Mystic Stride
You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the …
SRD feats and custom campaign feats. Filter by category or view all.
You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the …
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 …
When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that …
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or …
When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend …
You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead …
While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing …
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this …
Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as …
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're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain …
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 can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or …
Your spell resistance is equal to 11 + your character level.
You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, …
When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane …
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as …
For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon …
When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class …
When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special …
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot …
Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You …
Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which …
You gain a +4 sacred bonus to saving throws against poison.
You may channel energy as a move action by spending 2 daily uses of that ability.
You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels …
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, …
When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal …
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus …
While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. …
While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you …
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to …
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious …
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply …
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt …
The maximum delay for your delayed bombs increases to a number of minutes equal to your level.
If you have line of effect to …
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use …
If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before …
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that …
Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal …
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