Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| Acrobatic | General | — | You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Acrobatic Steps | General | Dex 15, Nimble Moves. | 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 with those … |
Core Rulebook |
| Alertness | General | — | You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Alignment Channel | General | Ability to channel energy. | 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 must make this choice each … |
Core Rulebook |
| Animal Affinity | General | — | You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Athletic | General | — | You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Augment Summoning | General | Spell Focus (conjuration). | 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. |
Core Rulebook |
| Combat Casting | General | — | 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 while grappled. |
Core Rulebook |
| Command Undead | General | Channel negative energy class feature. | As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. … |
Core Rulebook |
| Deceitful | General | — | You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Deft Hands | General | — | You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Diehard | General | Endurance. | 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 avoid losing … |
Core Rulebook |
| Elemental Channel | General | Channel energy class feature. | 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 must make this choice each … |
Core Rulebook |
| Endurance | General | — | You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to … |
Core Rulebook |
| Eschew Materials | General | — | You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. … |
Core Rulebook |
| Extra Channel | General | Channel energy class feature. | You can channel energy two additional times per day. |
Core Rulebook |
| Extra Ki | General | Ki pool class feature. | Your ki pool increases by 2. |
Core Rulebook |
| Extra Lay On Hands | General | Lay on hands class feature. | You can use your lay on hands ability two additional times per day. |
Core Rulebook |
| Extra Mercy | General | Lay on hands class feature, mercy class feature. | Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy. |
Core Rulebook |
| Extra Performance | General | Bardic performance class feature. | You can use bardic performance for 6 additional rounds per day. |
Core Rulebook |
| Extra Rage | General | Rage class feature. | You can rage for 6 additional rounds per day. |
Core Rulebook |
| Fleet | General | — | While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. |
Core Rulebook |
| Great Fortitude | General | — | You get a +2 bonus on all Fortitude saving throws. |
Core Rulebook |
| Greater Spell Focus | General | Spell Focus. | 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. |
Core Rulebook |
| Greater Spell Penetration | General | Spell Penetration. | 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 Penetration. |
Core Rulebook |
| Improved Channel | General | Channel energy class feature. | Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. |
Core Rulebook |
| Improved Counterspell | General | — | When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. |
Core Rulebook |
| Improved Familiar | General | Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). | When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis … |
Core Rulebook |
| Improved Great Fortitude | General | Great Fortitude. | 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 if it … |
Core Rulebook |
| Improved Iron Will | General | Iron Will. | 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 if it … |
Core Rulebook |
| Improved Lightning Reflexes | General | Lightning Reflexes. | 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 if it … |
Core Rulebook |
| Iron Will | General | — | You get a +2 bonus on all Will saving throws. |
Core Rulebook |
| Leadership | General | Character level 7th. | This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are … |
Core Rulebook |
| Lightning Reflexes | General | — | You get a +2 bonus on all Reflex saving throws. |
Core Rulebook |
| Magical Aptitude | General | — | You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Master Craftsman | General | 5 ranks in any Craft or Profession skill. | Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen … |
Core Rulebook |
| Natural Spell | General | Wis 13, wild shape class feature. | You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. … |
Core Rulebook |
| Nimble Moves | General | Dex 13. | Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into … |
Core Rulebook |
| Persuasive | General | — | You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Run | General | — | When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if … |
Core Rulebook |
| Selective Channeling | General | Cha 13, channel energy class feature. | When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. |
Core Rulebook |
| Self-Sufficient | General | — | You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Skill Focus | General | — | You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. |
Core Rulebook |
| Spell Focus | General | — | Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. |
Core Rulebook |
| Spell Mastery | General | 1st-level wizard | 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 can prepare these spells without … |
Core Rulebook |
| Spell Penetration | General | — | You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. |
Core Rulebook |
| Stealthy | General | — | You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Toughness | General | — | You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain … |
Core Rulebook |
| Turn Undead | General | Channel positive energy class feature. | You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead … |
Core Rulebook |
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