Passive

When actively blocking with any type of shield you are proficient with, you have a (competence bonus) chance to completely ignore Acid, Cold, Electric, and Fire damage. The chance is based on the type of shield being used:

  • Buckler: 20%
  • Small Shield: 25%
  • Large Shield: 30%
  • Tower Shield: 40%
Base attack bonus +8, proficiency with shields
Shield Mastery Shield Mastery Passive

You are skilled with the use of a shield
While wielding a shield:

Does not function in animal forms. Does not function with orb.

Shield Proficiency (General)

Single Weapon Fighting Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Greater Single Weapon Fighting Greater Single Weapon Fighting Passive
  • Your Single Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed
  • an additional +2 Combat Style bonus to Melee Power (for a total of +6)
  • +50% more of your appropriate ability score to your damage. For Bastard Swords and Dwarven Waraxe, this adds to their existing 10% bonus

Does not function in animal forms.

7 ranks of Balance, Base Attack Bonus +11, Improved Single Weapon Fighting
Improved Single Weapon Fighting Improved Single Weapon Fighting Passive

Your Single Weapon Fighting bonus is increased to a +20% Combat Style bonus to attack speed and +4 Combat Style bonus to Melee Power. You now apply +25% more of your appropriate ability score modifier to your damage, instead of just your ability score. (For instance, you add 1.25 times your Strength modifier as damage, similar to Two Handed Fighting. For Bastard Sword and Dwarven Waraxe, this adds to their axisting 10% bonus.)

Does not function in animal forms.

4 ranks of Balance, Base Attack Bonus +6, Single Weapon Fighting
Offhand Versatility Offhand Versatility Passive

You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting.

If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage.

If you have an Orb or a Runearm in your Offhand, you gain +1 Imbue Dice.

Base Attack Bonus +8, Single Weapon Fighting
Single Weapon Fighting Single Weapon Fighting Passive

While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +2 Combat Style bonus to Melee Power.

Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand. Does not function in animal forms.

Improves the Hit Point bonus of Heroic Durability.

2 ranks of Balance

Two-Handed Fighting Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Greater Two Handed Fighting Greater Two Handed Fighting Passive

While Two-Handed Fighting:

In addition, while using a two-handed weapon, your Ability Score bonus to damage improves to 2.25x the Ability Score you use for damage. When using a Bastard Sword or Dwarven Waraxe, your Ability Score bonus to damage improves to 1.6x the Ability Score you use for damage. Neither bonus applies in Druid Animal Form.

17 Strength, Base Attack Bonus +11, and Improved Two Handed Fighting
Improved Two Handed Fighting Improved Two Handed Fighting Passive

While Two-Handed Fighting: +30% additional Strikethrough chance. You also gain +4 Combat Style bonus to Melee Power (increased by +2) while Two-Handed Fighting.

In addition, while using a Two Handed Weapon your Ability Score bonus to damage improves to 2x the Ability Score you use for damage. When using a Bastard Sword or Dwarven Axe, your Ability Score bonus to damage improves to 1.35x the Ability Score you use for damage. Neither bonus applies in Druid Animal Form.

17 Strength, Base Attack Bonus of +6, Two Handed Fighting
Two Handed Fighting Two Handed Fighting Passive

While Two-Handed Fighting: +60% Strikethrough Chance and a +2 Combat Style bonus to Melee Power.

These bonuses also apply while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms or using handwraps.

Strikethrough grants a chance for your melee attacks to attack a second target. Strikethrough begins at 20% while Two-Handed Fighting, and if Strikethrough is over 100%, you will always attack a second target with a chance to attack a third.
If it is over 200%, you will always attack a third target with a chance to attack a fourth.
If it is over 300%, you will always attack a fourth target with a chance to attack a fifth.
If it is 500% or higher, you will always attack five target.

In addition, While using a Two Handed Weapon (not including Bastard Sword, Dwarven Waraxe, or Druid Animal Forms), your Ability Score Modifier bonus to damage improves by 25% (This adds to the existing 50% for using a Two Handed Weapon).

Improves the Hit Point bonus of Heroic Durability.

15 Strength

Two Weapon Fighting Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Greater Two Weapon Fighting Greater Two Weapon Fighting Passive

Greater Two Weapon Fighting increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by an additional 20% to 80%.

Does not function in animal forms.

Dexterity 17+, base attack bonus of 11, Improved Two Weapon Fighting.
Improved Two Weapon Fighting Improved Two Weapon Fighting Passive

Increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by an additional 20% to 60%.

Does not function in animal forms.

Dexterity 17, Base attack bonus of 6, Two-weapon fighting.
Oversized Two-Weapon Fighting Oversized Two-Weapon Fighting Passive

When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon on your off-hand. Note that this does NOT allow you to treat one handed weapons as light for other purposes (e.g. a Tempest Ranger's ability to use Dexterity bonus for attack and damage with light weapons).

Does not function in animal forms.

Strength 12+, Two Weapon Fighting
Two Weapon Defense Two Weapon Defense Passive

Grants a +1 bonus to your AC and +5 Physical Resistance Rating when you wield Handwraps or two one-handed melee weapons, as well as +10 Magical Resistance Rating cap.

Also increases the damage reduction by +2 when actively blocking with two weapons.

Two Weapon Fighting
Two Weapon Fighting Two Weapon Fighting Passive

Two Weapon Fighting reduces the to-hit penalty when using two weapons at the same time, and increases the chance of a secondary off-hand attack by 20% to 40%.

  • The attack penalty for your primary hand lessens by 2 and the one for your off-hand lessens by 6, so it becomes -4 (main hand) / -4 (off-hand) instead of -6/-10 without this feat.
  • If the off-hand weapon is light, the penalties both decrease by another 2 points, down to -2/-2 (instead of -4/-8 without this feat).

Handwraps users don't suffer attack penalties for fighting with two weapons, but this feat grants them the off-hand proc bonuses.

Dexterity 15

Weapon Focus Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Focus1 Weapon Focus Passive

Provides an additional +1 bonus to attack rolls with the chosen weapon type (Bludgeoning (includes animal form), Piercing, Slashing, Ranged, Thrown) and a stacking +2 Melee Power (Bludgeoning/Piercing/Slashing) or +2 Ranged Power (Ranged/Thrown). This feat can be taken multiple times, once for each of the different types.

Base attack bonus of +1 or higher
Focus2 Greater Weapon Focus Passive

Provides an additional +1 bonus to attack rolls with the chosen weapon type (Bludgeoning (includes animal form), Piercing, Slashing, Ranged, Thrown) and a stacking +2 Melee Power (Bludgeoning/Piercing/Slashing) or +2 Ranged Power (Ranged/Thrown). This feat can be taken multiple times, once for each of the different types. This feat stacks with Weapon Focus.

Fighter or Dragon Lord (level 8) and Weapon Focus in a specific weapon type
Focus3 Superior Weapon Focus Passive

Provides an additional +1 bonus to attack rolls with the chosen weapon type (Bludgeoning (includes animal form), Piercing, Slashing, Ranged, Thrown) and a stacking +2 Melee Power (Bludgeoning/Piercing/Slashing) or +2 Ranged Power (Ranged/Thrown). This feat can be taken multiple times, once for each of the different types. This feat stacks with Weapon Focus and Greater Weapon Focus.

Fighter or Dragon Lord level 16 and Greater Weapon Focus in a specific weapon type

Weapon Specialization Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
WeaponSpecialization1 Weapon Specialization Passive

Provides a +2 bonus to damage rolls with the chosen weapon type (Bludgeoning (includes animal form), Piercing, Slashing, Ranged, Thrown) and a stacking +2 Melee Power (Bludgeoning/Piercing/Slashing) or +2 Ranged Power (Ranged/Thrown). This feat can be taken multiple times, once for each of the different types.

Fighter or Dragon Lord (level 4), Weapon focus with the same weapon type
WeaponSpecialization2 Greater Weapon Specialization Passive

Provides a +2 bonus to damage rolls with the chosen weapon type (Bludgeoning (includes animal form), Piercing, Slashing, Ranged, Thrown) and a stacking +2 Melee Power (Bludgeoning/Piercing/Slashing) or +2 Ranged Power (Ranged/Thrown). This feat can be taken multiple times, once for each of the different types.

Fighter or Dragon Lord level 12, Weapon Focus and Weapon Specialization in the same weapon type

Tactical Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
Tactic1 Tactical Training Passive

+2 bonus to tactical feat DC's.

4 Fighter or Dragon Lord levels
Tactic2 Tactical Combatant Passive

+4 bonus to tactical feat DC's.

8 Fighter or Dragon Lord levels
Tactic3 Tactical Mastery Passive

+6 bonus to tactical feat DC's.

12 Fighter or Dragon Lord levels
Tactic4 Tactical Supremacy Passive

+8 bonus to tactical feat DC's.

16 Fighter or Dragon Lord levels
  • Note: they all stack with each other.

Heavy armor Passive Feats[edit]

Icon SortKey Feat Type Description Prerequisites
HeavyArmor1 Heavy Armor Training Passive

While in heavy armor, get +3 PRR and MRR.

2 Fighter or Dragon Lord levels
HeavyArmor2 Heavy Armor Combatant Passive

While in heavy armor, get +6 PRR and MRR.

6 Fighter or Dragon Lord levels
HeavyArmor3 Heavy Armor Master Passive

While in heavy armor, get +9 PRR and MRR.

10 Fighter or Dragon Lord levels
HeavyArmor4 Heavy Armor Champion Passive

While in heavy armor, get +12 PRR and MRR.

14 Fighter or Dragon Lord levels
  • Note: they all stack with each other.


Ranged Combat passive feats[edit]

Icon SortKey Feat Type Description Prerequisites
Bow Strength Bow Strength Passive

Your brute strength allows you to draw your bow farther, allowing your arrows to strike harder. You add your Strength modifier to bow damage.

Point Blank Shot, Weapon Focus: Ranged Weapons, Base Attack Bonus +4, and one of: Power Attack, Combat Expertise, Zen Archery, or Weapon Specialization: Ranged Weapons.
Brutal Throw Brutal Throw Passive

You gain a +1 bonus to damage for every 8 points of Strength you have when using throwing axes or hammers.

+1 Base Attack Bonus, Strength 13
Point Blank Shot Point Blank Shot Passive

You gain a +1 bonus to hit with ranged attacks within 15 meters, and your ranged weapons deal +1[W]. (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.) While wielding Longbows and Shortbows, you gain +1 Critical Threat Range.

Precise Shot Precise Shot Passive
  • Your targeted ranged attacks pass through friend and foe alike to strike your target (no damage will be done other than to your target).
  • Your Ability Score Modifier bonus to damage for Longbows and Shortbows improves by 50% (like two-handed weapons).
  • This feat also grants you the Offensive Ranged Stance Archer's Focus, which lets you deal progressively more damage with ranged attacks while standing still.
Point Blank Shot
Quick Draw Quick Draw Passive

You can draw and fire throwing weapons 21% more rapidly. This attack speed increase stacks with Rapid Shot.

In addition, you re-draw your weapons much faster after casting Spells and Spell-Like Abilities, eliminating the delay between casting and attacking.[official]

Base attack bonus +1
Rapid Reload Rapid Reload Passive

You reload crossbows faster then normal.

  • Great Crossbow: +50%
  • Heavy Crossbow: +65%
  • Dual Heavy Crossbow: +20%
  • Repeating Heavy Crossbow: +40%
  • Light Crossbow: +60%
  • Dual Light Crossbow: +20%
  • Light Repeating Crossbow: +35%
Proficiency: Repeating Light Crossbow
Rapid Shot Rapid Shot Passive

You can fire ranged attacks faster and reload faster when using a ranged weapon. With Longbows and Shortbows, you also gain Ranged Power equal to 1.5x your Base Attack Bonus.

Dexterity 13+, Point Blank Shot
Shot on the Run Shot on the Run Passive

Shot on the Run negates the (-4) penalty to attack rolls associated with moving while firing all types of ranged weapons and throwing weapons and gives +6 ranged power.

Dexterity 13+, Point Blank Shot, Mobility, base attack bonus of 4+ or higher
Simple Thrown Weapon Expertise Simple Thrown Weapon Expertise Passive

You are skilled with the use of Simple Thrown Weapons (Throwing Daggers and Darts) and while using one, you gain Doubleshot equal to your Dexterity.

Dex 13+
Zen Archery Zen Archery Passive

You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.

You treat Shortbows and Longbows as if they were Ki weapons.

+1 Base Attack Bonus, Wisdom 13

Passive Music related[edit]

Icon SortKey Feat Type Description Prerequisites
Improved Bardic Music Improved Bardic Music Passive

Inspire Greatness now adds an additional +1 to all Skills, and Inspire Heroics now grants an additional +1 to Armor Class, Dodge, and all Saves. You sing your Bardic Inspiration as if you had two more Bard levels.

Bard or Stormsinger 12, Perform 15 ranks (purchased)


Turn Undead related[edit]

Icon SortKey Feat Type Description Prerequisites
Extra Turning Extra Turning Passive

Extra Turning allows the character to Turn Undead an additional 4 times per rest period. This feat can be taken only once.

Turn Undead (Cleric or Paladin)
Improved Turning Improved Turning Passive

Gives you the ability to turn undead as if you were one cleric level higher.

Turn Undead (Cleric, Dark Apostate, Paladin, Sacred Fist)


Wild Shape related[edit]

Icon SortKey Feat Type Description Prerequisites
Natural Fighting Natural Fighting Passive

You have grown accustomed to fighting with claws, paws, and jaws. While in Druid animal form, such as Bear or Wolf, you receive +4 to Melee Power, Physical Resistance Rating, and Doublestrike.

Additionally, in Bear form:

  • you gain +50% Strikethrough Chance the first time you take this feat, and an additional 30% each subsequent time (total +110%).
  • while wielding a Two Handed Weapon, your Ability Score modifier to Damage increases by 25% for each copy of this feat (total of +75%).

This feat can be taken up to three times and gives no benefit to druids in elemental forms.

Improves the Hit Point bonus of Heroic Durability.

Druid 3 or Blightcaster 3
Perfect Natural Fighting Perfect Natural Fighting Passive
  • If in Bear form, your Two-Handed ability modifier increases by .25, and your Bear form's bonus to Armor Class is increased by 5%.
  • If in Wolf form, +20% competence bonus to maximum hit points, and you gain +2d6 sneak attack dice.
Level 22, Natural Fighting


Spellcasting related[edit]

Icon SortKey Feat Type Description Prerequisites
Augment Summoning Augment Summoning Passive

Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health (amount equal to what the Toughness feat would grant - total hit dice +2), and increased Fortification (+50%).

No requirements
Greater Spell Focus Greater Spell Focus Passive

Greater Spell Focus adds an additional +1 to the DCs of your spells from the chosen school of magic, making them harder to resist. This bonus stacks with the bonus from the Spell focus feat of the same school. The available choices are:

Spell Focus feat on the same spell school
Greater Spell Penetration Greater Spell Penetration Passive

Adds +2 to your caster level check for defeating Spell Resistance. (In addition to the +2 from the Spell Penetration.)

Able to cast spells, Spell Penetration
Improved Mental Toughness Improved Mental Toughness Passive

This feat increases the character's maximum spell points by 10 at first level, and 5 spell points for each additional level. Also, it increases your spell critical chance by 1%.

Mental Toughness, and the ability to cast 3rd level spells, Artificer 7, Bard 7, Cleric 5, Druid 5, Favored Soul 6, Paladin 10, Ranger 10, Sorcerer 6, Wizard 5.
Mental Toughness Mental Toughness Passive

This feat increases the character's maximum spell points by 10 at first level, and 5 spell points for each additional level. Thus it grants a total maximum of +155 spell points at level 30. Also, increases your spell critical chance by 1%.

Able to cast spells
Mobile Spellcasting Mobile Spellcasting Passive

Normally characters move at half speed while casting, however with Mobile Spellcasting characters move at full speed.

Combat Casting, Dexterity 13+, the ability to cast 2nd level spells (Artificer 3, Bard 4, Cleric 3, Dragon Disciple 6, Druid 3, Favored Soul 4, Paladin 7, Ranger 7, Sorcerer 4, Wizard 3)
Spell Focus Spell Focus Passive

Spell Focus: <Spell School> adds +1 to the DCs of your spells from the chosen school of magic, making them harder to resist.

The available choices are:

No requirements
Spell Penetration Spell Penetration Passive

Adds +2 to your caster level check for defeating Spell Resistance.

Alchemist 1, Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Ranger 4, Sorcerer 1, Wizard 1


Armor, Shield & Weapon proficiencies[edit]

Icon SortKey Feat Type Description Prerequisites
Exotic Weapon Proficiency Exotic Weapon Proficiency Passive

You do no suffer a -4 penalty on attack rolls when using an exotic weapon.

Base Attack Bonus of +1 or higher, Some have Strength requirements - see sub feats
Heavy Armor Proficiency Heavy Armor Proficiency Passive

You are proficient with heavy armor, and do not suffer the armor check penalty to attack rolls when wearing heavy armor. You also gain your base attack bonus x 2 in physical resistance when wearing heavy armor.

Medium Armor Proficiency
Light Armor Proficiency Light Armor Proficiency Passive

You are proficient with light armor, and do not suffer the armor check penalty to attack rolls when wearing light armor. You also gain your base attack bonus in physical resistance when wearing light armor.

None
Martial Weapon Proficiency Martial Weapon Proficiency Passive

Choose a type of martial weapon. You understand how to use that type of martial weapon proficiently in combat and thus do not suffer the -20% attack penalty.

You may select from:

No requirements
Medium Armor Proficiency Medium Armor Proficiency Passive

You are proficient with medium armor, and do not suffer the armor check penalty to attack rolls when wearing medium armor. You also gain your base attack bonus x 1.5 in physical resistance when wearing medium armor.

Light Armor Proficiency
Shield Proficiency (General) Shield Proficiency (General) Passive

You are proficient with Bucklers, Small and Large Shields, and do not suffer the armor check penalty to attack rolls when wielding one.

No requirements
Simple Weapon Proficiency Simple Weapon Proficiency Passive

This feat grants proficiency in all simple weapons, negating the -20% penalty to attack rolls from using those weapons untrained.

This grants proficiency in:

No requirements
Tower Shield Proficiency Tower Shield Proficiency Passive

You are proficient with Tower Shields, and thus do not suffer the armor check penalty to attack rolls when weilding one.

The armor check penalty to skills (if any) and arcane spell failure (if any) of the shield you equip will still apply. As will the general -2 penalty to attack rolls all tower shields inflict.

Shield Proficiency (General)


Skill bonus feats[edit]

Icon SortKey Feat Type Description Prerequisites
Acrobatic Acrobatic Passive

This feat provides a +2 bonus to the character's Jump and Tumble skills.

Alertness Alertness Passive

This feat provides a +2 bonus to the characters Listen and Spot skills.

Athletic Athletic Passive

This feat provides a +2 bonus to the characters Balance and Swim skills.

Combat Casting Combat Casting Passive

Combat Casting grants +4 to Concentration skill checks when casting spells in combat.

Acolyte of the Skin, 1 Alchemist, 1 Artificer, 1 Bard, 1 Blightcaster, 1 Cleric, 1 Dark Apostate, 4 Dark Hunter, 1 Dragon Disciple, 1 Druid, 1 Favored Soul, 4 Paladin, 4 Ranger, 4 Sacred Fist, 1 Sorcerer, 1 Stormsinger, 1 Warlock, 1 Wild Mage, or 1 Wizard
Negotiator Negotiator Passive

This feat grants a +2 bonus to Diplomacy and Haggle skills.

No requirements
Nimble Fingers Nimble Fingers Passive

This feat grants a +2 bonus to the Disable Device and Open Lock skills.

Trapfinding
Self Sufficient Self Sufficient Passive

Self sufficient grants a +2 bonus to the Heal and Repair skills.

No requirements
Skill Focus Skill Focus Passive

Skill Focus grants a +3 bonus to the chosen skill when making skill check rolls. This feat can be taken multiple times, but only once for each skill.

Available Skill focus feats are: Balance, Bluff, Concentration, Diplomacy, Disable Device (requires 1 level of Rogue, Arcane Trickster, or Artificer), Haggle, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock (requires 1 level of Rogue, Arcane Trickster, or Artificer), Perform (requires 1 level of Bard or Stormsinger), Repair, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device

No requirements
Stealthy Stealthy Passive

This feat grants a +2 bonus to the Hide and Move Silently skills.

No requirements

Skill and Save bonus feats[edit]

Icon SortKey Feat Type Description Prerequisites
Bullheaded Bullheaded Passive

This feat grants +2 to the Intimidate skill and +1 on Will saves.

Discipline Discipline Passive

You are difficult to distract with spell or blow. You receive a +1 to Will saves and a +2 bonus on Concentration checks.

No requirements

Save bonus feats[edit]

Icon SortKey Feat Type Description Prerequisites
Great Fortitude Great Fortitude Passive

Grants you a +2 bonus on your Fortitude saves.

Iron Will Iron Will Passive

Grants you a +2 bonus on your Will saves.

Lightning Reflexes Lightning Reflexes Passive

Grants you a +2 bonus on your Reflex saves.

No requirements
Luck of Heroes Luck of Heroes Passive

This feat grants a bonus to +1 to all saving throws.

No requirements
Resist Poison Resist Poison Passive

This feat grants a +4 bonus to all saving throws vs. poison.

No requirements
Snake Blood Snake Blood Passive

This feat grants a +2 bonus to saving throws vs. poison and +1 to reflex saving throws.

No requirements

Save related feats[edit]

Icon SortKey Feat Type Description Prerequisites
Force of Personality Force of Personality Passive

Adds your Charisma modifier to Will Saves instead of your Wisdom modifier.

Charisma 13+
Insightful Reflexes Insightful Reflexes Passive

This feat adds your Intelligence modifier to your Reflex Saves instead of your Dexterity modifier.

Intelligence 13+ or Alchemist 2


Exchange feats[edit]

Icon SortKey Feat Type Description Prerequisites
Feat Respec Token Feat Respec Token Passive

This allows a Character to exchange one feat for another feat at no cost (also the 3-day timer does not apply). Feats are exchanged by a more-or-less friendly Mindflayer (Fred) in House Jorasco.

No requirements

See also[edit]