Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with at least 1 feat at first level). The basic feat you can get as you think listed.
|basic activity||any material or ideal by feel||The basic is usually of activity feat that is the feat you can do anything or not if you think not, by magic or normal activity this basically the point or using how you decide to do things then if you focus to create or do something you manifest sometimes with others or do them by yourself. The ability is where you get results or you can let the dm or gm decide as you choose one then work with the point the ideal exists. This allows most feats by skill or area use. So think to translate then you focus your understanding or think to understand, then you understand what this is or what there is to know. This feat uses no trauma nor causes trauma as the trauma disappears on use of a feat.|
|reiki feat||any material or ideal to heal|| The basic healing feat that is think or feel then think to heal then you if with the need will heal short range or long distance with a constitution mod d10 bonus to healing if short range over short or touching distance or constitution mod d6 for long range over long distance. Think of them pr yourself to heal then the subconscious heals by the chakra points being cleansed or unblocked. This is usually with the activity that is the wrong thing that shows up as a blocked chakra point, that gets cleared away to cause quicker healing.
This feat you can do anything if you think to use this right or not if you think not to do, this is counted as magic or normal activity where this basically is the point or using how you decide to do things. Then if you focus to create or do something you manifest sometimes with others or do them by yourself. The ability is where you get results or you can let the dm or gm decide. This allows most feats by skill or area use. This feat uses no trauma nor causes trauma as the trauma disappears on use of a feat.
|Side rules||any material or ideal by feel||So think then you can mix or match items to create a new item.|
|Created language feat||anything that is material or ideal to understand||Create a language that is all languages or you can understand all languages, as though a created language by the creator that the creator helps you understand. Add the language to your list of languages; Created language.|
|Six rule||any material or ideal by feel that's like art to you|| Create a point or ideal as any ideal that you paint, work or draw exists. Then what you think guides what you draw to create magic. If a work then you create by feeling the ideal as though a source is creating what you wish as you think to create when you speak, do a spell or make your ideal. This uses energy that the aura absorbs to create with so that you take energy or generate by physical activity, then you can cast an effect by the lack of energy that is heat otherwise. Where the spell effect uses energy by feel.
This uses the Six focus. Think a point then create what you wish, as though speaking things or thinking things. As you sometimes act or don't act creates, this is use by the creator to create as though you needed the ideal. This is by feel that you know the ideal is created or exists. Aka the gm tells you where or when you find things or if the ideal exists. Otherwise you can decide this if you are playing in a self game.
|Thought focus||any material or ideal to create by feel||Think a feat or ideal to try by a point you think, though thought that you think is used to create. When you are aware to the ideal result, then you can use what you think when that is where you are aware the creator created.|
|Action Surge||Human||You gain a +3 bonus to attack or creativity rolls you think to make during any action.|
|Distracting Shield||Int 15, Fighter||If you hit a foe with an attack, the target takes a –2 penalty
to attack rolls until the start of your next turn.
Special: You must have a shield equipped to benefit from this feat.
|Dodge Giants||Dwarf||+1 to AC and Reflex against attacks of Large or larger foes|
|Dragonborn Frenzy||Dragonborn||+2 damage when bloodied|
|Dragonborn Senses||Dragonborn||Low-light vision, +1 to Perception|
|Dwarven Weapon Training||Dwarf||+2 damage and proficiency with axes and hammers|
|Eladrin Soldier||Eladrin||+2 damage and proficiency with longswords and spears|
|Elven Precision||Elf||+2 to reroll with elven accuracy|
|Enlarged Dragon Breath||Dragonborn, dragon breath racial power||Dragon breath becomes blast 5|
|Ferocious Rebuke||Tiefling, infernal wrath racial power||Push 20' or 2 Squares with infernal wrath|
|Group Insight||Half-Elf||Grant allies +1 to Insight and initiative|
|Halfling Agility||Halfling, second chance racial power||Attacker takes a –2 penalty with second chance reroll|
|Healing Hands||Priest||When you use the lay on hands Feat power, the affected ally regains additional hit points equal to your Charisma modifier.|
|Hellfire Blood||Tiefling||You gain a +1 feat bonus to attack rolls and damage rolls when you use a power or ability that has the fire or fear effect.|
|Human Perseverance||Human||+1 to saving throws|
|Light Step||Elf||Add to overland speed of group, +1 to Acrobatics and Stealth|
|Lost in the Crowd||Halfling||+2 to AC when adjacent to at least two larger enemies|
|Potent Challenge||Con 15, Fighter||If you hit a foe with an attack, add your Constitution modifier to the damage roll.
Special: This benefit applies only to attacks made with two-handed weapons.
|Shield Push||Fighter||If you hit a foe with an attack granted by your Combat Challenge class feature, you push the
target 10' or 1 Square after dealing damage.
Special: You must carry a shield to benefit from this feat.
|Armor Proficiency (Light)||Str 13||You gain proficiency with any light armor.|
|Armor Proficiency (Heavy)||Str 16||You gain proficiency with any heavy armor.|
|Shield Proficiency (Heavy)||Str 15, Shield Proficiency (Light)||You gain proficiency with heavy shields.|
|Shield Proficiency (Light)||Str 13||You gain proficiency with light shields.|
|Weapon Proficiency (Accurate)||-||You gain an accuracy bonus of +3 in using Dagger, Rapier, etc.|
|Weapon Proficiency (Normal)||-||You gain a normal bonus of +2 in using Longsword, Long Bow, etc|
|Weapon Proficiency (Inaccurate)||-||You gain an innacurate bonus of +1 in using Axes and etc.|
|Armor of Bahamut||Must worship god as Bahamut||You can invoke the power of your deity to use armor of Bahamut.|
|Avandra’s Rescue||Must worship god as Avandra||You can invoke the power of your deity to use Avandra’s rescue.|
|Corellon’s Grace||Must worship god as Corellon||You can invoke the power of your deity to use Corellon’s grace.|
|Harmony of Erathis||Must worship god as Erathis||You can invoke the power of your deity to use harmony of Erathis.|
|Ioun’s Poise||Must worship god as Ioun||You can invoke the power of your deity to use Ioun’s poise.|
|Kord’s Favor||Must worship god as Kord||You can invoke the power of your deity to use Kord’s favor.|
|Melora’s Tide||Must worship god as Melora||You can invoke the power of your deity to use Melora’s tide.|
|Moradin’s Resolve||Must worship god as Moradin||invoke the power of your deity to use Moradin’s resolve.|
|Pelor’s Radiance||Must worship god as Pelor||You can invoke the power of your deity to use Pelor’s radiance.|
|Raven Queen’s Blessing||Must worship god as the Raven Queen||You can invoke the power of your deity to use Raven Queen’s blessing.|
|Sehanine’s Reversal||Must worship god as Sehanine||You can invoke the power of your deity to use Sehanine’s reversal.|
|Feat Power: Lay on Hands||Your divine touch instantly heals wounds.
Special: You can use this power 3 times per day, but only once per round. Minor Action Melee touch.
Target: One creature or person
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
|Channel Divinity: Armor of Bahamut Feat Power||Bahamut protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.
Special: You must take the Armor of Bahamut feat to use this power.
|Channel Divinity: Avandra’s Rescue Feat Power||Avandra smiles upon you and helps you rescue a friend in need.
Encounter ✦ Divine
Move Action Melee 1
Target: One ally
Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally’s space must be the same size.
Special: You must take the Avandra’s Rescue feat to use this power.
|Channel Divinity: Corellon’s Grace Feat Power||Corellon’s grace allows you to move when others take action.
Encounter ✦ Divine
Immediate Interrupt Ranged 10
Trigger: Another creature within range does an action to take an extra action
Effect: You take a move action.
Special: You must take the Corellon’s Grace feat to use this power.
|Channel Divinity: Harmony of Erathis Feat Power||Erathis brings harmony of purpose to like-minded allies.
Encounter ✦ Divine
Minor Action Ranged 10
Target: One ally
Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn.
Special: You must take the Harmony of Erathis feat to use this power.
|Channel Divinity: Ioun’s Poise Feat Power||Ioun grants strength of will to those she favors.
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.
Special: You must take the Ioun’s Poise feat to use this power.
|Channel Divinity: Kord’s Favor Feat Power||Kord favors a strong hit in combat with healing.
Encounter ✦ Divine, Healing
Free Action Ranged 5
Trigger: You or an ally within range scores a critical hit with a melee attack
Effect: You or the ally can spend a healing surge.
Special: You must take the Kord’s Favor feat to use this power.
|Channel Divinity: Melora’s Tide Feat Power||Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead.
Special: You must take the Melora’s Tide feat to use this power.
|Channel Divinity: Moradin’s Resolve Feat Power||Moradin’s blessing puts the small on more equal footing with the large.
Encounter ✦ Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures.
Special: You must take the Moradin’s Resolve feat to use this power.
|Channel Divinity: Pelor’s Radiance Feat Power||When undead creatures abound, Pelor’s radiance shines to aid the faithful.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.
Special: You must take the Pelor’s Radiance feat to use this power.
|Channel Divinity: Feat Power Raven Queen’s Blessing||The Raven Queen grants a boon to those who send the dead on their way.
Encounter ✦ Divine, Healing
Free Action Ranged 10
Trigger: Your attack drops an enemy within range to 0 hit points or fewer
Effect: You or an ally within 50' or 5 Squares of the enemy can spend a healing surge.
Special: You must take the Raven Queen’s Blessing feat to use this power.
|Channel Divinity: Sehanine’s Reversal Feat Power||Sehanine’s blessing turns the powers of your enemies against them.
Encounter ✦ Divine
No Action Ranged 5
Trigger: You roll a natural 20 on a saving throw
Effect: Choose an enemy within range; that creature gains the condition you just saved against.
Special: You must take the Sehanine’s Reversal feat to use this power.
|Alertness||-||You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks.|
|Arcane Initiate||-||You gain training in the Arcana skill (add +5 to the Arcana skill). You can use the scorching blast power once per encounter.|
|Astral Fire||Dex 13, Cha 13||You gain a +1 feat bonus to damage rolls when you use a power or abilty that has fire or radiant
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
|Backstab||Stealth Skill||This feat allows you to backstab as you sneak up behind a person or creature and attempt a sneak attack on them. The damage is 1d6 + normal weapon damage + Str Mod.|
|Backstabber||Backstab Feat||Increase damage from backstab from 1d6 to 1d8|
|Blade Opportunist||Str 13, Dex 13||You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade.|
|Burning Blizzard||-||Increases by 1 point all damage caused by cold and acid. (The Gazetteer advertisement)|
|Dark Fury||Con 13, Int 13||You gain a +1 feat bonus to damage rolls
when you use a power or ability that has the death, necrotic or psychic
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
|Defensive Mobility||-||+2 to AC against opportunity attacks|
|Durable||-||Increase your number of healing surges by two.|
|Energy focus||'Myy' Special ability||You are more adept at focusing your energy. This increases the duration of the effect by 1 point per each 2 levels. The effect amount goes up by 1d10 + Charisma Mod.|
|Escape Artist||Trained in Acrobatics||You can attempt to escape a grab as a minor action, instead of as a move action. You gain a +2 feat bonus to Acrobatics checks.|
|Extra speed||-||Getting this Feat makes the basic speed you have added to by 10.|
|Far Shot||Dex 13||When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 50' or 5 Squares.|
|Far Throw||Str 13||When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 20' or 2 Squares.|
|Fast Runner||Con 13||You gain a +2 bonus to speed when you charge or run.|
|Glibness||Bluff Skill||This makes believable lies, by a +3 to the Bluff Skill.|
|Improved Initiative||-||+4 to initiative checks|
|Inspired Recovery||-||This manifests a healing effect of 40% HP recovery in your character and your party, at will.|
|Jack of All Trades||Int 13||You gain a +2 feat bonus to all untrained skill checks.|
|Lethal Hunter||Hunter's Quarry class feature||Increases damage from Hunter's Quarry from 1d6 to 1d8|
|Linguist||Int 13||Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once. Each time you select this feat, choose three new languages to learn.
|Long Jumper||Trained in Athletics||You can make all long jumps as if you had a running start. You also gain a +1 feat bonus to Athletics checks.|
|Mounted Combat||-||When you ride a creature, you gain access
to any special mount abilities it confers to its rider. Not
every creature has these abilities. The Dungeon Master’s
Guide has more information on mounts and mounted
While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher.
|Nimble Blade||Dex 15||When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.|
|Power Attack||Str 15||When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon). This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
1st–10th +2 (+3)
11th–20th +4 (+6)
21st–30th +6 (+9)
|Powerful Charge||Str 13||When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.|
|Quick Draw||Dex 13||You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.|
|Raging Storm||Con 13, Dex 13||You gain a +1 feat bonus to damage rolls
when you use a power or ability that has the
lightning or thunder effect.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
|Skill||-||You gain training in any one skill. And this is +5 for training.
Special: Once you get the skill feat, you may attempt to train more skills with the feat (3 Skills per every 2 levels).
|Skill Focus||Training in chosen skill||Choose a skill in which you have training. You have a +3 feat bonus to checks with that skill.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
|Sure Climber||Trained in Athletics||A successful Athletics check allows you to climb at your normal speed, rather than half speed. You also gain a +1 feat bonus to Athletics checks.|
|Tactical Assault||-||An ally can add your intelligence as a bonus to his attack roll.|
|Toughness||-||When you take this feat, you gain additional health point percentage equal to 40% HP. You also gain 1% additional health points every time you gain a level.|
|Two-Weapon Defense||Dex 13, Two-Weapon Fighting||While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.|
|Two-Weapon Fighting||Dex 13||While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.|
|Weapon Focus||-||+1 attack|
|Wintertouched||-||When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power or ability that has an Air, Ice or Cold effect.|
|Cleaning||12 Dex||This feat includes: dust removal, broom use, cleaning up and keeping clean (yourself and environment). The cleaner feat makes the disease and poison potential eliminated.|
|Counter spell||Insight Skill and 'Myy' Special ability||Counter spells can happen Intuitively with you as the defending mage. Its done right, right off at will. The counter spell uses Verbal magic and will happen as the mage senses the attack. Only if the defending mage knows the right Form and Art will it be successful. Chosen at the moment in which you are assaulted.|
|Education||-||Allows a character to understand things naturally, that isn't so easily understood. This is a +3 to intelligence and adds a language of your choice.|
|Elemental form||-||You can transform into an elemental form that you choose at will. When you transform into one, you gain immunity to the element you chose to become. And, in elemental form you regenerate (see the regeneration special ability) when hit by the same energy as the elemental form. With each 2 levels of the character, past when you gain the Feat, you may gain the next Tier other than 1st Tier, for the Elemental form. Anytime, you may transform.|
|Energy body||-||Transforms your body into an energy form that is solid, yet energy. Making the form become solid or unsolid at will. You will no longer need food nor water, unless you feel you need it. You can control how you look and feel, at will or whim you can change yourself in appearance anyway you want, including like another person. You regenerate 20% HP per round. You absorb energy as it comes to you and weapons can pass through you, when unfocused in mind.|
|Enhanced Regeneration||Regeneration ability||Treat all damage dealt to you as nonlethal except fire and acid. Fire and Acid damage can be healed. When the damage dealt is greater than 50% or more in damage, then you can become dazed for 1d6 rounds. (A distractive headache.) This is decided by a constitution check. The nonlethal damage disappears at a rate of 20 subdual points (otherwise 20% HP) per minute. You can regenerate or reattach lost limbs quicker.|
|Energy reservoire||Forcecraft Special ability||A ready reservoire of focused energy that is built up with forcecraft actions directed to the reservoire. As in how many actions used for forcecraft focus, is how many Forcecraft actions you may use from the reservoire.|
|Flight||'Myy' Special ability||Flight is easy for you. You may fly at will, anytime you will the action. This flight is inertial and requires no wings. Your flight speed is 30' or 3 Squares.|
|Flyby Attack||Flight Feat or Ability to fly||You gain the following at-will feat power, which allows you to make a basic attack against a creature in your flight trajectory. You fly a number of feet up to your fly speed and make one melee basic attack at any point during that movement. You do not provoke opportunity attacks when moving away from the target of the attack.|
|Hover||Flight Feat or Ability to fly||When flying, the character or creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a character or creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
|Hyperphase||-||The hyperphase feat phases your effect to wherever you want it to be and it becomes as though it were cast there. The phase is done at will and anytime you want it to make your magic. The range is unlimited and this is where you use a construct of magic to shift the effect and manifest it.|
|Improved Energy Working||"Myy" or Psionics special ability||This feat makes your energy working and magic act get an effect. This is done with negation of the qualifying dice roll that challenges the working. The effect is done in an instance and takes no time. This also negates the mental tests. Finally, the feat also adds a +10 to the totalled effect result.|
|Improved Flight||Flight Feat or Ability to fly||You gain greater maneuverability when flying than you would normally have. Your maneuverability while flying improves by one grade. For example, if your normal maneuverability is poor, it becomes average.|
|Improved recovery||-||This means that whatever amount of recovery from trauma is doubled. In effect, it doubles the trauma points lost.|
|Lost in the Trees||-||+2 AC if you are adjacent (or in) to trees or shrubbery.|
|Mechanics||12 Int||Be able to use any device, magical or non-magical. With this feat, you can make the devices, if given enough time to study. In essence, you can create any item or device.|
|Medicine||-||Know how to make any type of medice from just scrounging. This feat represents primal medicine knowledge and eliminates the need for healers kit, for it allows you to use anything to heal.|
|Phase Step||-||With a step, you vanish from one place and appear in another through hyperspace. The effect is to teleport anywhere you can see or visualize. You may use this power at will and any number of times per day.|
|Prescience||-||This feat enables the person to perceive events and knowledge before it happens. Its limited to 6 minutes in advance, unless the character focuses their mind and then its possible to perceive upto days in advance. It can get you out of allot of trouble by keeping a person from going insane, upto 30 Trauma points. This feat also acts as a -10/anything damage reduction by prevention per every 2 levels.|
|Rapid Flight||Ability to fly or Flight Feat||You are able to fly faster than others of your kind. Your flight speed increases by +20 feet. This does not affect your flight manueverability.|
|Resilience||-||The character can handle more trauma. This grants 10 additional points before going insane.|
|Size control||-||Size control is used at will for your character to psyche out the opponent and appear larger or smaller. This feat tricks the opponent into reacting as though you were the size projected. With use you gain the respective size bonus, even though you aren't the size you project.|
|Traumatic blow||-||Forces a trauma point on those you hit.|
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites
|Action Recovery||Human||When you do an action, you can immediately roll a saving throw against each condition affecting you that a save can end.|
|Dwarven Durability||Dwarf||Increase your number of healing surges by two and your healing surge value by your Constitution modifier.|
|Empowered Dragon Breath||Dragonborn, dragon breath racial power||Use d10s for the damage roll of your dragon breath power instead of d6s.|
|Feywild Protection||Eladrin, fey step racial power||When you use your fey step power, you gain a +2 bonus to all your defenses until the end of your next turn.|
|Fiery Rebuke||Tiefling, infernal wrath racial power||When you use your infernal wrath power and hit with an attack, the target takes fire damage equal to 5 + one-half your level in addition to any other damage the attack deals.|
|Running Shot||Elf||You don’t take any attack penalty to ranged attacks after you use the run action.|
|Underfoot||Halfling, trained in Acrobatics||You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don’t provoke when you leave an adjacent area of 10' or 1 Square to enter the target creature’s space, or when you leave the target creature’s space to enter an adjacent area. You still provoke attacks from other creatures. You can’t end your move in another creature’s space.|
|Agile Athlete||Acrobatics or Athletics||When you make an Acrobatics check or an Athletics check, roll twice and use the higher result.|
|Arcane Reach||Dex 15||When using a close-up arcane attack, you can choose anywhere within 20' or 2 Squares of you as the origin spot.|
|Back to the Wall||-||Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack rolls, melee damage rolls, and AC.|
|Blood Thirst||-||You gain a +2 bonus to melee damage rolls against bloodied foes.|
|Combat Anticipation||-||You gain a +1 feat bonus to all defenses against ranged, area, and close attacks.|
|Danger Sense||-||When you make an initiative check, roll twice and take the higher of the two rolls.|
|Deadly Axe||Str 17, Con 13||You treat all axes as high crit weapons.|
|Defensive Advantage||Dex 17||When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks.|
|Devastating Critical||-||When you score a critical hit, you deal an extra 1d10 damage.|
|Distant Shot||-||You ignore the –2 penalty for making ranged attacks at long range.|
|Evasion||Dex 15||When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.|
|Fleet-Footed||-||You gain a +4 feat bonus to your speed.|
|Great Fortitude||-||You gain a +2 feat bonus to your Fortitude defense.|
|Hammer Rhythm||Str 15, Con 17||If you miss with a melee attack with a hammer or a mace and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.|
|Heavy Blade Opportunity||Str 15, Dex 15||When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack.|
|Improved Second Wind||-||When you use your second wind, you heal an additional 5 hit points. Also, you may do second wind many times, that is until you feel its unnecessary. Any race can use this feat and gain the second wind for themselves, if the GM/DM allows that idea.|
|Inescapable Force||-||When you use a power or ability that has the force, electricity or mana keyword, you deal full damage (instead of half damage) against insubstantial creatures, and that power or ability deals an extra 1d10 damage to such creatures.|
|Iron Will||-||You gain a +2 feat bonus to your Will defense.|
|Lasting Frost||-||Any target you hit with a power or ability that has the air, ice or cold keyword gains vulnerable cold 5 until the end of your next turn.|
|Light Blade Precision||Dex 13, Small or Medium size||You gain a +2 bonus to damage rolls with light blades against Large or larger targets.|
|Lightning Arc||-||When you score a critical hit with a power or ability that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 100' or 10 Squares of the original target that was not already targeted or affected by the power or ability. That target takes damage equal to the damage dealt to the original target.|
|Lightning Reflexes||-||You gain a +2 feat bonus to your Reflex defense.|
|Mettle||-||When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.|
|Point-Blank Shot||-||If you make a ranged attack against a foe within 50' or 5 Squares of you, your attack ignores cover and concealment, including superior cover but not total concealment.|
|Polearm Gamble||Str 15, Int 15||When a nonadjacent enemy enters an area adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy’s turn.|
|Resounding Thunder||-||You can add 1 to the size of any blast or burst that has the thunder keyword.|
|Scimitar Dance||Str 15, Dex 17||If you miss with a melee attack with a scimitar and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.|
|Secret Stride||Trained in Stealth||You do not incur penalties to your Stealth checks if you move at full speed while hiding or sneaking. You still take the full penalty if you run.|
|Seize the Moment||Dex 17||During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours.|
|Shield Specialization||Dex 15, Shield Proficiency (Heavy or Light)||You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient.|
|Sly Hunter||Int 15||You gain a +3 bonus to damage rolls with bow attacks against any target that has no creature within 30' or 3 Squares of it.|
|Solid Sound||Con 13||Until the end of your next turn, you gain a +2 bonus to Fortitude, Reflex, or Will after you use any ability. Choose the defense when you use the ability.|
|Spear Push||Str 15, Dex 13||When you push a foe with a polearm or spear attack, you can add 10' or 1 Square to the distance pushed.|
|Steady Shooter||Con 15||You gain a +3 bonus to damage rolls with crossbow attacks if you haven’t moved since the end of your last turn.|
|Sweeping Flail||Str 15, Dex 15||When making a melee attack with a flail against a foe carrying a shield, you gain a +2 bonus to the attack roll.|
|Uncanny Dodge||Int 15||Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.|
|Greater Elemental Form||Elemental form Feat||You can transform into a greater elemental form that you choose at will. When you transform into one, you gain immunity to the element you chose to become. Your base damage is now d12+10 instead of d10. And, in greater elemental form you have Enhanced regeneration (see the Enhanced regeneration feat). Anytime, you may transform.|
|Greater Energy body||Energy body||Transforms your body into a greater energy form that is solid, yet energy. Making the form become solid or unsolid is at will. You no longer need food nor water. You regenerate 40% HP per round. You absorb energy as it comes to you and anything can pass through you, when your unfocused in mind or at will.|
|Greater Resilience||Resilience||The character can handle allot more trauma. This grants 25 additional points before going insane.|
|Improved Traumatic blow||-||Forces 5 trauma points on those you hit. The hit can be energy, physical or otherwise.|
|Martial Arts||15 Dex, 14 Int||Martial arts is learned in any style you want as though you were a master. You learn it by example and intuition. You can get a natural strike on a critical area with a roll of a 19 or 20. Damage dealt is increased for the foot or hand/fist strike, to 2d10. You may add in the Strength and Dexterity mod to the damage total.|
|Nightmare form||Size control Feat||Nightmare form is used at will for your character to psyche out and create terror in the opponent. You can appear larger or smaller and terrifying. This feat tricks the opponent into reacting as though you were the size projected and either making the enemy run in terror or be dazed for 1d6 rounds. With use you gain the respective size bonus, even though you aren't the size you project.|
Any feat in the following section is available to a character of 21th level or higher who meets the prerequisites
|Axe Mastery||Str 21, Con 17||When you make a melee weapon attack with an axe, you can score a critical hit on a natural roll of 19 or 20.|
|Blind-Fight||Int is 13 or trained in Perception||Adjacent creatures do not gain the benefit of concealment or invisibility against you. This means you can make opportunity attacks against creatures you can’t see.|
|Bludgeon Mastery||Str 19, Con 19||When you make a melee weapon attack with a hammer, mace, or staff, you can score a critical hit on a natural roll of 19 or 20.|
|Flail Mastery||Str 19, Dex 19||When you make a melee weapon attack with a flail, you can score a critical hit on a natural roll of 19 or 20.|
|Flanking Maneuver||Dex 17, trained in Acrobatics||You can move diagonally even if a wall corner normally blocks such movement. You can move through enemies’ spaces. You provoke opportunity attacks for this movement as normal. You can’t end your move in an enemy’s space.|
|Font of Radiance||-||When you score a critical hit with a power or ability effect
that has the radiant, fire or light keyword, the target begins to glow
brightly (save ends).
The target’s space and all squares adjacent to it are illuminated by bright light. Invisible creatures become visible while they are in affected 10' or 1 Square areas, and attack rolls against creatures in those areas take no penalty for concealment. Any foe that ends its turn in an affected 10' or 1 Square area (including the original target) takes 3d6 radiant damage.
|Heavy Blade Mastery||Str 21, Dex 17||When you make a melee weapon attack with a heavy blade, you can score a critical hit on a natural roll of 19 or 20.|
|Irresistible Flame||-||Treat your target’s resist fire as 20 fewer than normal when determining damage for your attacks.|
|Light Blade Mastery||Str 17, Dex 21||When you make a melee weapon attack with a light blade, you can score a critical hit on a natural roll of 19 or 20.|
|Pick Mastery||Str 21, Con 17||When you make a melee weapon attack with a pick, you can score a critical hit on a natural roll of 19 or 20.|
|Spear Mastery||Str 19, Dex 19||When you make a melee weapon attack with a spear, you can score a critical hit on a natural roll of 19 or 20.|
|Triumphant Attack||-||If you score a critical hit with a melee attack, the target of your attack takes a –2 penalty to attack rolls and defenses for the rest of the encounter (save ends).|
|Two-Weapon Flurry||Dex 19, Two-Weapon Fighting||While holding a melee weapon in each hand, if you make a successful opportunity attack with your primary weapon, you can also make an opportunity attack with your off-hand weapon against the same target (but with a –5 penalty to the attack roll).|
|Unfettered Stride||Trained in Acrobatics||You can ignore the effect of difficult terrain on your movement.|
|Insanity blow||-||Forces 15 trauma points on those you hit. The hit can be energy, physical or otherwise.|
|Critical Strike||Martial Arts Feat||While striking by hand, body or foot you strike a natural critical hit to the area you target, on a 16 or higher. You ignore armor and if they have a shield, they are pushed back 10' or 1 Square. This is where your Martial arts are useful, you add 20 % to the damage total.|