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 a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat …
You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. …
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 …
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, …
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 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 gain the amphibious special quality. Your swim speed increases by +10 feet.
You gain a +2 natural armor bonus.
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 …
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions …
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 one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than …
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) …
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 …
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, …
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created …
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven …
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must …
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. …
You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may …
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial …
You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and …
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell …
Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take …
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 …
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected …
Your elemental assault ability lasts an additional 2 rounds per day.
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one …
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are …
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