Feats in this Campaign

Generally speaking, only feats from the PHB are allowed. However, players are certainly welcome to suggest feats from other WotC products or other d20 sources. Additionally, players are free to create their own feats, and the DM will do his best to work with that player to bring as close a version as possible of that feat into the game world.

Here, I've listed: Those that are from other sources, though, may still be slightly modified from their original version.


New Feats

BARDIC FAMILIAR [General]
Despite being a bard, you have mastered the ritual necessary to bind a creature to you as a familiar.
Prerequisite(s): Bard level 3+
Benefit: You may summon a familiar, chosen from those
appropriate for a wizard or sorceror. When determining all level related effects, you are treated as a sorceror of two levels lower. All rules for familiars apply. You are also now considered to have "the ability to summon a familiar" (for feats such as Improved Familiar), but your level for familiar-related effects is still two lower.
Normal: A bard cannot summon a familiar.
Suggested By: Caleb

CRUSHING DEFENSE [Fighter]
You know how to not only deflect other's weapons, but destroy them while you're at it.
Prerequisites: Str 13+, Parry, Power Attack, Sunder, BAB +4
Benefit: After a successful parry, you may attempt to sunder your opponent's weapon without provoking an AOO. Your weapon must be no more than one size catergory smaller than your opponent's weapon.

DISARMING DEFENSE [Fighter]
You are skilled at deflecting other's blows, and robbing them of their weapon as well.
Prerequisites: Parry, BAB +4, Improved Disarm
Prerequisites: After a successful parry, you may attempt to disarm your opponet's weapon without provoking an AOO.
Special: If you have this feat and Crushing Defense, you may not attempt both a disarm and a sunder; you must choose one or the other.
Suggested by: Josh

EXPERT PARRY [Fighter]
You are skilled at deflecting other's blows, then counter-attacking.
Prerequisites: Parry, Expertise
Benefit: When making a parry attempt, if you beat the attacker's melee roll by at least 5, you may immediately make a free attack against that opponent.
Special: If you also have Crushing Defense, you may not make a sunder attempt counter-attack. If you also have Disarming Defense, you may not attempt a disarm and counter-attack. In both cases, it is your decision. If you also have Improved Parry, this attack is at the same BAB as the parry.

EXTRA DOMAIN [Divine]
You can channel an additional facet of your deities' portfolio.
Prerequisites: Ability to cast divine spells; access to a domain
Benefit: Upon selecting this feat, choose a domain granted by your deity that you don't already have. You then have access to that domain, including the domain power, and the ability to use your domain spell slots to cast spells from this domain. This feat does NOT grant you any additional spell slots, just an extra choice at each spell level.
Special: You may select this feat additional times. Each time, you may select an additional domain.

IMPROVED PARRY [Fighter]
Prerequisites: Parry, Combat Reflexes
Benefits: You may make an additional number of parry attempts in a round equal to your dexterity modifier. These may be divided amongst different foes, or against the same foe. Each parry attempt uses up an AOO granted by Combat Reflexes, and each successive parry attempt is at an additional -2.

IMPROVED RAPID SHOT [Fighter]
You have further mastered the art of firing arrows rapidly.
Prerequisite(s): BAB +9, Rapid Shot
Benefit: You may make two additional ranged attacks in a round. The first is at your full attack, the second is at the first iteration. All shots in the round are at -2. For example, a BAB of +9/+4 used with this feat would be 4 shots at +7/+7/+2/+2.
Suggested by: Some guy on one of my D&D discussion lists.

PARRY [Fighter]
You are skilled in deflecting blows.
Prerequisites: Dex 13+, BAB +1
Benefit: Once per round, in lieu of an attack of oppurtunity, you may attempt to parry one successful melee attack. This must be done after the attack succeeds, but before damage is declared. You cannot parry when unarmed, in armor heavier than light, or denied your Dexterity bonus to AC. Natural weapons are treated as the size class of their user. If you fail, the attacker may either resolve the attack as normal or attempt a disarm (without provoking an AOO) instead of the attack.

PROTECTIVE PARRY [Fighter]
You know how to deflect blows not only directed at you, but at nearby allies as well.
Prerequisites: Parry
Benefit: When someone in your threatening zone is attacked, you may attempt to parry that blow, subject to all rules of normal parrying (except for who the target of the original blow is).

SPONTANEOUS DOMAIN CASTING [Divine]
You can spontaneously cast spells from one of your domain.
Prerequisites: Ability to cast divine spells; access to a domain
Benefit: Upon choosing this feat, select one of your domains. You gain the ability to spontaneously cast spells from that domain in the same manner as good clerics can spontaneously cast Cure spells; this is in addition to that ability (or Inflict spells, as the case may be).
Special: This feat may be selected mulitple times. Each time, it applies to a different domain.


Feats Revised in this Campaign

CRAFT WAND AND STAFF [Item Creation]
You can create wands, which hold spells (see the Dungeon Master’s Guide for rules on wands), and magic staffs, each of which as multiple magic effects.
Prerequisites:Caster Level 5th
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Additionally, upon reaching caster level 12, you can create any staff whose prerequisites you meet (see the Dungeon Master’s Guide for prerequisites and other information on staffs). Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.

DEFLECT ARROWS [General]
You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
Prerequisites:Dex 13+, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. If you beat the check DC by 10 or more, you catch the missile instead of merely deflecting it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf’s acid arrows, can’t be deflected.
Special: A monk receives this feat for free at 2nd level, even if she does not have the prerequisite Dexterity score.

IMPROVED CRITICAL [Fighter]
Choose one type of weapon, such as longsword or greataxe, or a pair of weapons, such as a longsword and shortsword. With that weapon or pair of weapons, you know how to hit where it hurts.
Prerequisites: Proficient with weapon(s), base attack bonus +8 or higher.
Benefit: When using the weapon(s) you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If you select a pair of weapons, it applies only when using both weapons. If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers). Note: “Keen” magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time).
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon or pair of weapons.

IMPROVED INITIATIVE [General]
You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on initiative checks.
Special: You may take this feat multiple times. Its effects stack.

TOUGHNESS [Fighter]
You are tougher than normal.
Benefit: You gain 3 + x hit points, where x is the number of times you've taken Toughness before this. Additionally, the negative hit point count at which players die is increased by 1.
Special: A character may take this feat multiple times. Its effects stack.

WEAPON FINESSE [Fighter]
You are especially skilled at using a certain weapon, or a pair of weapons, such that they can benefit as much from Dexterity as from Strength.
Prerequisite: Proficient with weapon(s), base attack bonus +1 or higher.
Benefit: Choose one light weapon, or pair of light weapons. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re at least Medium-size. With the selected weapon(s), you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls. If you select a pair, you may use your DEX bonus to hit only when using both, and both must be eligible for this feat.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon or pair.

WEAPON FOCUS [Fighter]
You are especially good at using a certain weapon, or pair of weapons.
Prerequisites: Proficient with weapon(s), base attack bonus +1 or higher.
Benefit: Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose “unarmed strike” or “grapple” for your weapon for purposes of this feat. If you are a spellcaster, you can choose “ray,” in which case you are especially good with rays, such as the one produced by the ray of frost spell. Alternatively, you may select a pair of weapons. You add +1 to all attack rolls you make using the selected weapon(s). If you select a pair, the bonus applies only when using both weapons.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

WEAPON SPECIALIZATION [Fighter]
You know how to land more punishing blows when using a certain weapon or pair of weapons.
Prerequisite: Proficient with weapon, Weapon Focus with the selected weapon(s), Fighter level 4+
Benefit: Choose one type of weapon, such as greataxe, or a pair of weapons, such as longsword and shortsword . You are especially good at using this weapon or pair of weapons. You may choose "unarmed strike" for your weapon for the purpose of this feat. You add +2 to all damage rolls you make using the selected weapon(s). If you select the pair, the bonus applies only when using both.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Feats from Other Sources

ARMOR FOCUS [Fighter]
You move around in a certain type of armor without effort.
Prerequisites: Proficient with armor, Base attack bonus +1 or higher.
Benefit: When wearing a specified type of armor it inflicts 1 less skill penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties below zero.
Special: You can gain this feat multiple times. The effects does not stack. Each time you take the feat, it applies to a new type of armor.
Source: Netbook of Feats; Copyright 2001, B. Marcus Lindberg, Scott Metzger

CAMPAIGNER [Fighter]
You can sleep in heavy armor and other unpleasant conditions without suffering from fatigue.
Benefit: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions such as sleeping on a hard surface, or with bed bugs, which are uncomfortable but not dangerous will likewise not prevent you from a good nights sleep.
Source: Netbook of Feats; Copyright 2001, Sigfried Trent

HEROIC SURGE [General]
You can push yourself to perform additional actions in a round.
Benefit: You may take an extra partial action after your regular action. You may use Heroic Surge once per day for every four levels you have (rounded down) (Once at 4 - 7, twice at 8 - 11, etc.), but never more than once per round.
Source: Wheel of Time d20 Sourcebook/Star Wars d20 Sourcebook

MAGICAL ARTISAN [General]
You have mastered the art of creating a certain kind of magic item.
Prerequisite(s): Any item creation feat
Benefit: Each time you take this feat, choose one item creation feat you know. When determining your cost in XP and raw materials for creating items with that feat, multiply the base cost by 75%.
Special:You may gain this feat multiple times. Its effects do not stack. Each time, it applies to a new item creation feat.
Source: Forgotten Realms Campaign Sourcebook

RECKLESS ATTACK [Fighter]
You go wild in close combat, heedless of danger as you channel every ounce of your skill into slaying your enemies as quickly as possible. Your attacks become crazed and there are few opponents who can withstand the sheer reckless power of your blows.
Prerequisite(s): Str 15+, Power Attack
Benefit: On your action, before making any attack rolls for the round, you may choose to subtract a number from your Armor Class and add that number to all melee attack or damage rolls. This number cannot exceed either your BAB, or the sum of your Armor, Shield, Dexterity, and Dodge bonuses to your AC. The penalty on your Armor Class and bonus to melee attack or damage last until the beginning of your next round. The use of Reckless Attack may be combined with Power Attack.
Source: The Quintessential Fighter, Mongoose Publishing

SIGNATURE SPELL [General]
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prereqiusite(s): Spell Mastery
Benefit: Each time you take this feat, choose a spell you have previously selected with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into the chosen spell, just a good cleric may spontaneously cast cure spells.
Special: A character may take this feat multiple times. Each time, it apples to a new spell.
Source: Forgotten Realms Campaign Sourcebook

TWIN SWORD FIGHTING STYLE [Fighter]
You have mastered a style of defense that others find frustrating.
Prerequisite(s): Two Weapon Fighting, Dodge
Benefit: When fighting with two swords (dagger, longsword, rapier, scimitar, Elven scimitar, or short sword, in any combination), you recieve a +1 Dodge bonus to AC against all melee attacks. A condition that makes you lose your Dexterity modifier to AC (if any) also makes you lose this bonus. You must be proficient with the weapons you are using to gain the benefits of this feat.
Source: Forgotten Realms Campaign Sourcebook

WILD MAGIC STUDENT [General]
You are able to cause wild surges in your arcane spells.
Prerequisite(s): Iron Will, Spellcraft skill
Benefit: You gain one wild magic point, which may be spent to cause a wild surge in an arcane spell you cast. You recover the wild magic point when you prepare (if a wizard) or ready (if a bard or sorcerer) your daily spells.
Special: You may select this feat multiple times. Each time you select this feat, you gain another wild magic point. You recover all of your wild magic points at the same time. If you have spent all of your wild magic points, you may still cause a wild surge in a spell you cast by accepting a -2 nonmagical penalty to Wisdom (these penalties stack). This penalty goes away at a rate of 1 point per day. If the Wisdom penalty ever equals or exceeds your Wisdom, you become helpless and are stricken with nightmares until the penalty is less than your Wisdom.
See the Wild Magic Rules.
Source: Sean K. Reynolds