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 …
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are …
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.
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and …
You gain low-light vision and your darkvision improves to 120 ft.
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an …
When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage …
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you …
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you …
While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.
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.
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to …
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the …
You gain darkvision 90 ft., but gain the light sensitivity weakness.
In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.
During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing …
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by …
At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks …
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, …
You get a +2 bonus on all Fortitude saving throws.
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class …
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, …
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power …
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks …
When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it …
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the …
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with …
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized …
You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a …
You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to …
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of …
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 …
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic …
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 an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save …
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 implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing …
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
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