Greater Elemental Focus
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from …
SRD feats and custom campaign feats. Filter by category or view all.
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from …
You gain tremorsense to a range of 10 feet.
You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense …
Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this …
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface …
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a …
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus …
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster …
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
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 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 …
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.
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). …
You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than …
Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If …
Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally …
You can throw two additional bombs per day.
You gain one additional discovery. You must meet all of the prerequisites for this discovery.
You gain one additional hex. You must meet all of the prerequisites for this hex.
You gain one additional rage power. You must meet all of the prerequisites for this rage power.
You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC …
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an …
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 …
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 …
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 …
Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal …
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but …
You gain a +1 natural armor bonus due to your unusually tough hide.
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the …
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific …
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if …
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, …
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 …
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 another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, …
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 …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception …
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on …
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have …
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf's hardy racial …
When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf …
You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or …
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes …
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being …
The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist …
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). …
When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking …
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand …
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