Angel Wings
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor …
SRD feats and custom campaign feats. Filter by category or view all.
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor …
You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and …
You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at …
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects …
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase …
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage …
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your …
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight …
You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may …
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, …
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. …
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these …
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature …
You gain the amphibious special quality. Your swim speed increases by +10 feet.
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a …
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus …
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster …
You gain a +2 natural armor bonus.
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot …
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the …
Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your …
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that …
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions …
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally …
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against …
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack …
Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather …
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than …
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR …
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) …
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you …
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not …
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on …
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement …
As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on …
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in …
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal …
When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, …
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead …
As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. …
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