In Harm's Way
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage …
SRD feats and custom campaign feats. Filter by category or view all.
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage …
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 …
When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest …
Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. …
When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
Whenever you gain a level, you gain 2 hero points instead of 1.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that …
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance …
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform …
You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his …
You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his …
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully …
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 …
When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver …
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 …
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack …
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to …
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your …
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 …
If your mount moves its speed or less, you can still take a full-attack action.
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome …
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 …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage …
Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by …
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully …
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack …
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your …
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This …
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 use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against …
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to …
The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. …
You can deliver a coup de grace to cowering or stunned targets.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your …
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed …
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.
Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the …
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, …
Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive …
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). …
Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw …
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 …
An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the …
You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals …
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's …
If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss …
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. 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 …
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You …
When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That …
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 …
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you …
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 …
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum …
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 …
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area …
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally …
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks …
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, …
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict …
You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, …
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. …
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures …
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
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 must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You …
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another …
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision …
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On …
When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to …
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 …
You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the …
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. …
Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the …
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus …
When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area …
You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
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.
When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 …
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class …
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from …
Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally …
You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened …
When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength …
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 …
When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a …
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 …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your …
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes …
Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by …
Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. …
As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or …
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being …
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively …
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 can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On …
Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the …
If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that …
You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger …
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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