Flame Heart
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as …
SRD feats and custom campaign feats. Filter by category or view all.
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as …
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Your spell resistance is equal to 11 + your character level.
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 …
Creatures you summon gain the ferocity universal monster ability.
You gain low-light vision and your darkvision improves to 120 ft.
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you …
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls …
The number of times per day you can use the adaptable luck racial trait increases by 1.
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by …
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to …
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial …
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, …
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is …
While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four …
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small …
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time …
You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. …
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can …
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity …
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. …
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to …
At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal …
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only …
Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as …
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster …
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection …
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot …
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in …
You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact …
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or …
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt …
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use …
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