Live Ars DnD Feats

These are all 4e or 5e feats. Divine Feat Powers are near the middle of the Heroic Tier Feats. If you want the 3.5E feats, then go here for the feats that you decide fit your character. Think and remember you need someone to work with or do thinjs on your own, you may use a special ability in place of a feat but if you don't and try to use the 3.5E feat. Then if you need to do so, you must have some share of 3.5E Skills for them to work with.

Tier Menu

Heroic Tier
Paragon Tier
Epic Tier

Heroic Tier and New Feats

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).

Name Prerequisites Benefit
Basis feats that don't use a feat point unless you think they do
basic activity any material or ideal by feel The basic is the activity feat is the feat you can do anything or not, by magic or normal activity this basically the point or using how you decide to do things. The ability is where you get results you can let the dm or gm decide. This allows most feats by skill or area use. This use is prone to not work right if used with a roll unless you think this is working by feel is a feat or feature to create with your use is creatable as anything is possble except what the game master says. This means the feats are game master allowable as you choose one then work with the ideal that exists. So think to translate then you focus your understanding or think to understand, then you understand what there is to know.
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.
Racial and Class Feats
Action Surge Human You gain a +3 bonus to attack rolls you make during any action.
Agile Hunter Dex 15, Ranger, Hunter’s Quarry class feature When you score a critical hit with a melee attack against the target of your Hunter’s Quarry, you can shift as a free action, and the enemy takes a –2 penalty on attack rolls against you until the end of your next turn.
Distracting Shield Wis 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 Paladin/Anti-paladin 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
Improved Dark One’s Blessing Con 15, Warlock, infernal pact Pact boon grants 3 additional temporary hit points
Improved Fate of the Void Con 13 or Cha 13, Warlock, star pact Pact boon grants additional +1 bonus to die roll
Improved Misty Step Int 13, Warlock, fey pact Pact boon grants additional 20' or 2 squares of teleport
Inspired Recovery Warlord, Inspiring Presence class feature When an ally who can see you spends an action point to gain an extra standard action, that ally can roll a saving throw as a free action, adding your Charisma modifier to the roll.
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.
Precise Hunter Wis 15, Ranger, Hunter’s Quarry class feature Allies gain +1 attack against target hit by critical hit
Press the Advantage Cha 15, Rogue If you score a critical hit while you have combat advantage, you gain combat advantage against the target until the end of your next turn.
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.
Surprise Knockdown Str 15, Rogue If you score a critical hit while you have combat advantage, you knock the target prone.
Tactical Assault Warlord, Tactical Presence class feature When an ally who can see you spends an action to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier.
Proficiency
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.
Divine Feats
Armor of Bahamut Must worship Bahamut You can invoke the power of your deity to use armor of Bahamut.
Avandra’s Rescue Must worship Avandra You can invoke the power of your deity to use Avandra’s rescue.
Corellon’s Grace Must worship Corellon You can invoke the power of your deity to use Corellon’s grace.
Harmony of Erathis Must worship Erathis You can invoke the power of your deity to use harmony of Erathis.
Ioun’s Poise Must worship Ioun You can invoke the power of your deity to use Ioun’s poise.
Kord’s Favor Must worship Kord You can invoke the power of your deity to use Kord’s favor.
Melora’s Tide Must worship Melora You can invoke the power of your deity to use Melora’s tide.
Moradin’s Resolve Must worship Moradin invoke the power of your deity to use Moradin’s resolve.
Pelor’s Radiance Must worship Pelor You can invoke the power of your deity to use Pelor’s radiance.
Raven Queen’s Blessing Must worship the Raven Queen You can invoke the power of your deity to use Raven Queen’s blessing.
Sehanine’s Reversal Must worship Sehanine You can invoke the power of your deity to use Sehanine’s reversal.
Divine Power Feats
Feat Power: Lay on Hands Your divine touch instantly heals wounds.

At-Will (Special)
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.
Generic Feats
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 effect.

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 or have Sneak attack ability Increase damage from Backstab and Sneak attack 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 Int 13, Wis 13 You gain a +1 feat bonus to damage rolls when you use a power or ability that has acid, ice or cold effects.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Dark Fury Con 13, Wis 13 You gain a +1 feat bonus to damage rolls when you use a power or ability that has the death, necrotic or psychic effect.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Defensive Mobility - +2 to AC against opportunity attacks
Drain - You are able to drain attributes from people, as in stat drains. At will, you can drain 1d4 worth of any stat you want from the target. This is temporary so be advised the stats you drain disappear from you when 12 hours pass.
Durable - Increase your number of healing surges by two.
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.
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 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 combat.

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.

Level Extra Damage (Two-Handed Weapon)
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 Training - You gain training in any one skill. This skill doesn't have to be a class skill. This is +5 for training.
Special: Once you get the skill training, you may attempt to train more skills with the feat (3 Skills per every 2 levels after 1st).
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 hp equal to 40 HP. You also gain 1 additional hp 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.
New Feats
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.
Cooking 13 int To be able to identify foods, cook anything with expertise and to set a table. To gain this feat you become a chef; Anything you cook is able to heal you by 2d10 HP.
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.
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 or water, unless you feel you need it. You can control how you look and feel, at will or whim you can change yourself to appear anyway you want, including like another person. You regenerate 1d20 HP per round. You absorb energy as it comes to you and weapons can pass right through you, when unfocused in mind.
Enhanced Regeneration Regeneration special 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 per minute. You can regenerate or reattach lost limbs quicker.
Flight - 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'.
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 happen for 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 - This feat makes is where you always get a result no matter the interruption. This is done by making concentration checks unnecessary. The effect is done in an instance and takes no time. This also adds a +10 to the effect total 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.
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 percieve events before they happen. Its limited to 6 minutes in advance, unless the character focuses and then its possible to percieve upto days in advance. It can get you outta lotsa trouble. It acts as a -10/- damage reduction per 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.
Repair - To be able to repair anything as though you had a nack for it including weapons, even without understanding how you do it. Figure out any system, as if a natural engineer, including math.
Science - This is the essence of new ideas. A person can think up items to build or work with, such as new devices or materials. Thus a person with this feat, can use any material to build a machine. This feat makes the person a jack of all trades.
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.
Technology - This feat allows handling of high tech devices with good usage and understanding: Guns, Machines, Computers and devices that make everyday life easier. This includes making you a good marketer. Use any technology.
Traumatic blow - Forces trauma on those you hit. It can leave the target/s dazed and unmoving for 1d10 rounds.
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Paragon Tier

Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites

Name Prerequisites Benefit
Racial and Class Feats
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.
Combat Commander Warlord, Combat Leader class feature The bonus to initiative granted by your Combat Leader class feature is now equal to your Charisma modifier or your Intelligence modifier, whichever is higher.
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.
Twofold Curse Warlock, Warlock’s Curse class feature When you use your Warlock’s Curse class feature, you can curse the two nearest enemies.
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.
Generic Feats
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.
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, Wis 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 Wis 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 Wis 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.
Other Feats
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 2d20 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 Insanity blow - Forces greater trauma on those you hit. On one strike, the target is dazed for 1d10 rounds. On three strikes, they strike out at anything nearby or if noone, themselves.
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 from a nightmarish visage. You can appear larger or smaller and more terrifying from it. 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 from fear. With use you gain the respective size bonus, even though you aren't the size you project.
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Epic Tier

Any feat in the following section is available to a character of 21th level or higher who meets the prerequisites

Name Prerequisites Benefit
Generic Feats
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 Wis 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.
Other Feats
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.
Insanity blow - Forces insane trauma on those you hit. They strike out at anything nearby or if noone, themselves. The hit can be energy, physical or otherwise. If they don't strike out, they are dazed for 1d12 rounds.
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