-Defenders of the Faith!
-Faiths and Pantheons!
-Forgotten Realms Campaign Setting!
-Masters of the Wild!
Defenders of the Faith:
Divine Cleansing,
Divine Might,
Divine Resistance,
Divine Shield,
Divine Vengeance,
Divine Vigor,
Empower Turning,
Extra Smiting,
Heighten Turning,
Improved Shield Bash,
Quicken Turning,
Reach Spell,
Sacred Spell,
Shield Charge.
Faiths and Pantheons:
Divine Might,
Divine Vengeance,
Empower Turning,
Eschew Materials,
Heighten Turning,
Jack of All Trades,
Lycanthropic Spell,
Quicken Turning,
Reach Spell,
Sacred Spell,
Superior Expertise.
Forgotten Realms Campaign Setting:
Arcane Preparation,
Arcane Schooling,
Artist,
Blooded,
Bloodline of Fire,
Bullheaded,
Cosmopolitan,
Courteous Magocracy,
Create Portal,
Daylight Adaptation,
Delay Spell,
Discipline,
Education,
Ethran,
Foe Hunter,
Forester,
Greater Spell Focus,
Greater Spell Penetration,
Horse Nomad,
Improved Counterspell,
Improved Familiar,
Innate Spell,
Inscribe Rune,
Insidious Magic,
Luck of Heroes,
Magical Artisan,
Magical Training,
Mercantile Background,
Militia,
Mind Over Body,
Pernicious Magic,
Persistent Spell,
Resist Poison,
Saddleback,
Shadow Weave Magic,
Signature Spell,
Silver Palm,
Smooth Talk,
Snake Blood,
Spellcasting Prodigy,
Stealthy,
Street Smart,
Strong Soul,
Survivor,
Tattoo Focus,
Tenacious Magic,
Thug,
Thunder Twin,
Treetopper,
Twin Spell,
Twin Sword Style.
Masters of the Wild:
Animal Control,
Animal Defiance,
Blindsight,
Brachiation,
Create Infusion,
Clever Wrestling,
Destructive Rage,
*Dragon's Toughness,
*Dwarf's Toughness,
Extended Rage,
Extra Favored Enemy,
Extra Rage,
Extra Wild Shape,
Fast Wild Shape,
Faster Healing,
Favored Critical,
Flyby Attack,
*Giant's Toughness,
Greater Resiliency,
*Greater Two-Weapon Fighting,
Improved Flight,
Improved Swiming,
Instantaneous Rage,
Intimidating Rage,
Multiattack,
*Multidexterity,
Natural Spell,
Off-Hand Parry,
Plant Control,
Plant Defiance,
Power Critical,
Proportionate Wild Shape,
Remain Concious,
Resist Disease,
Resist Poison,
Resistance to Energy,
Scent,
Shadow,
Snatch,
Speaking Wild Shape,
Supernatural Blow,
Wingover.
Animal Control,
Animal Defiance,
Arcane Preparation,
Arcane Schooling,
Artist,
Blindsight,
Blooded,
Bloodline of Fire,
Brachiation,
Bullheaded,
Clever Wrestling,
Cosmopolitan,
Courteous Magocracy,
Create Infusion,
Create Portal,
Daylight Adaptation,
Delay Spell,
Destructive Rage,
Discipline,
Divine Cleansing,
Divine Might,
Divine Resistance,
Divine Shield,
Divine Vengeance,
Divine Vigor,
*Dragon's Toughness,
*Dwarf's Toughness,
Education,
Empower Turning,
Eschew Materials,
Ethran,
Extended Rage,
Extra Favored Enemy,
Extra Rage,
Extra Smiting,
Extra Wild Shape,
Fast Wild Shape,
Faster Healing,
Favored Critical,
Flyby Attack,
Foe Hunter,
Forester,
*Giant's Toughness,
Greater Resiliency,
Greater Spell Focus,
Greater Spell Penetration,
*Greater Two-Weapon Fighting,
Heighten Turning,
Horse Nomad,
Improved Counterspell,
Improved Familiar,
Improved Flight,
Improved Shield Bash,
Improved Swiming,
Innate Spell,
Inscribe Rune,
Insidious Magic,
Instantaneous Rage,
Intimidating Rage,
Jack of All Trades,
Luck of Heroes,
Lycanthropic Spell,
Magical Artisan,
Magical Training,
Mercantile Background,
Militia,
Mind Over Body,
Multiattack,
*Multidexterity,
Natural Spell,
Off-Hand Parry,
Pernicious Magic,
Persistent Spell,
Plant Control,
Plant Defiance,
Power Critical,
Proportionate Wild Shape,
Quicken Turning,
Reach Spell,
Remain Concious,
Resist Disease,
Resist Poison,
Resistance to Energy,
Sacred Spell,
Saddleback,
Scent,
Shadow,
Shadow Weave Magic,
Shield Charge,
Signature Spell,
Silver Palm,
Smooth Talk,
Snake Blood,
Snatch,
Speaking Wild Shape,
Spellcasting Prodigy,
Stealthy,
Street Smart,
Strong Soul,
Superior Expertise,
Supernatural Blow,
Survivor,
Tattoo Focus,
Tenacious Magic,
Thug,
Thunder Twin,
Treetopper,
Twin Spell,
Twin Sword Style,
Wingover,
Aglarond: Discipline, Luck of Heroes, Treetopper.
Amn: Cosmopolitan, Education, Silver Palm, Street Smart.
Anauroch: Discipline, Survivor.
Calimshan: Bloodline of Fire, Mind Over Body, Street Smart, Thug.
Chessenta: Arcane Schooling, Artist, Eductaion, Street Smart.
Chondalwood: Forester, Survivor, Treetopper.
Chult: Foe Hunter, Snake Blood, Survivor.
Cormyr: Discipline, Education, Foe Hunter, Saddleback.
Dalelands: Blooded, Forester, Luck of Heroes, Militia, Strong Soul.
Damara: Bullheaded, Foe Hunter, Survivor.
Dragon Coast: Bullheaded, Silver Palm, Thug.
Dwarf, gold: Bullheaded, Silver Palm, Smooth Talk, Thunder Twin.
Dwarf, gray: Bullheaded, Daylight Adaptation, Mercantile Background, Resist Poison, Silver Palm.
Elf, drow: Daylight Adaptation, Stealthy, Survivor, Twin Sword Style.
Elf, moon: Education, Forester, Mind Over Body, Strong Soul.
Elf, sun: Discipline, Education, Mind Over Body, Strong Soul.
Elf, wild: Forester, Strong Soul, Survivor, Treetopper.
Elf, wood: Foe Hunter, Forester, Strong Soul, Treetopper.
Evermeet: Artist, Courteous, Magocracy, Education.
Gnome, deep: Mercantile Background, Strong Soul, Survivor.
Gnome, rock: Artist, Discipline, Strong Soul.
Great Dale: Bullheaded, Forester, Silver Palm.
Half-elf: By region or applicable elven race.
Half-orc: Resist Poison, Stealthy.
Halfling, ghostwise: Forester, Stealthy, Strong Soul, Survivor, Treetopper.
Halfling, lightfoot: Smooth Talk, Strong Soul, Stealthy, Survivor.
Halfling, strongheart: Discipline, Militia, Stealthy, Strong Soul.
Halruaa: Arcane Schooling, Courteous Magocracy, Magical Training.
High Forest: Forester, Treetoper.
Hordelands: Horse Nomad, Saddleback, Survivor.
Human: By region.
Impiltur: Discipline, Mercantile Background, 3.
Lake of Stream Sharran: Foe Hunter, Mercantile Background.
Lantan: Arcane Schooling, Education, Mercantile Background.
Luiren: Discipline, Militia, Smooth Talk.
Moonsea: Foe Hunter, Silver Palm, Street Smart, Thug.
Moonshae Isles: Bullheaded, Strong Soul, Survivor.
Mulhorand: Arcane Schooling, Education.
Narfell: Bullheaded, Saddleback, Survivor.
Nelanther Isles: Blooded, Bullheaded, Thug.
The North: Foe Hunter, Saddleback, Survivor.
Orc: Daylight Adaptation, Resist Poison.
Rashemen: Bullheaded, Ethran, Survivor.
Sembia: Blooded, Education, Mercantile Background, Silver Palm, Twin Sword Style.
The Shaar: Horse Nomad, Silver Palm, Survivor.
Silverymoon: Blooded, Education, Smooth Talk, Survivor.
Tashalar: Foe Hunter, Mercantile Background, Snake Blood.
Tethyr: Blooded, Foe Hunter, Luck of Heroes, Mercantile Background.
Thay: Discipline, Mind Over Body, Tattoo Focus.
Thesk: Mercantile Background, Silver Palm, Smooth Talk.
Unther: Arcane Schooling, Street Smart, Thug.
Vaasa: Blooded, Bullheaded, Foe Hunter, Horse Nomad (the Ride only), Survivor.
The Vast: Luck of Heroes, Mercantile Background, Thug.
Vilhon Reach: Silver Palm, Snake Blood (Hlondeth only), Survivor, Thug.
Waterdeep: Artist, Cosmopolitan, Education, Smooth Talk, Thug, Twin Sword Style.
Western Heartlands: Bullheaded, Saddleback, Survivor.
Divine:
Divine Cleansing,
Divine Might,
Divine Resistance,
Divine Shield,
Divine Vengeance,
Divine Vigor,
General:
Animal Control,
Animal Defiance,
Arcane Preparation,
Arcane Schooling,
Artist,
Blooded,
Bloodline of Fire,
Brachiation,
Bullheaded,
Clever Wrestling,
Cosmopolitan,
Courteous Magocracy,
Daylight Adaptation,
Destructive Rage,
Discipline,
*Dragon's Toughness,
*Dwarf's Toughness,
Education,
Ethran,
Extended Rage,
Extra Favored Enemy,
Extra Rage,
Faster Healing,
Favored Critical,
Flyby Attack,
Forester,
*Giant's Toughness,
Greater Resiliency,
Greater Spell Focus,
Greater Spell Penetration,
*Greater Two-Weapon Fighting,
Improved Counterspell,
Improved Familiar,
Improved Flight,
Improved Shield Bash,
Improved Swiming,
Innate Spell,
Instantaneous Rage,
Intimidating Rage,
Jack of All Trades,
Luck of Heroes,
Lycanthropic Spell,
Magical Artisan,
Magical Training,
Mercantile Background,
Militia,
Mind Over Body,
Multiattack,
*Multidexterity,
Off-Hand Parry,
Plant Control,
Plant Defiance,
Power Critical,
Remain Concious,
Resist Disease,
Resist Poison,
Resistance to Energy,
Saddleback,
Shadow,
Shadow Weave Magic,
Shield Charge,
Signature Spell,
Silver Palm,
Smooth Talk,
Snake Blood,
Snatch,
Spellcasting Prodigy,
Stealthy,
Street Smart,
Strong Soul,
Superior Expertise,
Supernatural Blow,
Survivor,
Thug,
Thunder Twin,
Treetopper,
Wingover,
Item Creation:
Create Infusion,
Create Portal,
Inscribe Rune,
Fighter/General:
Foe Hunter,
Horse Nomad,
Twin Sword Style,
Metamagic:
Delay Spell,
Eschew Materials,
Insidious Magic,
Pernicious Magic,
Persistent Spell,
Reach Spell,
Sacred Spell,
Tenacious Magic,
Twin Spell,
Special:
Empower Turning,
Extra Smiting,
Heighten Turning,
Quicken Turning,
Tattoo Focus,
Wild:
Blindsight,
Extra Wild Shape,
Fast Wild Shape,
Natural Spell,
Proportionate Wild Shape,
Scent,
Speaking Wild Shape.
Animal Control [General]
  You can channel the power of nature to gain mastery over animal creatures.
    Prerequisites: Animal Defiance, ability to cast speak with animals and animal friendship.
    Benefit: You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animals effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke animals.
    Special: Animals you command through this ability count against the HD limit of animals you can befriend through animal friendship.
Animal Defiance [General]
  You can channel the power of nature to drive off animals.
    Prerequisites: Ability to cast detect animals or plants.
    Benefit: You can turn (but not destroy) animals as a good turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals.
Arcane Preparation [General]
  You can prepare an arcane spell ahead of time just as a wizard does.
    Prerequisite: You must be able to cast arcane spells as a bard or sorcerer before you can select this feat.
    Benefit: Each day, you are able to prepare one or more spells as a wizard does. I you are a sorcer or a bard, this means that you can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action.
Arcane Schooling [General]
  In your homeland, all who show some skill at the Art may recieve training as a wielder of magic. Many characters know something of the ways of the bard, the sorcerer, or the wizard.
    Regions: Chessenta, Halruaa, Lantan, Mulhorand, Unther.
    Benefit: Choose one arcane spellcasting class. This class is a favored class for you in addition to any other favored class you select. For example, a multiclassed human fighter/rogue could add levels of wizard without incurring any experience penalty for multiclassing in three classes.
    Special: You may only take this feat as a 1st-level character.
Artist [General]
  You come from a culture in which the arts, philosophy, and music have a prominent place in society.
    Regions: Chessenta, Evermeet, Waterdeep, rock gnome.
    Benefit: You gain a +2 bonus on all perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving.
Blindsight [Wild]
  Your senses are as keen as the bat's.
    Prerequisites: Ability to use wild shape to become a dire bat.
    Benefit: You gain the extraordinary ability blindsight (as described in Chapter 3 of the Dungeon Master's Guide), which operates regardless of your form. Like the dire bat, you emit high-frequency sounds, inaudible to most creatures, as a form of "sonar" that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates your blindsight.
Blooded [General]
  You know what it means to fight for your life and the value of quick wits and quicker reactions when blades are barred and deadly spells chanted. Enemies find it difficult to catch you off guard.
    Regions: Dalelands, Nelanther Isles, Sembia, Silverymoon, Tethyr, Vaasa.
    Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot Checks.
Bloodline of Fire [General]
  You are descended from the efreet who ruled Calimshan for two millennia. The blood of these fire-spirits runs thick in your veins.
    Regions: Calimshan.
    Benefit: You recieve a +4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any sorcerer spells with the fire descriptor that you cast. This benefit stacks with the Spell Focus feat if the spell you cast is from the chosen school.
    Special: You may only take this feat as a 1st-level character.
Brachiation [General]
  You move through trees like a monkey.
    Prerequisites: Climb 6 ranks, Jump 6 ranks, Str 13+.
    Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.
Bullheaded [General]
  Your exposure to the thousand forking paths of the city has taught you things that you ordinarily would never have uncovered.
    Regions: Amn, Waterdeep.
    Benefit: You recieve a +1 bonus on Will saves and a +2 bonus on Intimidate checks.
Clever Wrestling [General]
  You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
    Prerequisites: Improved Unarmed Strike, Small or Medium-size.
    Benefit: When your opponent is larger than Medium-size, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the folowing table.
    Special: x
| Opponent Is... | Bonus |
|---|---|
| Colossal | +8 |
| Gargantuan | +6 |
| Huge | +4 |
| Large | +2 |
Cosmopolitan [General]
  The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course.
    Regions: Damara, Dragon Coast, the Great Dale, Moonshaes, Narfell, Nelanther Isles, Rashemen, Vassa, Western Heartlands, gold dwarf, gray dwarf, shield dwarf.
    Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks witht hat skill, and that skill is always considered a class skill for you.
    Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.
Courteous Magocracy [General]
  You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.
    Regions: Evermeet, Halruaa.
    Benefit: You recieve a +2 bonus on all Diplomacy and Spellcraft checks.
Create Infusion [Item Creation]
  You store a divine spell within a specially prepared herb (see Chapter 3 for details on infusions).
    Prerequisites: Wilderness Lore 4 Ranks, spellcaster level 3rd.
    Benefit: You can create an infusion of any divine spell avilable to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is its spell level times it's caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.
    Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or payt he XP when creating the infusion.
Create Portal [Item Creation]
  You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports those who know it's secrets from one locale to another. Faerun is riddled with portals.
    Prerequisite: Craft Wonderous Item.
    Benefit: You can create any portal whose prerequisites you meet. Crafting a portal takes one day for each 1,000 gp in it's base price. To craft a portal, you must spend 1/25 of it's base price in XP and use up raw materials costing half of this base price. See Forgotten Realms Campaign Setting Chapter 2: Magic for more details of portal creation.
    Some portals incure extra cost in material components or XP as noted in their descriptions. These costs are in addition to those derived from the portal's base price.
Daylight Adaptation [General]
  Through long exile from the shadowed homelands of your kind, you have learned to endure the painful sunlight on the surface world.
    Regions: Drow, gray dwarf, orc.
    Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright light (such as drow or duergar), you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination.
Delay Spell [Metamagic]
  You can cast spells that take effect after a short delay of your choosing.
    Prerequisites: Any other metamagic feat.
    Benefit: A delayed spell does activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed one set. The spell activates just before your tunr on the round you designate. Only area, personal, and touch spells may be affected by this feat.
    Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible--for example, the target you designate leaves the spell's maximum range or area before it goes off--the spell fails.
    A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. a delayed spell uses up a spell slot three levels higher than the spell's actual level.
Destructive Rage [General]
  You shatter barriers and objects when enraged.
    Prerequisites: Ability to rage.
    Benefit: While you're raging, you gain a +8 bonus on any Strength check you make to break open doors or break inanimate, immobile objects.
Discipline [General]
  Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.
    Regions: Aglarond, Anauroch, Cormyr, Impiltur, Thay, strong-heart halfling, sun elf, rock gnome.
    Benefit: You gain +1 bonus on Will saves and +2 Bonus on Concentration checks.
Divine Cleansing [Divine]
  You can channel energy to improve you and your allies' ability to resist poison and curses.
    Prerequisite: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
    Benefit: Spend one of your turn/rebuke undead attempts to grant all allies withing a 60-foot burst (including yourself) a +2 sacred bonus on Fortitude saving throws for a number of round equal to your Charisma modifier.
Divine Might [Divine]
  You can channel energy to increase the damage you deal in combat.
    Prerequisite: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack.
    Benefit: Spend one of your turn/rebuke undead attempts to add your Charisma bonus to your weapon damage for a number of rounds equal to your Charisma bonus. This is a supernatural ability.
Divine Resistance [Divine]
  You can channel energy to temporarily reduce damage you and your allies take from some sources.
    Prerequisite: Ability to turn or rebuke undead, Extra Turning, Divine Cleansing.
    Benefit: Spend one of your turn/rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with a resistance fire, cold, and electricity resistance 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts until the end of your next turn.
Divine Shield [Divine]
  You can channel energy to make your shield more effective for either offense or defense.
    Prerequisites: Ability to turn or rebuke undead, Cha 13+, Str 13+ Power Attack, Improved Shield Bash.
    Benefit: Spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it an enhancement bonus equal to your Charisma modifier. This enhancement bonus applies both to the shield's attack and defense, and lasts for a number of rounds equal to your Charisma modifier.
Divine Vengeance [Divine]
  You can channel energy to deal additional damage against undead in melee.
    Prerequisites: Ability to turn undead, Extra Turning.
    Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.
Divine Vigor [Divine]
  You can channel energy to increase your speed and Constitution.
    Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
    Benefit: Spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.
*Dragon's Toughness [General]
  You are incredibly tough.
    Prerequisites: Base Fort save bonus +11.
    Benefit: You gain +12 hit points.
    Special: You can gain this feat multiple times.
*Dwarf's Toughness [General]
  You are tougher than you were before.
    Prerequisites: Base Fort Save +5.
    Benefit: You gain +6 hit points.
    Special: You can gain this feat multiple times.
Education [General]
  Some lands hold the pen in higher regard than the sword. In your youth you recieved the benefit of several years of more or less formal schooling.
    Regions: Amn, Chessenta, Cormyr, Evermeet, Lantan, Mulhorand, Sembia, Silverymoon, Waterdeep, moon elf, sun elf.
    Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.
    Special: You may only take this feat as a 1st-level character.
Empower Turning [Special]
  You can turn or rebuke more undead with a single turning attempt.
    Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
    Benefit: You can turn or rebuke more undead than usual, but have a harder time affecting undead witha a larget number of Hit Dice. If you take a -2 penalty on your turning check roll, you can add +2d6 to your turning damage roll.
Eschew Materials [Metamagic]
  You can cast spells without mater components.
    Prerequisites: Any other metamagic feat.
    Benefit: A spell cast with Eschew Materials can be cast with no materal components. Spells without material components are not affected. Spells with material components with a gp cost of more than 1 gp are not affected. An eschew spell uses up a spell slot of the spell's normal level.
Ethran [General]
  You have been initiated into the secrets of the Witches of Rashemen as a member of the Ethran, the "Untried."
    Prerequisites: Female, Charisma 11+, Spellcaster level 1st+, society approval.
    Regions: Rashemen.
    Benefit: You are a respected member of the Witches of Rashemen. You gain a +2 bonus on Animal Empathy and Intuit Direction checks. When dealing with other Rashemi, you gain a +2 bonus on any Charisma-based skill checks. Acquiring this feat requires the approval of the DM and remaining in good standing with the witches of Rashemen. If you lose their approval, you lose all benefits of this feat.
Extended Rage [General]
  Your rage lasts longer than it normally would.
    Prerequisites: Ability to rage.
    Benefit: Each of your rages lasts an additional 5 rounds before its normal duration.
    Special: You can gain this feat multiple times, and the additional rounds stack.
Extra Favored Enemy [General]
  You select an additional favored enemy.
    Prerequisites: Prerequisites: Base attack bonus +5, at least one favored enemy.
    Benefit: You add an extra favored enemy to your list (see Table 3-14 in the Player's Handbook) beyond your normal allotment. Initially, you gain the standard +1 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gain Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do. For example, suppose you select goblinoids as your first favored enemy when you are a 1st-level ranger and magical beasts as your second when you reach 5th level. Then you take Extra Favored Enemy as your feat at 6th level and select aberrations. At this point, you have a +2 bonus against goblinoids and a +1 bonus against both magical beasts and aberations. When you reach 10th level, your bonuses rise to +3 against goblinoids and +2 against magical beasts and abberations.
Extra Rage [General]
  You rage two more times per day than you otherwise could.
    Prerequisites: Ability to rage.
    Benefit: You rage two more times per day than you otherwise could.
    Special: You can take this feat multiple times, gaining two additional rages per day each time.
Extra Smiting [Special]
  You can make more smite attacks.
    Prerequisites: Class level 4+, smite ability.
    Benefit: When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or cleric with the Destruction domain). You can take this feat multiple times.
Extra Wild Shape [Wild]
  You use wild shape more frequently than you normally could.
    Prerequisites: Ability to use wild shape.
    Benefit: You use your wildshape ability two more times per day than you otherwise could. If you are able to use wildshape to become an elemental, you also gain one additional elemental wild shape use per day.
    Special: You can take this feat multiple times, gaining two additional wild shapes of your usual type and one aditional elemental wild shape (if you have the capability) each time.
Fast Wild Shape [Wild]
  You assume your wild shape faster and more easily than you otherwise could.
    Prerequisites: Ability to use wild shape to become a dire animal, Dex 13+.
    Benefit: You gain the ability to use wild shape as a move-equivalent action.
    Normal: A druid uses wild shape as a standard action.
Faster Healing [General]
  You recover faster than others do.
    Prerequisites: Base Fort save bonus +5
    Benefit: You recover lost hit points and ability score points faster than you normally would, according to the table below.
Hit Points Recovered per Character Level per Day
| With Faster Healing | With Faster Healing | Normal | Normal | |
|---|---|---|---|---|
| and Long Term Care | and Long Term Care | |||
| from a Successful Heal Check | from a Successful Heal Check | |||
| Strenuous Activity | 1 | 2 | 0 | 0 |
| Light Activity | 1.5 | 3 | 1 | 2 |
| Complete Bed Rest | 2 | 4 | 1.5 | 3 |
| With Faster Healing | With Faster Healing | Normal | Normal | |
|---|---|---|---|---|
| and Long Term Care | and Long Term Care | |||
| from a Successful Heal Check | from a Successful Heal Check | |||
| Strenuous Activity | 2 | 3 | 0 | 0 |
| Light Activity | 2 | 3 | 1 | 2 |
| Complete Bed Rest | 2 | 3 | 2 | 4 |
Favored Critical [General]
  You know how to hit your favored enemies where it hurts.
    Prerequisites: Base attack bonus +5, at least one favored enemy.
    Benefit: Select one of your favored enemies that is normally subject to critical hits. Whenever you attack this type of creature, the threat range of whatever weapon you are using is doubled. For example a longsword usually threatens on a critical hit on a die roll of 19 or 20 (two numbers). In the hands of a character with Favored Critical using it against a favored enemy, its threat range becomes 17 through 20 (four numbers). If it is also a keen longsword, its threat range becomes 15 through 20 (six numbers: 2 for being a longsword, 2 for being doubled as a keen weapon, and 2 for being doubled again by Favored Critical).
    Special: You can take this feat multiple times. Each time you do, it applies to a new favored enemy. The effects of this feat do not stack with those of Improved Critical.
Flyby Attack [General]
  You attack while on the wing.
    Prerequisites: Ability to fly, either naturally or through shapechanging.
    Benefit: When flying, you take a move action (including a dive) plus another partial action at any point durring that move. You cannot take a second move action during a round in which you make a flyby attack. You can use this feat only while you are in a form that allows natural flight; it cannot be used in conjuction with magical flight (such as a fly spell).
    Normal: Without this feat you can take a partial action either before or after your move.
Foe Hunter [Fighter, General]
  In lands theatened by evil nonhumans, many warriors learn ways to fight effectively against these creatures. You have served as a member of a militia or military unit devoted to protection your home from the fierce raiders who trouble the area.
    Regions: Chult, Cormyr, Damara, the Lake of Steam, the North, the Moonsea, Tashalar, Tethyr, Vaasa, shield dwarf, wood elf.
    Benefit: Your homeland dictates the type of foe you have trained against. When fighting monsters of that race, you gain a +1 competence bonus on damage rolls with melee attacks and on ranged attacks at ranges of up to 30 feet, and you act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat.
    Special: In Cormyr, Damara, Tethyr, Vaasa, or as a shield dwarf, your traditional foes are goblinoids--goblins, hobgoblins, and bugbears. In Chult and Tashalar, this feat applies to lizardfolk and yuan-ti. Wood elves train against gnolls. In the Lake of Steam, the North, and the Moonsea, this feat applies to orcs and half-orcs.
    You may take this feat multiple times. Its effects do no stack. Each time you take the feat you must qualify for learning regional feats in a land that hunts a different creature from that specified by the regional feat or feats you already have.
Forester [General]
  Faerun's great forests streach for hundreds of miles across the northlands. You are knowledgeable about the screts of the forest and wise in it's ways.
    Regions: Chondalwood, Dalelands, the Great Dale, the High Forest, ghostwise halfling, moon elf, wild elf, wood elf.
    Benefit: You recieve a +2 bonus on all Heal checks and a +2 bonus on all Wilderness Lore checks.
Greater Spell Focus [General]
  Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are even more potent than normal.
    Prerequisite: Spell Focus.
    Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This overlaps (does not stack with) the bonus from Spell Focus.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.
Greater Spell Penetration [General]
  Your spells are especially potent, defeating spell resistance more readily than normal.
    Prerequisite: Spell Penetration.
    Benefit: You get a +4 bonus on caster level checks (1d20 + caster level) to beat a creature's spell resistance. This overlaps (does not stack with) the bonus from Spell Penetration.
*Greater Two-Weapon Fighting [General]
  You are a master at fighting two-handed.
    Prerequisites: Improved Two-Weapon Fighting, Two-Weapon Fighting, Ambidexterity, base attack bonus +15.
    Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Heighten Turning [Special]
  You can affect more powerful undead with your turning or rebuking attempts.
    Prerequisites: Cha 13+, Extra Turning.
    Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.
    If you are not a cleric, you may choose a number no higher than your effective cheric level (for instance, a paladin could choose a number up to two less than his paladin level). If a prestige class increases your effective turning level, use your effective turning level.
Horse Nomad [Fighter, General]
  You have been raised in a culture that relies upon riding and shooting for survival.
    Regions: Hordelands, the Shaar, Vaasa (the Ride only).
    Benefit: You get Martial Weapon Proficiency (composite shortbow) and a +2 bonus on all Ride checks.
Improved Counterspell [General]
  You understand the nuances of magic to such an extent that you can counter your opponents' spells with great efficiency.
    Benefit: When counterspelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.
Improved Familiar [General]
  So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
    Prerequisite: Ability to acquire a new familiar, compatible alignment.
    Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The improved familiar is magicaly linked to it's master just like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or Forgotten Realms Campaign Setting Chapter 9: Monsters of this book, with these exceptions:
      Hit Points: One-half the master's total or the familiar's normal total, whichever is higher.
      Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifer, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
      Special Attacks: The familiar has all the special attacks of its kind.
      Special Qualities: The familiar has all the special qualities of its kind.
      Saving Throws: The familiar uses the master's base save bonuses if they're are better than the familiar's.
      Skills: Use the normal skills for a creature of its kind.
      Familiar Special Abilities: Use Table 3-19: Familiar Abilities, page 51 of the Players Handbook, to determin additional abilities as you would for a normal familiar.
| Kind of Familiar | Arcane Spellcaster Level required |
|---|---|
| Beholderkin, eyeball* [neutral evil] | 5 |
| Cat, tressym** [neutral] | 5 |
| Imp [lawful evil] | 7 |
| Pseudodragon [neutral good] | 7 |
| Quasit [chaotic evil] | 7 |
| Night hunter bat* [neutral] | 5 |
| Formian worker [lawful neutral] | 7 |
| Shocker lizard [neutral] | 5 |
| Stirge [neutral] | 5 |
Improved Flight [General]
  You gain greater maneuverability when flying than you would normally have.
    Prerequisites: Ability to fly (naturally, magically, or through shapechanging).
    Benefit: Your maneuverability while flying improves by one grade. For example, if your normal maneuverability is poor, it becomes average.
Improved Shield Bash [General]
  You can put opponents back by bashing them with your shield.
    Prerequisites: Power Attack.
    Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you had preformed a bull rush. You don't actually move into your opponent's square or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler.
Improved Swimming [General]
  You swim faster than you normally could.
    Prerequisites: Swim 6 ranks.
    Benefit: You swim at one-half of your land speed as a move-equivalent action or at three-quarters of your land speed as a full-round action.
    Normal: You swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full round action.
Innate Spell [General]
  You have mastered a spell so thoroughly you can now cast it as a spell-like ability.
    Prerequisites: Quicken Spell, Silent Spell, Still Spell.
    Benefit: Choose a spell you can cast. You an now ast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it. (Note that the spell slots above 9th level can be achieved with the rules in the upcomming Epic-Level Campaigns book.) If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you do not need the focus to use the spell-like ability. If the innate spell has a material component with negligible cost, you do not need the focus to use the spell-like ability. If the innate spell has a material component for qhich a gold piece value is give you need that component to use the spell-like ability.
    Since an innate spell is a spell-like ability and not an actual spell, a clerica cannot covert it to a cure spell or an inflict spell, nor can it be converted to a signature spell (see the Signature Spell feat). Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.
    Special: You can choose this feat more than once, selecting another spell each time. You have to pay the cost in spell slots, focuses, and meterial components for each innate spell you acquire.
Inscribe Rune [Item Creation]
  You can create magic runes that hold spells until triggered.
    Prerequisite: Int 13+, appropriate Craft skill, divine spellcaster level 3rd+.
    Benefit: You can cast any divine spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition tot he XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. See the Rune Magic section in Forgotten Realms Campaign Setting Chapter 2: Magic for the details of runes and rune magic.
    A single object of Medium-size or smaller can hold only one rune. Larger objects can hold on rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatrues. The rune has a base price of the spell level x caster level x 100 gp (a 0-level spell counts as 1/2 level). you must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune's market value equals its base price.
Insidious Magic [Metamagic]
  You can use the Shadow Weave to make your spells harder for Weave users to detect. All creatures employing spells or spell-like abilities are considered to be Weave users unless they possess the Shadow Weave Magic feat.
    Prerequisite: Shadow Weave Magic.
    Benefit: When a Weave user employs a divination spell, spell-like ability, or magic item (such as detect magic) that may detect the magical aura of one of your spells, the Weave user must make a level check (DC 11 + your caster level) to successfully detect your spells. Similarly, a Weave user attempting to use divination such as see invisibility to reveal the effects of one of your spells must make a level check to reveal your spell's effects. The Weave user can check only once fore each divination spell used, no matter how many of your spell effects are operating in an area.
    This benefit does not extend to spells you cast from the schools of Evocation or Transmutation.
    From no on your ability to detect Weave magic is impaired. Any divination spell you use against a Weave effect is successful only if you make a level check against a DC of 9 + the caster's level. This penalty does not extend to Enchantment, Illusion, or Necromancy effects. (You detect them normaly.)
Instantaneous Rage [General]
  You activate your rage instantly.
    Prerequisites: Ability to rage.
    Benefit: Your rage begins at any time you wish, even when it's not your turn or when you're suprised. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit points that rage grants just before a blow that would otherwise cause you to fall unconcious, or better your chances of making a successful saving throw against an incomming spell.
    Special: You enter a rage only durring your turn.
Intimidating Rage [General]
  Your rage engenders fear in your opponents.
    Prerequisites: Ability to rage.
    Benefit: While you are raging, you designate a single foe within 30 feet of you who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken for as long as you continue to rage and the target can see you. (A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks.) A target who makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.
Jack of All Trades [General]
  You've picked up a smattering of even the most obscure skills.
    Prerequisites: Character level 8th.
    Benefit: You can use any skill untrained, even those that normally require training to use.
Luck of Heroes [General]
  Your land is know for producing heroes. Through pluck, determination, and resilience, your people survive when no one expects them to come through.
    Regions: Aglarond, Dalelands, Tethyr, the Vast.
    Benefit: You recieve a +1 luck bonus on all saving throws.
Lycanthropic Spell [General]
  You cast spells while in your lycanthropic animal form.
    Prerequisites: Lycanthrope, Improved Control Shape feat or Control Shape 8 ranks.
    Benefit: You complete that verbal and somatic components of spells while in your lycanthropic animal form. For example, while in the form of a wolf, you could substitute barks and gestures with your paws for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak in your lycanthropic form.
Magical Artisan [General]
  You have mastered the method of creating a certain kind of magic item.
    Prerequisite Any item creation feat.
    Benefit: Each time you take this feat, choose one item creation feat you know. When determing your cost in XP and raw materials for creating items with this feat, multiply the base price by 75%.
    Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new item creation feat.
Magical Training [General]
  You come from Halruaa, a half-legendary land where basic magic is taought to all with the aptitude for it. Every crafter and laborer, it seems, knows a cantrip or two to ease her work.
    Prerequisite: Int 10+.
    Regions: Halruaa.
    Benefit: You may cast the 0-level arcane spells dancing lights, daze, and mage hand once per day each. You have an arcane spell failure chance if you wear armor. You are treated as a wizard of your arcane spellcaster level (minimum 1st level) for determining the range at which these spells can be cast.
    Special: You may only take this feat as a 1st-level character.
Mercantile Background [General]
  Powerful trading costers and craft guilds controlt he wealth and commerce of Faerun's lands. You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.
    Regions: Impiltur, Lake of Steam, Lantan, Sembia, Tashalar, Tethyr, Thesk, the Vast, deep gnome, gray dwarf.
    Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice.
Militia [General]
  You served in a local militia training with weapons suitable for use on the battlefield.
    Regions: Dalelands, Impiltur, Luiren, strongheart halfling.
    Benefit: You get Martial Weapon Proficiency (longbow) and Martial Weapon Proficiency (Longspear). In Luiren, this feat applies to Martial weapon Proficiency (shortbow) and Martial Weapon Proficiency (Short Sword) instead of longbow and longspear.
Mind Over Body [General]
  The arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding power of the mind.
    Regions: Calimshan, Thay, moon elf, sun elf.
    Benefit: At 1st level, you may use your Intelligence modifier instead of your constitution modifier to determind bonus hit points. You get +1 hit point every time you learn a metamagic feat.
    Special: You may only take this feat as a 1st-level character.
Multiattack [General]
  You are adept at using all your natural weapons at once.
    Prerequisites: Access to a form that has three or more natural weapons, either naturally or through shapechanging.
    Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty.
    Normal: Without this feat, your secondary natural attacks suffer a -5 penalty.
*Multidexterity [General]
  Your are skilled at utilizing all your hands in combat.
    Prerequisites: Dex 15+, access to a form with three or more arms.
    Benefit: You ignore all penalties for using your off hands. (A creature has one primary hand and all the others are off hands; for example, a four-armed creature has only primary hand and three off hands.)
    Normal: Without this feat, a creature suffers a -4 penalty on attack rolls, ability checks, and skill checks made with an off hand.
    Special: This feat is the same as the Ambidexterity feat for creatures with three or more arms.
Natural Spell [Wild]
  You cast spells while in a wild shape
    Prerequisites: Ability to use wild shape, Wis 13+.
    Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
*Off-Hand Parry [General]
  You use your off-hand weapon to defend against melee attacks.
    Prerequisites: Ambidexterity, Dex 13+, Two-Weapon Fighting, base attack bonus +3, proficiency with that weapon.
    Benefit: When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or sacrifice all your off-hand attacks for that round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer penalties on your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus stacks with the dodge bonus. You can use only bladed or hafted weapons of a size category smaller than your own with this feat.
Pernicious Magic [Metamagic]
  You can use the Shadow Weave to make your spells harder for Weave users to counter. Any creature using a spell, spell-like ability, or magic item without the Shadow Weave Magic feat is considered to be a Weave user.
    Prerequisite: Shadow Weave Magic.
    Benefit: Your spells resist counterspell attempts by Weave users. When a Weave caster tries to counterspell a spell you are casting, he must make a level check (DC 11 + your caster level) to succeed at the counterspell.
    This benefit does not exted to the spells you cast from the school of Evocation or Transmutation, nor to opponents using dispel magic to counterspell (see Tenacious Magic, later in this section).
    From now on your ability to counterspell Weave magic is impaired. When you attempt to counter a Weave spell, you must make a level check with a DC of 9 + your opponent's caster level to succeed. This penalty does not extend to Enchantment, Illusion, or Necromancy effects. (You counterspell them normally.) You may attempt counterspells with dispel magic normally.
Persistent Spell [Metamagic]
  You make one of your spells last all day.
    Prerequisite: Extend Spell.
    Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level.
Plant Control [General]
  You channel the power of nature to gain mastery over plant creatrues.
    Prerequisites: Plant Defiance, ability to cast speak with plants.
    Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.
Plant Defiance [General]
  You channel the power of nature to drive off plant creatures.
    Prerequisites: Ability to cast detect animals or plants.
    Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
*Power Critical [General]
  Choose one weapon, such as a longsword or greataxe. With that weapon, you know how to hit where it hurts.
    Prerequisites: Improved Critical with weapon, base attack bonus +12, proficiency with weapon.
    Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat.
    Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once per day per kind of weapon to which it applies.
Proportionate Wild Shape [Wild]
  You use wild shape to become animals of your own size, even if your wildshape ability would normally exclude that size category.
    Prerequisites: Ability to use wild shape, natural form neither Small or Medium-size.
    Benefit: You use your wild shape ability to take the form of an animal whose normal size category matches your own. For example, a cloud giant druid (size Huge) with this feat could use wild shape to become a Huge shark or a giant squid.
    Normal: The size of the animal form you can assume through wild shape is limitied by the parameters of the ability, reguardless of your origional size.
Quicken Turning [Special]
  You can turn or rebuke undead with a moment's thought.
    Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
    Benefit: You can turn or rebuke undead as a free action, but with a -4 penalty on both your turning check and turning damage roll. You may still only make one turning attempt per round.
    You may use this feat only when you actually attempt to turn or rebuke undead. You may not use it when you power a divine feat.
Reach Spell [Metamagic]
  You can cast toucn spells without touching the spell recipient.
    Benefit: You may cast a spell that normally has a range of "touch" at any distance up to 30 feat. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.
Remain Concious [General]
  You have a tenacity of will that supports you even when things look bleak.
    Prerequisites: Base attack bonus +2, Endurance, Iron Will, Toughness.
    Benefit: After you hit points are reduced to 0 or below, you may take one partial action on your turn every round until you reach -10 hit points.
Resist Disease [General]
  You have developed a natural resistance to diseases.
    Benefit: You gain a +4 bonus on Fortitude saves against disease.
Resist Poison [General] (Forgotten Realms)
  Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to build up immunity to their effects. A few are thereby weakened, but the strong adjust.
    Regions: Gray dwarf, half-orc, orc.
    Benefit: You get a +4 bonus on Fortitude saving throws against poison.
    Special: You may only take this feat as a 1st-level character.
Resist Poison [General] (Masters of the Wild)
  You have built up an immunity to the effect of poisons by exposing yourself to controlled doses of them.
    Benefit: You gain a +4 bonus on Fortitude saves against poison.
Resistance to Energy [General]
  You channel the power of nature to resist a particular energy type (fire, cold, electricity, acid or sonic).
    Prerequisites: Base Fort save bonus +8
    Benefit: Choose an energy form. You gain resistance 5 against that type of energy. For example, if you choose fire, you ignore the first 5 points of fire damage you take each round, regardless of whether that damage stems from a mundane or a magical source.
    Special: You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack. This resistance does not stack with that provided by any spell or magic item.
Sacred Spell [Meta Magic]
  Your damaging spells are imbued with divine power.
    Befefit: Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage is dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.
Saddleback [General]
  Your people are comfortable riding as walking.
    Regions: Cormyr, Hordelands, Narfell, the North, Western Heartlands.
    Benefit: You recieve a +3 bonus on all ride checks.
Scent [Wild]
  Your olfactory senses are as sharp as the wolf's.
    Prerequisites: Ability to use wild shape to become a wolf, Wis 11+.
    Benefit: You gain the scent extraordinary ability (airbreather's type, as described in Chapter 3 of the Dungeion Master's Guide), which operates reguardless of your form.
Shadow [General]
  You have a better chance than most to trail someone unnoticed.
    Benefit: You gain a +2 bonus on Hide and Spot checks.
Shadow Weave Magic [General]
  You have discovered the dark and dangerous secret of the Shadow Weave.
    Prerequisite: Wis 13+ or patron deity Shar.
    Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You also can activate magic items that use the Shadow Weave without taking damage.
    Add a +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells.
    The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by one. (First-level Shadow Weave users cannot cast spells from these schools.) The reduced caster level affects the spell's range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you.
    You can no longer cast spells with the light descriptor, no matter what your level is. Such spells automatically fail. Your ability to use magic items that produce light effects is also limited--you cannot invoke an item's light power if the item's activation method is spell trigger or spell complletion.
    From no on, any magic item you create is a Shadow Weave item (see Chapter 2: Magic).
    Special: Knowledge of the Shadow Weave has a price. When you acquire this feat, your Wisdom score is immediately reduced by 2 points. If this loss or any future Wisdom loss reduces your Wisdom score to less than 13, you still have the feat. (This is an exception to the general rule governing feats with prerequisites.)
    Restorative spell (such as restoration or greater restoration) do no reverse the Wisdom loss. You can, however, strike a deal with Shar, the goddess who holds sway over the Shadow Weave, to regain your lost Wisdom. You must recieve an atonement spell from a cleric of Shar. Sharran clerics require the subject to complete a dangerous quest before recieving the atonement, and afterword you must choose her as your patron. (The usual quest is to destroy a follower of Selune whose level is at least as high as yours.) If you later changer your patron, you immediately suffer the Wisdom loss. If you take Shar back again as your patron deity, it is not regained.
Shield Charge [General]
  You deal extra damage if you use your shield as a weapon when charging.
    Prerequisites: Power Attack, Improved Shield Bash.
    Benefits: When you attack with your shield as part of a charge action, you inflict double normal damage.
Signature Spell [General]
  You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
    Prerequisite: Spell Mastery.
    Benefit: Each time you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.
    Special: You may gain this feat multiple times. Each time you take this feat, it applies to a new mastered spell.
Silver Palm [General]
  Your culture is based on haggling and the art of the deal.
    Regions: Amn, Dragon Coast, Great Dale, Impiltur, Moonsea, Sembia, the Shar, Thesk, Vilhon Reach, gold dwarf, gray dwarf.
    Benefit: You get a +2 bonus on all Appraise and Bluff checks.
Smooth Talk [General]
  Your people are accustomed to dealin with strangers and foreigners without needing to draw weapons to make their point.
    Regions: Luiren, Silverymoon, Thesk, Waterdeep, gold dwarf, lightfoot halfling.
    Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.
Snake Blood [General]
  The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more--or less--than entirely human.
    Regions: Chult, Tashalar, the Vilhon Reach (Hlondeth only).
    Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
    Special: You may only take this feat as a 1st-level character.
Snatch [General]
  You can grapple more easily with yoru claw or bite.
    Prerequisites: Access to a form with either claws or bite as a natural weapons.
    Benefit: If you hit with a claw or bite attack, you automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get a hold wiht a claw on a creature four or more size categories smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your bite on a creature three or more size categories smaller than yourself, you automatically deal bite damage each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature.
    As a free action, you can drop a creature you have snatched, or you can use a stander action to fling it aside. A flung creature travels 10 feat (and takes 1d6 points of damage) for each size category greater than Small you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater.
Speaking Wild Shape [Wild]
  While in wild shape, you can communicate with animals or elementals of the same kind as your current form.
    Prerequisites: Ability to use wild shape, Int 13+.
    Benefit: While in a wild shape, you operate as if you were under a continuous speak with animals effect with respect to the animals of the same kind. For example, if you use wild shape to take the form of a wolf, you can communicate with wolves as long as you are in that form. You speak in growls, squawks, chitters, or whatever other sounds such an animal would typically use to communicate with others of its kind. If you are able to use wild shape to become an elementla, you can also comunicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.
Spellcasting Prodigy [General]
  You have an exceptional gift for magic.
    Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence or wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
    Special: You may only take this feat as a 1st-level character. If upi tale tjos feat more than once (forexample, if you are human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.
Stealthy [General]
  Your people are know for thier stealthiness.
    Regions: Drow elf, half-orc, ghostwise halfling, lightfood halfling, strongheart halfling.
    Benefit: You gain a +2 bonus on all Hide and Move Silently checks.
Street Smart [General]
  You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.
    Regions: Amn, Calimshan, Chessenta, Moonsea, Unther.
    Benefit: You get a +2 bonus on all Bluff and Gather Information checks.
Strong Soul [General]
  The souls of your people are hard to seperate from their bodies
    Regions: Dalelands, Moonshaes, deep gnome, ghostwise halfling, lightfoot halfling, moon elf, rock gnome, strongheart halfling, sun elf, wild elf, wood elf.
    Benefit: You get a +1 bonus on all fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.
Superior Expertise [General]
  You have mastered the art of defense in combat.
    Prerequisites: Int 13+, Expertise, Base attack bonus +6.
    Benefits: When you use the Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Experties feat.
Supernatural Blow [General]
  Choose one favored enemy that is immune to critical hits. You know how to place blows against this opponent for best effect.
    Prerequisites: Base attack bonus +7, favored enemy immune to critical hits.
    Benefit: Whenever your attack roll against this favored enemy would otherwise be a critical hit, you infict 1d6 points of exter damager per damage die that your weapon would do on a critical hit. In addition, your favored enemy damage bonus applies to this creature type normally.
    Normal: Creature that are immune to critcal hits are also immune to the favored enemy damage bonus.
Survivor [General]
  Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
    Regions: Anauroch, Chondalwood, Chult, Damara, Hordelands, Moonshaes, Narfell, the North, the Shaar, Rashemen, Silverymoon, Vaasa, Vilhon Reach, Western Heartlands, deep gnome, drow elf, lightfoot halfling, ghostwise halfling, shield dwarf, wild elf.
    Benefit: You get a +1 bonus on Fortitude saves adn a +2 bonus on all Wilderness Lore checks.
Tattoo Focus [Special]
  You bear the powerful magic tattoos of the a Red Wizard of Thay.
    Prerequisite: Specialized in a school of magic.
    Regions: Thay
    Benefit: Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature's spell resistance when casting spells from that school.
    Special: Only characters with the Tattoo Focus feat can participate in Red Wizards' circles.
Tenacious Magic [Metamagic]
  You can use the Shadow Weave to make your spells harder for Weave users to dispel. Any magic-wielding creature without the Shadow Weave Magic feat is considered a Weave user.
    Prerequisite: Shadow Weave Magic.
    Benefit: Your spells resist dispelling attempts by Weave users. When a Weave caster makes a dispel check to dispel one of your spells (including using dispel magic to counterspell a spell you are casting), the DC is 15 + yoru caster level. This benefit does not exted to spells you cast from the schools of Evocation or Transmutation.
    From now on your ability to dispel Weave magic is impaired. When you make a dispel check to dispel a Weave spell (or use dispel magic to counterspell an opponent's spell), the DC is 13 + the opponent's caster level. This penalty does not extend to Enchantment, Illusion, or Necromancy effects, which dispel normally.
Thug [General]
  Your people know how to get the jump on the competition and push other people around. While others depate, you act.
    Regions: Calimshan, Dragon Coast, Moonsea, Nelanther Isles, Unther, the Vast, Vilhon Reach, Waterdeep.
    Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus on Intimidate checks.
Thunder Twin [General]
  You are one of the dwarven generation of twins born after Moradin's Thunder Blessing in the Year of Thunder (1306 DR).
    Regions: Gold dwarf, shield dwarf.
    Benefit: You recieve a +2 bonus on all Charisma-based checks. You have a twin brother or sister (fraternal or identical). You may detect the direction of your twin if he or she is alive, on the same plane, and you uscceed at an Intuit Direction check against DC 15 (or a Wisdom check if you do not have the skill). A failure on this check gives no information. You may retry once per round as a standard action.
    Special: You may only take this feat as a 1st-level character.
Treetopper [General]
  Your people are at home in the trees and high places, daring falls that paralyze most other fold in abject terror.
    Regions: Aglarond, Chondalwood, High Forest, ghostwise halfling, wild elf, wood elf.
    Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are attacked while climbing.
Twin Spell [Metamagic]
  You can cast a spell simutaneously with another spell just like it.
    Prerequisite: Any other metamagic feat.
    Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and recives savign throws for each.
    In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinned charm person (see Combining Magical Effects, page 153 of the Player's Handbook), although any ally of the target would have to succeed at two dispel attempts in order to free teh target from the charm. As with other metamagic feats, twinning a spell does not affect it's vulnerability to counterspelling (for example, using an untwinned form of the spell doesn't negate just half of the twinned spell).
    A twinned spell uses up a spell slot four levels higher than the spell's actual level.
Twin Sword Style [Fighter, General]
  You have mastered a style of defense that others find frustrating.
    Prerequisite: Two-Weapon Fighting.
    Regions: Sembia, Waterdeep, drow elf.
    Benefit: When fighting wiht two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can desigate a melee opponent durring your action and recieve a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you loose this bonus.
    The benefits of this feat apply only if you are proficient with the weapons you are using.
Wingover [General]
  You change direction quickly once per round while airborne.
    Prerequisites: Ability to fly.
    Benefit:This feat allows you to turn at an angle of up to 180 degrees in addition to any other turns you are normally allowed, regardless of your maneuverability . You cannot gain altitude during the round you execute a wingover, but you can dive. For more information, see Tactical Aerial Movement in Chapter 3 of the Dungeon Master's Guide.