Diehard
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to …
SRD feats and custom campaign feats. Filter by category or view all.
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack …
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned 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 bonus from Spell Focus.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell …
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, …
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, …
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. …
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these …
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the …
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 get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, …
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of …
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. …
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still …
You can channel energy two additional times per day.
Your ki pool increases by 2.
You can use your lay on hands ability two additional times per day.
Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the …
You can use bardic performance for 6 additional rounds per day.
You can rage for 6 additional rounds per day.
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you …
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one …
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC …
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of …
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or …
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 get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the …
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) …
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected …
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, …
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus …
Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, …
You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these …
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more …
You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you …
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