Greater Drow Nobility
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
SRD feats and custom campaign feats. Filter by category or view all.
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as …
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must …
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon …
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial …
You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and …
You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" …
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell …
Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take …
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 …
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected …
Your elemental assault ability lasts an additional 2 rounds per day.
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one …
You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your …
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are …
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 …
Creatures you summon gain the ferocity universal monster ability.
Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative …
You gain low-light vision and your darkvision improves to 120 ft.
You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons …
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you …
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls …
The number of times per day you can use the adaptable luck racial trait increases by 1.
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
You gain darkvision 90 ft., but gain the light sensitivity weakness.
When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also …
You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).
You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by …
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, …
You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to …
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial …
You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against …
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, …
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is …
When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition …
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four …
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small …
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time …
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