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 …

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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.

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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.

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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 …

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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. …

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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.

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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.

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Extra Performance General Bardic performance class feature.

You can use bardic performance for 6 additional rounds per day.

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Extra Rage General Rage class feature.

You can rage for 6 additional rounds per day.

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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.

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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.

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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 …

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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 …

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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 …

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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.

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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.

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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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