Feats


Feats Index: I have divided the feats up into the following categories:

Alignment Feats
Class Specific Feats
'Other' Feats
Psionic Feats
Racial Feats
Racial Variant Feats
Spellcasting Feats
Weapons, Armor and Combat Feats

Some feats may appear in more than one. Also note that there may be other prerequisites for any given feat that might not allow you to take it, even though it is in a category you would qualify for. An Alphabetical Index is available Here


Alignment Specific Feats: Good, Evil, Neutral, Lawful, Chaotic…

Alignment: You must be a certain alignment to take any of these.

Exalted: For those of Good Alignment. (Some may not be allowed by your DM).

Vile: For those of Evil Alignment. (Some may not be allowed by your DM).

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Class Specific Feats: These Feats can only be taken if you have a level in this class.

Archivist

Ardent

Artificer

Barbarian

Bard

Cleric

Discipline: Feats that apply to any of the Nine Sword Disciplines.

Divine Mind

Druid

Fighter

Fighter Bonus: These feats can be selected as Fighter Bonus feats.

Hexblade

Lurk

Monk

Multiclassed: Feats that require levels in more than one class.

Ninja

Paladin

Ranger

Rogue

Scout

Sorcerer

Soul Knife

Spellthief

Warlock

Warmage

Wilder

Wizard

Wizard Bonus: These feats can be selected as Wizard Bonus feats.

Wu Jen

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Other: This is a 'Catch-All' for categories that don't easily bundle with others.

First Level Only: Feats that must be taken at first level.

Action Points: Increase or otherwise impacted by Action Points.

Ceremony: Feats that allow you to perform certain ceremonies to temporarily gain special abilities.

Draconic Prophesy: Feats that give you benefits due to your understanding of the Draconic Prophesy.

Dreamtouched: *Probationary* These Feats may not be allowed by your DM. These Feats allow communication and contact through Dreams.

Epic: 21st level and higher.

General: These feats run the gamut, they just don’t fit into any easy category. Look them over well.

Item Creation: Feats required to Craft Items, magical or otherwise.

Luck: Fate smiles upon you and grants you favors…

Saves: These feats grant bonuses to Saving Throws.

Size: You must be this big…

Skills: These feats grant you bonuses to Skill Checks.

Spell-Like Abilities: Add, Alter or Improve your Spell-Like Ability.

Tainted: *Probationary* These feats may not be allowed by your DM. These feats apply to characters that have been Tainted by Evil (from Heroes of Horror).

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Psionics: Powers of the Mind.

Metapsionics: Feats that affect how a Power functions.

Psionics: Feats that require the existence of a Power Point reserve.

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Racial: You must be a member of the stated race to qualify for these feats.

Changeling

Dragonblood Subtype: Feats for characters that have the Dragonblood Subtype.

Dragonmarked Races: Applicable to the races that carry Dragonmarks.

Dromite

Duergar

Dwarf

Elan

Elf

Githyanki

Githzerai

Gnome

Goliath

Half Dragon

Half Elf

Half Giant

Half Orc

Halfling

Human

Kalashtar

Killoren

Kobold

Maenad

Other Races: Feats applicable to races not listed here.

Shifter

Thri-Kreen

Warforged

Xeph

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Racial Variants: These feats all alter your Racial makeup in some way…

Aberrant: You or one of your ancestors was corrupted by an Aberration.

Abyssal: You have demon blood in your veins.

Bloodline: Mostly applicable to Sorcerers, but not all...

Breath Weapon: For Creatures / Classes that have a Breath Weapon.

Devil Touched You have made a deal with a devil.

Flight: All feats that affect Flying.

Heritage: One of your ancestors was not of your race…

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Spellcasting: These feats apply to characters that cast spells.

Arcane Casters: Feats for All Arcane Casters.

Arcane Casters, Non Prepared: Feats for Arcane Casters that do not Prepare Spells

Arcane Casters, Prepared: Feats for Arcane Casters that Prepare Spells.

Divine Spell Casters: Feats for Divine Casters.

Domains: Applicable to Divine Casters with Access to Domains.

Initiate: 'Flavor' Feats for Divine Casters.

Metamagic: Feats that affect how a Spell Functions.

Necromancer: Applicable to Caster that Create Undead.

Spell Casters: Feats for All Spell Casters

Spell Reserve: Special abilities that can apply as long as you have unused spells.

Spell Touched *Probationary* These feats may not be allowed by your DM. You have been permanently affected in some way by a spell...

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Weapons, Armor and Combat: All feats used in Melee.

Armor and Shield: Armor, Natural Armor and Shield.

Combat: Feats used in Combat, ranged, melee and other.

Fighting Style: Specialized feats using specific weapons.

Initiative: Grant Bonuses to your Initiative Roll.

Melee Weapons: Hand held Weapons.

Movement: Affect movement on the battlefield.

Ranged Weapons: Thrown, Propelled or Shot.

Tactical: Specialized feats allowing multiple moves during melee.

Unarmed Melee: Punch and Kick.

Weapons Can be applied to most weapons.

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