Wings of Air
Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly …
SRD feats and custom campaign feats. Filter by category or view all.
Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly …
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor …
You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and …
You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from …
Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. …
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on …
While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge …
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures …
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability …
As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale …
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect …
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on …
You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat …
You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. …
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 …
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 may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and …
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, …
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a …
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 …
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for …
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
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 …
This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Your spell resistance is equal to 11 + your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect …
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you …
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.
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 may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 …
Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.
When you make a charge, you can make a full attack with your claws.
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 …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 …
Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight …
You gain the amphibious special quality. Your swim speed increases by +10 feet.
You gain a +2 natural armor bonus.
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions …
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack …
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while …
Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 …
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than …
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) …
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you …
As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, …
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical …
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on …
As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on …
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in …
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal …
When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making …
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created …
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven …
Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain …
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must …
When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the …
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. …
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial …
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 …
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.
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 …
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
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.
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 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 …
Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with …
You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. …
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity …
You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and …
When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to …
At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal …
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only …
Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as …
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell …
Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the …
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection …
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot …
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in …
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking …
When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain …
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt …
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use …
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that …
As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on …
You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more …
You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain …
When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. …
When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration …
You gain the ability to use shadow walk an additional time each day.
You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations …
Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff …
As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate …
As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect …
When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the level of the spell, you …
As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make …
You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time …
By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as …
Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward.
You gain a +2 racial bonus on Acrobatics and Climb checks.
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single …
Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free …
You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, …
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened …
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. …
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You …
Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever …
You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round …
You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that …
Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a …
Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus …
As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. …
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