Feat List

Feats are special features that either give a character a new capability, or improve one that they already have.
===Racial feats===
These feats are automatically granted based on race or subrace. Note that some of these may also be obtained by other means.
Feat 	Race/Subrace 	Description
Air Resistance 	Air Genasi 	Air genasi have electricity resistance 5.
Battle Training vs. Aberrations 	Gold dwarf 	Grants +1 racial bonus on attack rolls versus aberrations
Battle Training vs. Giants 	
DwarfRock gnome 	Grants +4 dodge bonus versus giants
Battle Training vs. Goblinoids 	GnomeGray dwarfShield dwarf 	Grants +1 racial bonus on attack rolls versus goblinoids
Battle Training vs. Orcs 	Gray dwarfShield dwarf 	Grants +1 racial bonus on attack rolls versus orcs
Battle Training vs. Reptilians 	Gnome 	Grants +1 racial bonus on attack rolls versus reptilians
Celestial Resistance 	Aasimar 	5/- damage resistance to cold, electricity, and acid
Cause Fear 	Yuan-Ti Pureblood 	Grants the ability to cast Cause Fear as per the spell 1/day (caster level equal to character level, DC 12).
Charm Person 	Yuan-Ti Pureblood 	Grants the ability to cast Charm Person as per the spell 1/day (caster level equal to character level, DC 12).
Darkvision 	Deep gnome
DrowDwarfHalf-drowHalf-orcPlanetouched	See in dark environments
Durability 	Deep gnome 	Grants +2 racial bonus to all saving throws
Entangle 	Yuan-Ti Pureblood 	Grants the ability to cast Entangle as per the spell 1/day (caster level 4th, DC 12).
Fearless 	Halfling 	Grants +2 racial bonus to saving throws against fear effects
Fire Resistance 	Fire Genasi 	Fire genasi have fire resistance 5.
Good Aim 	Halfling 	Grants +1 racial bonus on attack rolls with thrown weapons and slings
Greater Skill Affinity (Move Silently)	Gray dwarf 	Grants +4 racial bonus to Move Silently
Hardiness vs. Enchantments 	ElfHalf-drowHalf-elf 	Grants +2 racial bonus on saving throws against enchantment spells/effects
Hardiness vs. Illusions 	Rock gnome 	Grants +2 racial bonus on saving throws against illusion spells/effects
Hardiness vs. Poisons 	Gold dwarfShield dwarf 	Grants +2 racial bonus on saving throws against poisons
Hardiness vs. Spells 	Dwarf 	Grants +2 racial bonus on saving throws against all spells/spell-like effects
Immunity to Paralysis 	Gray dwarf 	Immunity to paralysis
Immunity to Phantasms 	Gray dwarf 	Immunity to Phantasmal Killer and Weird
Immunity to Poison 	Gray dwarf 	Immunity to poisons
Immunity to Sleep 	ElfHalf-drowHalf-elf 	Immunity to sleep effects
Infernal Resistance 	Tiefling 	5/- damage resistance to cold, electricity, and fire
Keen Sense 	Elf 	Automatic searching within 5 feet
Light Blindness 	Drow 	Grants -1 circumstance penalty to attack rolls, saves, and skill checks when outside in daylight
Light Sensitivity 	Gray dwarf 	
Long Gait 	Gray Orc 	Gray orc base land speed is 40 feet
Low-Light Vision 	Most ElvesHalf-elfRock gnome 	See in dim lighting
Lucky 	Lightfoot halfling 	Grants +1 racial bonus to all saving throws
Merge with Stone 	Earth genasi 	Gains 5/adamantine reduction once per day for 5 rounds
Partial Skill Affinity (Listen) 	Half-drowHalf-elfGray dwarf 	Grants +1 racial bonus to Listen
Partial Skill Affinity (Search) 	Half-drowHalf-elf 	Grants +1 racial bonus to Search
Partial Skill Affinity (Spot) 	Half-drowHalf-elfGray dwarf 	Grants +1 racial bonus to Spot
Quick to Master 	HumanStrongheart halfling 	One extra feat choice at 1st level
Racial Spell(Blindness/Deafness) 	Deep Gnome 	Grants the ability to cast Blindness/Deafness 1/day (caster level equal to character level)
Racial Spell (Darkness) 	DrowTieflingYuan-Ti Pureblood	Grants the ability to cast Darkness 1/day (caster level equal to character level)
Racial Spell (Enlarge) 	Gray dwarf 	Grants the ability to cast Enlarge 1/day (caster level equal to twice the character level, minimum 3rd level)
Racial Spell(Entropic Shield) 	Deep Gnome 	Grants the ability to cast Entropic Shield 1/day (caster level equal to character level)
Reach to the Blaze 	Fire genasi 	Nearby opponents get 2d4 fire damage for five rounds once per day
Shrouding Fog 	Water genasi 	Provides a fog of concealment for 5 rounds once per day
Skill Affinity (Bluff) 	Half-drowHalf-elfTiefling 	Grants +2 racial bonus to Bluff
Skill Affinity (Craft Alchemy) 	Gnome 	Grants +2 racial bonus to Craft alchemy
Skill Affinity (Diplomacy) 	Half-drowHalf-elf 	Grants +2 racial bonus to Diplomacy
Skill Affinity (Hide) 	Tiefling 	Grants +2 racial bonus to Hide
Skill Affinity (Listen) 	AasimarElfGnomeHalfling 	Grants +2 racial bonus to Listen
Skill Affinity (Lore) 	Gold dwarfShield dwarf 	Grants +2 racial bonus to Lore
Skill Affinity (Move Silently) 	Halfling 	Grants +2 racial bonus to Move Silently
Skill Affinity (Search) 	Elf 	Grants +2 racial bonus to Search
Skill Affinity (Spot) 	AasimarElf 	Grants +2 racial bonus to Spot
Skilled 	Human 	4 extra skill points at 1st level, plus 1 additional skill point for all extra levels
Slippery Defense 	Deep gnome 	Grants +4 dodge bonus versus all opponents
Spell Affinity (Illusion) 	Gnome 	Grants +1 DC for illusion spells
Stonecunning 	Deep gnomeDwarf 	Grants +2 search bonus when indoors
Summon Gale 	Air genasi 	Summon a gust of wind once per day.
Weapon Proficiency (dwarf) 	Dwarf 	Allows use of dwarven waraxe
Weapon Proficiency (elf) 	Elf 	Allows use of longsword, longbow, rapier, and shortbow
=== Background traits ===
These feats are only available at level one, and only one background trait can be taken at character creation. Note however that some of these may also be obtained by other means, despite the normal restrictions.
Feat 	Description
Artist 	Character gains a +2 bonus on Perform and Diplomacy checks
Blooded 	Character gains a +2 bonus on Initiative and Spot checks
Bullheaded 	Character gains a +2 bonus to resist Taunt, and +1 bonus to Will saving throws
Courteous Magocracy 	Character gains a +2 bonus on Lore and Spellcraft checks
Luck of Heroes 	Character gains a +1 bonus on all saving throws plus a +1 luck bonus to armor class
Mind over Body 	Character uses Int modifier instead of Con for bonus hit points at level 1, and any metamagic or spellcasting feat grants +1 hit points.
Silver Palm 	Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks
Snake Blood 	Character gains a +1 bonus to Reflex saving throws, and +2 saving throw bonus against poisons
Spellcasting Prodigy	Character treats primary spellcasting ability score as 2 points higher than usual, effectively having +1 to modifier.
Strong Soul 	Character gains a +1 bonus to Fortitude & Will saving throws, and +1 saving throw bonus against Death magic
Tireless 	Character does not become tired when using rage, dervish dance, or frenzy.
Thug 	Character gains a +2 bonus on Appraise, Initiative, and Intimidate checks
=== Heritage feats ===
These feats require one of the heritage feats be taken at level one. These feats are available only with the Storm of Zehir expansion.
Feat 	Prerequisite 	Description
Fey Heritage 	Can only take this feat at 1st level, Nonlawful alignment	Gain +3 bonus to Will saves against enchantments.
Fey Legacy 	Nonlawful alignment, Fey Heritage, 9th level 	Gain the confusion spell-like ability, usable three times per day. Your caster level equals your character level.
Fey Power 	Nonlawful alignment, Fey Heritage 	Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.
Fey Presence 	Nonlawful alignment, Fey Heritage, 6th level 	Gain the deep slumber spell-like ability, usable three times per day . Your caster level equals your character level.
Fey Skin 	Nonlawful alignment, Fey Heritage 	Gain damage reduction (overcome by cold iron) equal to 1 + the number of feats you have that list Fey Heritage as a prerequisite (including such feats that you take after gaining this one).
Fiendish Heritage 	Can only take this feat at 1st level, Non-good alignment 	Gain a +4 bonus on Fortitude saving throws against poison. Also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.
Fiendish Legacy 	Non-good alignment, Fiendish Heritage, 9th level 	Gain the summon monster V spell-like ability, usable three times per day. Your caster level equals your character level.
Fiendish Power 	Non-good alignment, Fiendish Heritage 	Your caster level and save DCs for evil spells and warlock invocations increase by 1.
Fiendish Presence 	Non-good alignment, Fiendish Heritage, 6th level 	Gain the fear spell-like ability, usable two times per day. Your caster level equals your character level.
Fiendish Resistance	Non-good alignment, Fiendish Heritage 	Gain resistance to acid and fire equal to three times the number of feats you have that list Fiendish Heritage as a prerequisite (including such feats that you take after gaining this one).
=== Proficiencies ===
These feats allow a character to use various forms of equipment. Every base class offers at least one of these, and some classes and races have special proficiencies.
Feat 	Prerequisite 	Description
Armor Proficiency (heavy) 	Armor Proficiency (light), Armor Proficiency (medium)	Allows use of heavy armor
Armor Proficiency (light) 	None 	Allows use of light armor
Armor Proficiency (medium) 	Armor Proficiency (light) 	Allows use of medium armor
Monkey Grip 	BAB +1 	Allows use of weapons one size category higher with a -2 penalty
Shield Proficiency 	None 	Allows use of regular shields
Tower Shield Proficiency 	None 	Allows use of tower shields
Weapon Proficiency (bard) 	Bard class feat 	Allows use of longswords, rapiers, shortbows, and shortswords
Weapon Proficiency (creature) 	Creature racial feat 	Allows use of natural weapons without provoking attacks of opportunity
Weapon Proficiency (druid) 	Druid class feat 	Allows use of clubs, daggers, darts, quarterstaves, scimitars, sickles, slings, and spears
Weapon Proficiency (dwarf) 	Dwarf racial feat 	Allows use of dwarven waraxe
Weapon Proficiency (elf) 	Elf racial feat 	Allows use of longswords, longbows, rapiers, and shortbows
Weapon Proficiency (exotic) 	BAB +1 	Allows use of all exotic weapons
Weapon Proficiency (martial) 	None 	Allows use of all martial weapons
Weapon Proficiency (monk) 	Monk class feat 	Allows use of clubs, crossbows, daggers, handaxes, kamas, quarterstaves, shuriken, and slings
Weapon Proficiency (rogue) 	Rogue class feat 	Allows use of handaxes, rapiers, shortbows, and shortswords
Weapon Proficiency (simple) 	None 	Allows use of all simple weapons
Weapon Proficiency (wizard) 	Wizard class feat 	Allows use of clubs, daggers, crossbows, and quarterstaves
Weapon Proficiency (spirit shaman)	Spirit Shaman class feat 	Allows use of clubs, daggers, darts, handaxes, spears, quarterstaves, slings, shortbows, throwing axes, and light crossbows
= Acquiring feats =
All characters gain a feat at 1st level, at 3rd level, and every 3 levels thereafter (3, 6, 9, etc.) until level 18. At level 18, the character will have gained 7 feats this way. This is the cap if the player only has the base NWN2 game.
If MotB is installed, all characters gain a feat at 21st level and every odd level thereafter (23, 25, etc.) until level 29. At level 29, the character will have gained a total of 12 feats.
In addition to this progression, characters may also gain bonus feats from other sources (such as class bonus feats for Fighters and Wizards).
== Class feats ==
These feats are automatically granted at certain class levels. Incomplete list
Feat 	Class 	Description
Animal Companion (feat) 	Druid 1Ranger 4Cleric w/ Animal domain 	Provides an animal companion
Aura of Courage 	Paladin 3Cleric w/ Good domain 	Character is immune to fear, and aura causes allies within 10 feet receive +4 bonus on all saving throws versus fear
Aura of Despair 	Blackguard 3 	Aura causes enemies within 10 feet take a –2 penalty on all saving throws
Create Undead (blackguard)	Blackguard 3 	Summons an undead minion
Dark Blessing 	Blackguard 2 	Applies charisma modifier to all saving throws
Defensive Roll 	Shadowdancer 5Rogue 10/13/16/19 (bonus feat choice) 	Character can use a Reflex save to halve damage from a lethal blow
Divine Grace 	Paladin 2 	Applies charisma modifier to all saving throws
Divine Health 	Paladin 3 	Immunity to disease
Dragon Companion 	Epic Druid 	Provides a draconic animal companion
Dragon Shape 	Epic Druid 	Allows shapeshifting into dragon forms
Elemental Wild Shape 	Druid 16 	Allows shapeshifting into elemental forms
Elephant's Hide 	Druid 5+ 	Spends a Wild Shape charge for +7 natural armor bonus
Epic Animal Companion 	Epic Druid 	Animal companions get three extra levels
Evasion 	Monk 2Rogue 2Shadowdancer 2Ranger 9Cleric w/ Water domain 	Successful Reflex saves eliminates all damage
Extra Wild Shape 	Druid 5+ 	Allows +2 Wild Shape uses/day, and +1 Elemental Shape use/day
Flurry of Blows 	Monk 1 	Extra attack per round when fighting with unarmed attacks or with monk weapons. However, all attacks in that round suffer a -2 attack penalty at levels 1-4, and a -1 attack penalty at levels 5-8. At level 9 or higher, there is no penalty. Selectable combat mode.
Greater Flurry 	Monk 11 	A second extra attack when using Flurry of Blows
Hide in Plain Sight 	Shadowdancer 1Assassin 8Ranger 17 	Character can try to hide while being observed
Improved Evasion 	Monk 9Shadowdancer 10Rogue 10/13/16/19 (bonus feat choice) 	Same as Evasion, but failing reflex saves now only result in half damage
Improved Uncanny Dodge 	Assassin 5Barbarian 5Shadowdancer 5Shadow Thief of Amn 5Dwarven Defender 6Rogue 8 	Character can no longer be flanked (unless attacker is more than four class levels higher)
Lay on Hands 	Divine Champion 1Paladin 2 	Character can heal damage by Charisma modifier x class level (once per day)
Magical Beast Wild Shape 	Epic Druid 	Allows shapeshifting into magical beast forms
Natural Spell 	Druid 5+ (and Wis 13+) 	Allows druid to cast spells during wildshape
Nature Sense 	Druid 1 	Grants a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas
Oaken Resilience 	Druid 12 	Spends a Wild Shape charge for immunity to poison, sleep, paralysis, stunning and critical hits
Plant Shape 	Druid 12 	Allows shapeshifting into plant forms
Resist Nature's Lure 	Druid 4 	Grants a +2 saving throw bonus against fear spells and effects
Skill Mastery 	Rogue 10/13/16/19 (bonus feat choice) 	Rogue cannot roll less than 5 whenever using Disable Device, Open Lock, or Set Trap skills, even if in combat
Slippery Mind 	Shadowdancer 7Swashbuckler 17Rogue 10/13/16/19 (bonus feat choice)Cleric w/ Chaos domain 	Character gets a second saving roll against an enchantment
Smite Evil 	Paladin 1 	Character can smite evil targets once per day
Smite Good 	Blackguard 2 	Character can smite good targets once per day
Smite Infidel 	Divine Champion 3Cleric w/ Destruction domain 	Character can smite targets of the other alignment once per day
Sneak Attack 	Assassin 1 (not a prerequisite for Arcane Trickster)Rogue 1Shadow Thief of Amn 1Arcane Trickster 2Blackguard 4	Allows sneak attacks. Increments by +1d6 every two class levels (three for blackguard).
Trackless Step 	Druid 3 	Grants a +4 bonus to Hide and Move Silently checks when in wilderness areas
Turn Undead 	Cleric 1Blackguard 3Paladin 4 	Allows you to turn or rebuke the undead
Uncanny Dodge 	Assassin 2Barbarian 2Dwarven Defender 2Shadowdancer 2Shadow Thief of Amn 2Rogue 4Sacred Fist 6 	Retains Dexterity AC bonus when flat-footed or attacked by invisible foe
Venom Immunity 	Druid 9 	Immunity to poison
Wild Shape 	Druid 5 	Allows shapeshifting into various animal forms
Woodland Stride 	Druid 2Ranger 7Cleric w/ Plant domain 	Character receives a 10% movement increase when in outdoor, natural environments
== Combat feats ==
These feats are for use in melee or ranged combat, and many of these can be chosen as a bonus feat by fighters every two levels. Note: Some of these may be granted as a class feat, usually without the normal requirements.
Feat 	Prerequisite 	Description
Armed Deflection 	Epic character (level 21+), Dex 21+, Int 13+, Wis 15+, Combat Expertise, Epic Weapon Focus 	Character automatically deflects the first incoming projectile attack each round when wielding any weapons chosen for Epic Weapon Focus
Blind Fight 	None 	Character can reroll miss chance percentile when blinded or fighting invisible opponents, and denies invisible opponents bonuses to hit
Circle Kick 	BAB +3, Dex 15+, Improved Unarmed Strike 	Gains a bonus free attack on a nearby opponent if an unarmed strike successfully hits
Cleave 	Str 13+, Power Attack 	If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Combat Expertise 	Int 13+ 	Action mode that grants a +3 bonus to AC, but at the cost of -3 to attack roll
Combat Insight 	Epic character (level 21+), BAB +15, Int 13+, Combat Expertise, Epic Prowess 	Allows use of Int modifier instead of Str modifier for melee damage rolls
Deflect Arrows 	Dex 13+, Improved Unarmed Strike 	Character automatically deflects the first incoming projectile attack each round
Disarm 	Int 13+ 	The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed.
Dodge 	Dex 13+ 	Character gains a +1 dodge bonus against attacks from current target/last attacker
Epic Dodge 	Dex 25, Dodge, Improved Evasion, Defensive Roll, Tumble 30 ranks 	Once per round, when struck by your current target or last attacker, you automatically avoid all damage from the attack
Epic Weapon Focus 	Epic character (level 21+), Greater Weapon Focus (with the chosen weapon) 	Grants an extra +2 bonus to attack rolls for chosen weapon
Epic Weapon Specialization 	Epic character (level 21+), Epic Weapon Focus (with the chosen weapon), Greater Weapon Specialization (with the chosen weapon)	Grants an extra +6 bonus to damage rolls for chosen weapon
Extra Stunning Attacks 	BAB +2, Stunning Fist 	Allows three extra Stunning Fist attacks per day
Favored Power Attack 	BAB +4, Str 13+, Power Attack, Favored Enemy (with the chosen enemy) 	Increases damage during Power Attack mode versus favored enemy
Feint 	Int 13+, Combat Expertise 	Attempts to deny Dexterity bonus from target for a combat round
Great Cleave 	BAB +4, Str 13+, Power Attack, Cleave 	Same as Cleave, but keeps going as long as the opponents are getting killed.
Greater Two-Weapon Fighting 	BAB +11, Dex 19+, Two-Weapon Fighting, Improved Two-Weapon Fighting 	Grants a third attack with offhand weapon, at -10 penalty
Greater Weapon Focus 	Fighter level 8, Weapon Focus (with the chosen weapon) 	Grants an extra +1 bonus to attack rolls for chosen weapon
Greater Weapon Specialization	Fighter level 12, Weapon Specialization (with the chosen weapon) 	Grants an extra +2 bonus to damage rolls for chosen weapon
Improved Combat Expertise 	BAB +6, Int 13+, Combat Expertise 	Action mode that grants a +6 bonus to AC, but at the cost of -6 to attack roll
Improved Critical 	BAB +8, proficiency in chosen weapon 	Doubles the threat range of chosen weapon
Improved Disarm 	Int 13+, Disarm 	Character does not provoke an attack of opportunity when attempting to disarm. Furthermore, if they succeed in disarming a foe, the disarmed weapon is placed in their inventory. If there is no available slot in the inventory, the weapon falls to the ground.
Improved Knockdown 	BAB +7, Int 13+, Knockdown 	Character is considered one size larger during knockdown attempt
Improved Power Attack 	BAB +6, Str 13+, Power Attack 	Action mode that grants a +6 bonus to the damage roll, but at the cost of −6 to the attack roll
Improved Rapid Shot 	BAB +2, Dex 17+, Point Blank Shot, Manyshot, Rapid Shot 	Removes the -2 penalty on Rapid Shot
Improved Unarmed Strike 	None 	Denies armed opponents an attack of opportunity when using unarmed attacks
Improved Two-Weapon Defense 	BAB +6, Dex 17+, Improved Two-Weapon Fighting, Two-Weapon Defense 	Grants +2 shield bonus to AC when dual-wielding (or +4 skill bonus if using Parry)
Improved Two-Weapon Fighting 	BAB +6, Dex 17+, Two-Weapon Fighting 	Grants a second attack with offhand weapon, at -5 penalty
Improved Whirlwind Attack 	Epic character (level 21+), BAB +4, Int 13+, Dex 23+, Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack 	Increases range of whirlwind attacks
Knockdown 	None 	Character can attempt to knockdown an opponent instead of dealing damage for a round
Manyshot 	BAB +6, Dex 17+, Point Blank Shot, Rapid Shot 	Character fires two arrows at once
Mobility 	Dex 13+, Dodge 	Character gains a +4 dodge bonus against attacks of opportunity
One Shot 	Epic character (level 21+), Dex 27+, Point Blank Shot, Manyshot, Rapid Shot, Improved Rapid Shot 	Fires a powerful shot that deals maximum damage and automatically criticals, with 60 second cooldown
Perfect Two-Weapon Fighting 	Epic character (level 21+), Dex 25+, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting 	Character can make as many attacks with offhand weapon as mainhand weapon, with same base attack bonus
Point Blank Shot 	None 	Removes -4 penalty when firing in melee range, and adds +1 bonus to attack and damage rolls for near ranged attacks
Power Attack 	Str 13+ 	Action mode that grants a +3 bonus to the damage roll, but at the cost of −3 to the attack roll
Power Critical 	BAB +4, Weapon Focus (with the chosen weapon) 	Grants a +4 bonus on the roll to confirm the threat for a critical hit
Rapid Reload 	BAB +2 	Allows crossbows to fire twice per round, and enables Rapid Shot for crossbows
Rapid Shot 	Dex 13+, Point Blank Shot 	Action mode that grants an extra ranged attack per round, with -2 penalty
Spring Attack 	Dex 13+, BAB +4, Dodge, Mobility 	Denies opponents an attack of opportunity when moving around in combat
Stunning Fist 	BAB +8, Dex 13+, Wis 13+, Improved Unarmed Strike 	Character can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty, once every four levels per day
Toughness 	None 	Grants one extra hit point per character level
Two-Weapon Defense 	Dex 15+, Two-Weapon Fighting 	Grants +1 shield bonus to AC when dual-wielding (or +2 skill bonus if using Parry)
Two-Weapon Fighting 	Dex 15+ 	Reduces penalties for dual-wielding (by 2 for mainhand, and by 6 for offhand)
Weapon Finesse 	BAB +1 	Allows light weapons and rapiers to use dexterity modifier for attack rolls, instead of strength modifier
Weapon Focus 	BAB +1, appropriate proficiency 	Grants +1 bonus to attack rolls for chosen weapon
Weapon Specialization 	Fighter level 4, Weapon Focus (with the chosen weapon) 	Grants +2 bonus to damage rolls for chosen weapon
Whirlwind Attack 	BAB +4, Int 13+, Dex 13+, Dodge, Mobility, Spring Attack, Combat Expertise 	Character performs a full attack action, making one melee attack at full base attack bonus against all nearby opponents
== Spellcasting feats ==
These feats are for use by spellcasters. Many of these can be chosen as a bonus feat by wizards every five levels.
Feat 	Prerequisite 	Description
Arcane Defense 	Spell Focus (with the chosen school) 	Character gains a +2 bonus to saving throws versus the chosen school of magic
Augment Healing 	Heal skill 4 	Adds +2 points per spell level to the amount of damage healed by any healing spell.
Augment Summoning 	Spell Focus (Conjuration) 	Each creature you conjure with a summon spell gains a +4 enhancement bonus to Strength and Constitution
Automatic: Quicken Spell 	Epic character (level 21+), Quicken Spell, Spellcraft 30, ability to cast 9th level spells 	Allows one to auto-quicken levels 0 & 1 spells, and taken again for level 2 spells, and then a third time for level 3 spells.
Automatic: Silent Spell 	Epic character (level 21+), Silent Spell, Spellcraft 24, ability to cast 9th level spells 	Allows one to auto silent cast spell levels 0 - 3, and taken again for spell levels 4 - 6, and then a third time for spell levels 7 - 9.
Automatic: Still Spell 	Epic character (level 21+), Still Spell, Spellcraft 27, ability to cast 9th level spells 	Allows one to auto still cast spell levels 0 - 3, and taken again for spell levels 4 - 6, and then a third time for spell levels 7 - 9.
Battle Caster 	Bard or Warlock 	Can cast Bard or Warlock spells in medium armor.
Combat Casting 	Ability to cast 1st-level spells or least grade invocations 	Grants a +4 bonus to the Concentration check when trying to cast spells while in defensive casting mode
Eldritch Master 	Character level 21+, warlock level 16+, Spellcraft 24 	The warlock's eldritch blasts deal 50% more damage and have a +2 bonus to attack rolls
Empower Spell 	Ability to cast 2nd-level spells 	Allows spells to be cast with 50% more power at a cost of being placed two slots higher
Epic Eldritch Blast 	Warlock 21+, Eldritch blast 9d6 	Adds +1d6 damage to eldritch blasts. (can be taken multiple times)
Epic Spell Focus 	Epic character (level 21+), Greater Spell Focus (with the chosen school), Spell Focus (with the chosen school)	Character gains a +3 bonus to the spell save DC for all spells of the chosen school
Epic Spell Penetration 	Epic character (level 21+), Greater Spell Penetration, Spell Penetration 	Character gains a +6 bonus on caster level checks to beat a creature's spell resistance
Extend Spell 	Ability to cast 1st-level spells 	Allows spells to have duration doubled at a cost of being placed one slot higher
Extra Slot 	4 levels in a spellcasting class 	One extra spellcasting slot
Greater Spell Focus 	Spell Focus (with the chosen school) 	Character gains a +2 bonus to the spell save DC for all spells of the chosen school
Greater Spell Penetration	Spell Penetration 	Character gains a +4 bonus on caster level checks to beat a creature's spell resistance
Improved Empower Spell 	Arcane Scholar of Candlekeep level 3 	Empowered spells only require being placed on slots one level higher
Improved Maximize Spell 	Arcane Scholar of Candlekeep level 7 	Maximized spells only require being increased by slots two levels higher
Improved Quicken Spell 	Arcane Scholar of Candlekeep level 10 	Quickened spells only require being increased by slots three levels higher
Maximize Spell 	Ability to cast 3rd-level spells 	Allows spells to be cast at maximum power at a cost of being placed three slots higher
Persistent Spell 	Ability to cast 6th-level spells, Extend Spell 	Allows spells to be cast at 24-hour duration at a cost of being placed six slots higher
Practiced Spellcaster 	Spellcraft 4 	Caster level for the chosen spellcasting class increases by +4, limited by your HD (for use when multiclassing)
Quicken Spell 	Ability to cast 4th-level spells 	Allows spells to be cast as a free action at a cost of being placed four slots higher
Silent Spell 	Ability to cast 1st-level spells 	Allows spells to be cast without verbal component at a cost of being placed one slot higher
Spell Focus 	Ability to cast 1st-level spells 	Character gains a +1 bonus to the spell save DC for all spells of the chosen school
Spell Penetration 	Ability to cast 1st-level spells or least grade invocations 	Character gains a +2 bonus on caster level checks to beat a creature's spell resistance
Still Spell 	Ability to cast 1st-level spells 	Allows spells to be cast without somatic component at a cost of being placed one slot higher
== Divine feats ==
These feats are only available to classes that can Turn Undead (i.e. clerics, paladins, and blackguards), or those with smiting (which includes divine champions).
Feat 	Prerequisite 	Description
Divine Might 	Cha 13+, Str 13+, Turn Undead, Power Attack 	Character expends one turn undead attempt to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus
Divine Resistance	Turn Undead 	Character expends one turn undead attempt to apply resistance 5/- against fire, cold, and electricity to party for a number of rounds equal to the Charisma bonus
Divine Shield 	Cha 13+, Str 13+, Turn Undead, Power Attack 	Character expends one turn undead attempt to add his Charisma bonus to dodge armor class bonus for a number of rounds equal to the Charisma bonus
Epic Divine Might	Epic character (level 21+), Cha 21+, Str 21+, Turn Undead, Power Attack, Divine Might	Character expends one turn undead attempt to add double his Charisma bonus to all weapon damage for a number of rounds equal to double the Charisma bonus
Extra Smiting 	Any smiting ability 	Character can smite enemies an extra 2 times per day
Extra Turning 	Turn Undead 	Character can use Turn Undead an extra 4 times per day
Great Smiting 	Epic character (level 21+), Cha 25+, Smite Evil 	On successful smite, adds 2x character level to damage
Planar Turning 	Epic character (level 21+), Cha 25+, Wis 25+, Turn Undead 	Allows outsiders to be turned with Turn Undead
Sacred Vengeance 	Turn Undead 	Character expends one turn undead attempt to add 2-12 extra divine damage versus undead in melee combat for one round
= Crafting enchantment feats =
These feats allow a character to enchant items and equipment for crafting purposes. All of these require a spellcasting class, and all can be chosen as bonus feats for wizards.
Feat 	Prerequisite 	Description
Brew Potion 	Spellcaster level 3+ 	Create potions using spells, up to spell level 3
Craft Magical Arms and Armor	Spellcaster level 5+ 	Enchant equipment via a magical workbench
Craft Wand 	Spellcaster level 5+ 	Create wands using spells, up to spell level 4
Craft Wondrous Item 	Spellcaster level 5+ 	Enchant equipment via a magical workbench
Imbue Item 	Warlock level 12 (class feat)	Allows warlocks to use Craft Magical Arms and Armor/Wonderous Item feats
Scribe Scroll 	Spellcaster level 1+ 	Write a scroll of any known spell
= Skill Feats =
 Feats
Category:Glossary
Category:Feat
Category:Game Rules
Category:Character Attributes