Dimensional Assault
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed …
SRD feats and custom campaign feats. Filter by category or view all.
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
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 …
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the …
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created …
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach …
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or …
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a …
You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository …
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but …
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count …
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven …
When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the …
Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of …
You can use your deity's favored weapon as if it were a monk weapon.
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and …
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 get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent …
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
Your darkvision has a range of 120 feet.
Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat …
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either …
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of …
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose …
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of …
When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance …
If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon …
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution …
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. …
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points …
If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until …
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until …
If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with …
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can …
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain …
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or …
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). …
You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each …
When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws …
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 …
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