Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Aberrant Empathy [Ranger]
Prerequisite: Ranger, Trained in Dungeoneering
Benefit: You can use the Dungeoneering skill to make a special Handle Animal check (see the Nature skill, PH 186) in order to influence Abberant Beasts and Magical Aberrant Beasts. The creature must have an Intelligence score of 5 or less, and can be no more than two levels higher than you.
Adrenaline Rush
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus on attack rolls and all defenses until the beginning of your next turn.
Alertness
Benefit: You don’t grant enemies combat advantage during surprise rounds.
You also gain a +2 feat bonus to Perception checks.
Animal Empathy [Ranger]
Prerequisite: Ranger, Trained in Nature
Benefit: You gain a +5 feat bonus on Handle Animal checks to influence Natural Beasts (see the Nature skill, PH 186).
In addition, you gain the ability to use Handle Animal on Natural Magical Beasts. The target creature must have an Intelligence score of 5 or less, and can be no more than two levels higher than you.
Armor Proficiency (Chainmail)
Prerequisites: Str 13, Con 13, training with leather or hide armor
Benefit: You gain training with chainmail.
Armor Proficiency (Hide)
Prerequisites: Str 13, Con 13, training with leather armor
Benefit: You gain training with hide armor.
Armor Proficiency (Leather)
Benefit: You gain training with leather armor.
Armor Proficiency (Plate)
Prerequisites: Str 15, Con 15, training with scale armor
Benefit: You gain training with plate armor.
Armor Proficiency (Scale)
Prerequisites: Str 13, Con 13, training with chainmail
Benefit: You gain training with scale armor.
Astral Fire
Prerequisites: Dex 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or radiant
keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Beguiling Innocence [Halfling, Kender, or DM's choice]
Prerequisites: Halfling, Kender, or other child-like race
Benefit:You gain a +1 feat bonus to Bluff checks. Once per day, you may force the DM to reroll an opposed Insight check against you before you know the result of the roll. You must keep the result of the second roll.
Blade Opportunist
Prerequisites: Str 13, Dex 13
Benefit: You gain a +2 bonus to opportunity attackrolls with a heavy blade or a light blade.
Bleeding Strike [Tactical]
Benefit: Once per encounter, you may add ongoing damage 3 (save ends) to Hit effect of an at-will power.
This damage increases to 6 at 21th level.
Burning Blizzard
Prerequisites: Int 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the acid or cold
keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Brutal Aspect [Bugbear, Half-Orc, Minotaur, Orc, or DM's choice]
Prerequisites: Uncivilized humanoid race, Str 15+
Benefit:You gain a +1 feat bonus on Intimidate checks. Once per encounter, you may Intimidate a bloodied foe as a minor action.
Clarity
Requirements: Wis 15, Cloth Armor Proficiency.
Benefit: When wearing cloth or no armor, you gain an additional armor bonus to AC equal to your Wisdom modifier.
Combat Expertise
Requirements: Dex 13, Int 13.
Benefit: When you take a Total Defense in combat, you can opt to take a -2 penalty on all attacks until the beginning of your next turn in order to grant you an additional +2 bonus to all defenses.
Charming Smile
Prerequisites: Cha 13+
Benefit:You gain a +1 feat bonus to Bluff, Diplomacy, and Streetwise checks.
Combat Reflexes
Prerequisite: Dex 13
Benefit: You gain a +1 bonus to opportunity attackrolls.
Dark Fury
Prerequisites: Con 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the necrotic or psychic
keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Deep Dweller [Dwarf]
Prerequisite: Dwarf
Benefits: You gain Darkvision.
In addition, you gain a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), hazards, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework.
Defensive Mobility
Benefit: You gain a +2 bonus to AC against opportunity attacks.
Distracting Shield [Fighter]
Prerequisites: Wis 15, fighter, Combat Challenge class feature
Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, the target takes
a –2 penalty to attack rolls until the start of your next turn.
Special: You must have a shield equipped to benefit from this feat.
Dodge Giants [Dwarf]
Prerequisite: Dwarf
Benefit: You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
Dragonborn Claws [Dragonborn]
Prerequisite: Dragonborn
Benefit: The claws on your hands elongate and harden, increasing your ability to attack without manufactured weapons. Your Unarmed attacks are treated as light blades for all purposes, and you are automatically proficient with them. Your claws deal 1d6 damage, grant a +2 proficiency bonus, and have the Off-hand weapon property.
Dragonborn Frenzy [Dragonborn]
Prerequisite: Dragonborn
Benefit: While you are bloodied, you gain a +2 bonus to damage rolls.
Dragonborn Senses [Dragonborn]
Prerequisite: Dragonborn
Benefit: You gain low-light vision.
You gain a +1 feat bonus to Perception checks.
Durable
Benefit: Increase your number of healing surges by two.
Dwarven Weapon Training [Dwarf]
Prerequisite: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
Eladrin Soldier [Eladrin]
Prerequisite: Eladrin
Benefit: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all
spears.
Eldritch Power [Tactical, Warlock]
Prerequisite: Warlock, Eldritch Blast power
Benefit: Once per encounter, you may add both Constitution and Charisma to attack and hit of your eldritch blast.
Eldritch Spear [Warlock]
Prerequisites: Warlock, Eldritch Blast power
Benefit: Your Eldritch Blast power becomes Ranged 20 instead of Ranged 10.
Elemental Blast [Warlock]
Prerequisites: Warlock, Eldritch Blast Power
Benefit: Choose an energy type from the following list: Acid, Cold, Fire, Lightning, Thunder. When using your Eldritch Blast power, you can choose for it to deal the chosen type of energy damage, and it takes on the corresponding keyword.
Special: You may take this feat multiple times. Each time you take the feat, choose a different energy type.
Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
Enhanced Repertoire
Benefit: Choose one level 1 at-will attack power from your main class that you do not know. You may use that power as an encounter power.
Special: If you later retrain so that you no longer have this feat, you lose use of the extra power.
If you retrain so that you choose the power selected with Expanded Repertoire to be one of your level 1 at-will attack powers known, select a different level 1 at-will attack power from your class which you do not know to replace it for purposes of this feat.
Enlarged Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it blast 5 instead of blast 3.
Escape Artist
Prerequisite: Trained in Acrobatics
Benefit: You can attempt to escape a grab as a minor action, instead of as a move action.
You gain a +2 feat bonus to Acrobatics checks.
Expanded Spellbook [Wizard]
Prerequisites: Wis 13, wizard
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook.
Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in
other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.
EXTEND RITUAL
Prerequisite: Ritual Caster
Benefit: You can choice to double the duration of any ritual when you first perform it. You must make this
decision before spending the component cost. Should you choice to do so than you increase the component cost ofthe ritual by an addition fifty percent.
At 11th level you can triple the duration of the ritual by spending twice the component cost and at 21st level you can quadruple the duration of the ritual by spending two and half times the normal component cost.
Far Shot
Prerequisite: Dex 13
Benefit: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range
and the long range by 5 squares.
Far Throw
Prerequisite: Str 13
Benefit: When you use a thrown weapon such as a dagger or a javelin, increase both the normal range
and the long range by 2 squares.
Fast Runner
Prerequisite: Con 13
Benefit: You gain a +2 bonus to speed when you charge or run.
Ferocious Rebuke [Tiefling]
Prerequisites: Tiefling, infernal wrath racial power
Benefit: When you use the infernal wrath power and hit with an attack, you can push the target 1 square in addition to any damage you deal.
Great Step [Eladrin]
Prerequisites: Eladrin, Fey Step racial power
Benefit: Add two to the maximum number of squares you can teleport when using your Fey Step power.
Group Insight [Half-Elf]
Prerequisite: Half-elf
Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.
Halfling Agility [Halfling]
Prerequisites: Halfling, second chance racial power
Benefit: When you use your halfling second chance ability, the attacker takes a –2 penalty to the new attack roll.
Harmless
Prerequisites: Small size
Benefit: Until you inflict damage on an enemy in a given encounter, all attacks are at -1 to hit you.
Healing Hands [Paladin]
Prerequisites: Paladin, lay on hands power
Benefit: When you use the lay on hands power, the affected ally regains additional hit points equal to your
Charisma modifier.
Hearty Soul
Prerequisite: Constitution 13 or Wisdom 13
Benefit: You can spend a healing surge on a result of 19 or higher on your death saving throw, instead of only on a 20 or higher. In addition, you automatically become stabilized (see Heal skill, PH 185) on a result of 20 or higher, even if you do not have any healing surge uses remaining.
Normal: You can only spend a healing surge while dying on a death saving throw result of 20 or higher, and you do not become stable automatically on a roll of 20 or higher. See Death and Dying, PH 295.
Hellfire Blood [Tiefling]
Prerequisite: Tiefling
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the fire or fear keyword.
Helping Hand [Paladin]
Prerequisites: Wisdom 11, Paladin, Lay on Hands class feature
Benefit: You can use your Lay on Hands power one additional time per day.
Human Perseverance [Human]
Prerequisite: Human
Benefit: You gain a +1 feat bonus to saving throws.
Improved Dark One’s Blessing [Warlock]
Prerequisites: Con 15, warlock, infernal pact
Benefit: Your Dark One’s Blessing now gives you 3 additional temporary hit points.
Improved Fate of the Void [Warlock]
Prerequisites: Con 13 or Cha 13, warlock, star pact
Benefit: Your Fate of the Void grants an additional +1 bonus to the d20 roll.
Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.
Improved Misty Step [Warlock]
Prerequisites: Int 13, warlock, fey pact
Benefit: Your Misty Step now allows you to teleport an additional 2 squares.
Improved Unarmed Strike
Benefit: You gain a +2 proficiency bonus on attack rolls made while unarmed. Choose one weapon group: Light Blades, Heavy Blades, Hammers. Your unarmed strike counts as that weapon group for making basic attacks and activating powers that require weapons of that group. Additionally, your unarmed damage increases to 1d6 at 11th level, and 1d8 at 21st level.
Inspired Recovery [Warlord]
Prerequisites: Warlord, Inspiring Presence class feature
Benefit: When an ally who can see you spends an action point to gain an extra standard action, that ally
can roll a saving throw as a free action, adding your Charisma modifier to the roll.
Inspiring Orator [Warlord]
Prerequisites: CHA 13, Warlord, Inspiring Word class feature
Benefit: Your Inspiring Word power heals an additional 2 hit points of damage.
Iron Grip
Prerequisite: Strength 15
Benefit: You gain a +1 feat bonus on your Strength attack to initiate a grab or move a grabbed target. In addition, anyone attempting to escape your Grab takes a -1 penalty on their Acrobatics or Athletics skill check to escape the grab.
Jack of All Trades
Prerequisite: Int 13
Benefit: You gain a +2 feat bonus to all untrained skill checks.
Lethal Hunter [Ranger]
Prerequisites: Ranger, Hunter’s Quarry class feature
Benefit: The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.
Light Step [Elf]
Prerequisite: Elf
Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of
all allies in your traveling group. Add 5 to the DC required to find or follow your tracks. If traveling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Acrobatics checks and Stealth checks.
Linguist
Prerequisite: Int 13
Benefit: Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once. Each time you select this feat, choose three new languages to learn.
Long Jumper
Prerequisite: Trained in Athletics
Benefit: You can make all long jumps as if you had a running start.
You also gain a +1 feat bonus to Athletics checks.
Lost in the Crowd [Halfling]
Prerequisite: Halfling
Benefit: You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.
Minimize Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to reduce the range of your breath weapon to blast 2 or blast 1.
Special: If you have the Enlarge Breath feat, you may also choose to make the range of your breath weapon blast 4.
Motivational Speaker [Warlord]
Prerequisite: Warlord, Inspiring Word class feature
Benefit: You may use your Inspiring Word power one additional time per encounter.
Special: If you have the Student of Battle feat, you can use Inspiring Word one additional time per day.
Mounted Combat
Benefit: When you ride a creature, you gain access to any special mount abilities it confers to its rider. Not every creature has these abilities. The Dungeon Master’s Guide has more information on mounts and
mounted combat. While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher.
Nimble Blade
Prerequisite: Dex 15
Benefit: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to
attack rolls.
NOTHING FANCY [TACTICAL]
Benefit: Once per encounter, you may add +5 feat bonus to damage with an at-will power.
This bonus increases to +10 at 21th level.
Perpetual Evangelist [Cleric]
Prerequisite: Cleric, Healing Word class feature
Benefit: You may use your Healing Word power one additional time per encounter.
Special: If you have the Initiate of the Faith feat, you can use Healing Word one additional time per day.
PERSISTENT LEGEND
Prerequisite: The ability to perform at least one Legendary (specific exploit) ritual, 10th level
Benefit: When you use a legendary (specific exploit) ritual to prepare a martial power with a level no higher
than your own the exploit persists until such time as you actively dismiss it. This essentially makes the ritual permanent in duration until dismissed instead of the normal twelve hour maximum
You can only have one persistent exploit. If you prepare a second exploit using a ritual you can choice
which continues to benefit from this feat. The other automatically vanishes when twelve hours have passed, presuming you do not dismiss it before then.
Potent Challenge [Fighter]
Prerequisites: Con 15, fighter, Combat Challenge class feature
Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, add your Constitution modifier to the damage roll.
Special: This benefit applies only to attacks made with two-handed weapons.
Powerful Charge
Prerequisite: Str 13
Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
Precise Attack [Tactical]
Benefit: Once per encounter, you may add a +4 feat bonus to attack with an at-will power.
Precise Hunter [Ranger]
Prerequisites: Wis 15, ranger, Hunter’s Quarry class feature
Benefit: When you score a critical hit against the target of your Hunter’s Quarry with a ranged attack,
your allies gain a +1 bonus to attack rolls against that target until the start of your next turn.
Prehensile Tail [Tiefling]
Prerequisite: Tiefling
Benefit: You have developed the ability to move your tail at will, and even grasp objects with it.
Your tail may pick up and hold any item that can normally be held in one hand, such as a sunrod or a one-handed weapon. Your tail cannot manipulate or wield these items, but you may pass an item from your tail to your hand or vice versa as a free action. (You may not, however, exchange an item in hand for the item held by your tail.) Dropping the object your tail is holding is a free action.
If your tail is not holding an object, you may use it to make unarmed melee attacks.
PERSISTENT PRAYER
Prerequisite: The ability to perform the Miracle ritual, 10th level
Benefit: When you use a Miracle ritual to gain access to a prayer with a level no higher than you own the prayer persists in your mind until such time as you actively dismiss it. This essentially makes the ritual permanent in duration until dismissed instead of the normal maximum duration.
You can only have one persistent prayer. If you use the Miracle ritual again before the first prayer is
dismissed than you can transfer the effects of this feat to the new prayer if you desire or you can leave the previous prayer with the benefits. In either case, the prayer that is not benefiting from the Feat remains until the ritual’s duration elapses and then fades as normal.
PERSISTENT SPELL
Prerequisite: The ability to perform at least one Prepare (specific spell) ritual, 10th level
Benefit: When you use a prepare (specific spell) ritual to prepare an arcane power with a level no higher
than your own the spell persists in your mind until such time as you actively dismiss it. This essentially makes the ritual permanent in duration until dismissed instead of the normal twelve hour maximum.
You can only have one persistent spell. If you prepare a second spell using a ritual you can choice which
continues to benefit from this feat. The other automatically vanishes when twelve hours have passed,
presuming you do not dismiss it before then.
Press the Advantage [Rogue]
Prerequisites: Cha 15, rogue
Benefit: If you score a critical hit while you have combat advantage, you gain combat advantage against
the target until the end of your next turn.
Protecting Hands [Paladin]
Prerequisites: Paladin, Lay on Hands class feature
Benefit: The target of your Lay on Hands class feature gains a +1 power bonus to all defenses until the end of your next turn.
Quick Draw
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container,
such as a potion) as part of the same action used to attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
Raging Storm
Prerequisites: Con 13, Dex 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or thunder
keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Rapid Reload
Benefit: You can reload any weapon with the Load Minor property as a free action instead.
Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on
acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature
skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Scoundrel’s Luck [Rogue]
Prerequisite: Rogue
Benefit: Once per encounter you may reroll a single Thievery skill check. You must take the result of the second roll, even if it is lower. You may choose whether to reroll after you know the result of the first check.
Sharp Challenge [Paladin]
Prerequisite: Paladin, Divine Challenge class feature
Benefit: Your Divine Challenge deals 2 additional point of radiant damage.
Shield Proficiency (Heavy)
Prerequisites: Str 15, Shield Proficiency (Light)
Benefit: You gain proficiency with heavy shields.
Shield Proficiency (Light)
Prerequisite: Str 13
Benefit: You gain proficiency with light shields.
Shield Push [Fighter]
Prerequisites: Fighter, Combat Challenge class feature
Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the
target 1 square after dealing damage.
Special: You must carry a shield to benefit from this feat.
Skill Focus
Prerequisite: Training in chosen skill
Benefit: Choose a skill in which you have training. You have a +3 feat bonus to checks with that skill.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
Skill Training
Benefit: You gain training in one skill. The skill need not be on your class skill list.
Special: You can take this feat more than once. Each time you select this feat, choose a skill in which you are not trained.
Sniper Weapon Training [Rogue]
Prerequisites: Dexterity 13, Rogue, Sneak Attack class feature
Benefits: You gain proficiency with the shortbow. In addition, you may apply your sneak attack ability when wielding a shortbow, and any rogue power with an attack type of “Ranged weapon” can be used with a shortbow.
Normal: You may only sneak attack when using a weapon from the light blade, crossbow or sling weapon groups.
Soothing Words [Cleric]
Prerequisites: Charisma 13, Cleric, Healing Word class feature
Benefit: Your Healing Word power heals an additional 2 hit points of damage.
Steel Vice
Prerequisites: Strength 15, Iron Grip
Benefit: A creature that begins its turn Grabbed by you takes damage equal to your Strength modifier.
Sure Climber
Prerequisite: Trained in Athletics
Benefit: A successful Athletics check allows you to climb at your normal speed, rather than half speed.
You also gain a +1 feat bonus to Athletics checks.
Surge of Heroism
Benefit: When you activate your Second Wind, you gain an additional +1 bonus to all defenses until the beginning of your next turn.
Special: This bonus increases to +2 at 11th level, and +3 at 21st level.
Surprise Knockdown [Rogue]
Prerequisites: Str 15, rogue
Benefit: If you score a critical hit while you have combat advantage, you knock the target prone.
Tactical Aim [Ranger]
Prerequisite: Ranger
Benefit: Whenever you use a tactical feat, you gain +1 bonus to attack with the power affected by that feat.
Tactical Assault [Warlord]
Prerequisites: Warlord, Tactical Presence class feature
Benefit: When an ally who can see you spends an action point to make an attack, the attack’s damage
roll gains a bonus equal to your Intelligence modifier.
Tactical Movement [Rogue]
Prerequisite: Rogue
Benefit: Whenever you use a tactical feat, you may shift 1 square after the at-will power is resolved.
Thug Weapon Training [Rogue]
Prerequisites: Strength 13, Rogue, Sneak Attack class feature
Benefits: You gain proficiency with the club. In addition, you may apply your sneak attack ability when wielding a club or using an unarmed strike, and any Rogue power with attack type of “Melee weapon” may be used with a club or unarmed strike.
Normal: You may only sneak attack when using a weapon from the light blade, crossbow or sling weapon groups.
Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at
each tier of play (at 1st, 11th, and 21st level).
Trained Eye
Prerequisites: Trained in Thievery
Benefit: You can use your Thievery skill to detect traps and secret doors instead of your Perception skill. All other uses of Perception (such as finding hiding opponents or tracking) continue to rely on the Perception skill. See Perception skill entry (PH 186).
Two-Weapon Defense
Prerequisites: Dex 13, Two-Weapon Fighting
Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
Two-Weapon Fighting
Prerequisite: Dex 13
Benefit: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your
main weapon.
Unorthodox Teachings [Tactical]
Benefit: Once per encounter, you may use an at-will power of your class you do not have.
Weapon Focus
Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
Weapon Focus
vBenefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Special: You can take this feat more than once. Each
time you select this feat, choose another weapon group.
Weapon Proficiency
Benefit: You gain proficiency in a single weapon of your choice.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon.
Wintertouched
Benefit: When attacking a creature that is vulnerable to cold, you gain combat advantage when you use
a power that has the cold keyword.