Dragon Compendium Feats

==Ability Enchancer==
( Dragon Compendium) 
[General] 
Your helpful transmutation spells aid you more than normal.
====Prerequisite====
Spell Focus (PH) (transmutation) ,
====Benefit====
Any transmutation spell you cast that enhances ability scores increases the ability scores by +2 more than it normally does. For example, casting bull's strength with this feat grants the subject a +6 enhancement bonus to Strength, instead of the usual +4 enhancement bonus
==Air Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your ancestors was a creature of elemental air. Beings associated with this element come in an almost endless variety and your characteristics might vary with the type of elemental creature from which you descend. Regardless of your exact ancestry, you are likely to have blue eyes and wild, unkempt hair.
The descendants of cloud giants tend to be tall, loud, and often arrogant, but they have a strong appreciation
for beauty. Characters with storm giant ancestors, on the other hand, tend toward gentleness and tolerance, but they can display violent tempers when provoked. Descendants of elemental flying creatures display a predatory nature in their movements and behavior, always preferring to keep the advantage of height and distance when dealing with others. Dust mephits produce skinny, morbid descendants; air mephits pass along their lively nature; and ice mephits lend their aloof and distant manner to posterity.
Restless and moody, sorcerers with the Air Bloodline feat often adventure just to move. They might seem apathetic at times, but they can surprise others with quick emotional displays. Such characters tend to be impatient when others want to be still, and they enjoy spending long periods of time in debate.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Obscuring mist
2nd—Gust of wind
3rd—Wind wall
4th—Shout
5th—Telekinesis
6th—Control winds
7th—Ethereal jaunt
8th—Summon Monster VIII (elementals and outsiders with the air subtype only)
9th—Freedom
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with Air Bloodline cannot learn or cast spells with the earth descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Anarchic Bloodline==
( Dragon Compendium) 
[Bloodline] 
You are descended from a chaotic outsider. The characteristics you display might depend in part on the kind of chaotic heritage you have. Regardless of your exact ancestry, you are likely to have one or more unusual physical traits, such as mismatched eyes or untamable and strangely hued hair.
The descendants of demons tend to have misshapen features and a terrible temper with a decidedly cruel streak. Eladrin descendants tend to have strong emotional reactions (especially positive emotions) and often become fervent (if short-term) supporters of a cause. Characters with slaad ancestry generally have strongly variable mood swings, and they often take on the personality traits, speech patterns, and clothing styles of those around them in a haphazard and unpredictable manner. Those with titan blood often stand head—and-shoulders above other members of their race; they enjoy experiencing the world around them and become angry when others might merely be bored.
Characters with the Anarchic Bloodline feat are nearly always chaotic-aligned. They tend to be restless, desiring change above all else. They are prone to act irrationally, based on sudden whims and flights of fancy. The adventurous life, full of excitement, danger, and travel, appeals to them. Chaos-blooded characters often have a wide variety of spells in their repertoire from all schools and for all manner of uses. They rarely focus their spells around a theme or with a specific function in mind.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st—Color spray
2nd—Tasha's hideous laughter
3rd—Rage
4th—Confusion
5th—Mind fog
6th—Mislead
7th—Prismaticspray
8th—Maze
9th—Weird
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the lawful descriptor, and all such spells are removed from the spells lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Astral Tracking==
( Dragon Compendium) 
[General] 
You can follow tracks across the featureless wastes of the Astral Plane. In addition, you can try to determine the destination of a creature that has used a teleport spell or effect.
====Prerequisite====
Track (PH) , Knowledge (the planes) 11 ranks, Spellcraft 8 ranks, Survival 10 ranks,
====Benefit====
You can attempt to track a creature normally, even through the featureless wastes of the Astral Plane (base Survival DC 25). In addition, when standing at the location (on any plane) from which a creature departed by means of a teleportation spell or effect, you can determine its destination with a successful DC 30 Survival check. If you have your own means of teleportation, you can then teleport to that location as though you had viewed it once
==Axiomatic Bloodline==
( Dragon Compendium) 
[Bloodline] 
You are descended from a native of a lawful plane. The most common members of this bloodline are the
spawn of devils, who sow their seed in the Material Plane as part of far-reaching and complex plots against their rivals. Archons create mixed-blood offspring with mortals in order to counter the machinations of devils and other evil outsiders. Rarely, mortal travelers who spend a significant portion of their lives in a lawfully aligned plane begin to take on some of the traits of that plane that later manifest in their descendants.
Members of this bloodline are almost exclusively lawful. They seem driven by an inner set of rules that generally work in accordance with the laws of the land. They tend to have a symmetrical appearance, dress conservatively, and stick to a regimented life. Even when adventuring, they follow their routine to the best of their ability. Creatures descended from devils tend to use rules for their benefit, manipulating the system and taking advantage of legal loopholes. Descendants of archons practice the gentler aspects of regimen, living lives in as organized a fashion as possible.
Characters with the Axiomatic Bloodline feat tend to be organized and consistent; they generally look down on abnormality or spontaneity. As such, those with lawful blood excel at spells that locate items and creatures as well as spells that return things to their proper place or shape.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Lawful Discipline (LM) ,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st-Detect chaos
2nd—Locate object
3rd—Magic circle against chaos
4th—Locate creature
5th—Dismissal
6th—True seeing
7th—Forcecage
8th—Discern location
9th—Dominate monster
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the chaotic descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Bend Spell==
( Dragon Compendium) 
[Metamagic] 
Cover does little to reduce the effectiveness of your spells.
====Prerequisite====
====Benefit====
You reduce all benefits from cover for creatures affected by one of your spells. Target creatures gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in its area of effect gain no cover bonuses. This feat does not allow your spell to affect any target that would not normally be affected (for example, a target with total cover still cannot be affected).
A bent spell uses up a slot one level higher than the spell's actual level
==Braced for Charge==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
When receiving a charge, you know how to strike where it truly hurts.
====Prerequisite====
Base attack bonus +1,
====Benefit====
You can ready an action to set any pole arm against a charge. This attack deals double damage on a successful hit against a charging character. This feat grants no bonus to weapons that already grant double damage when set against a charge.
====Special====
A fighter may select Braced for Charge as one ofhis fighter bonus feats.
====Normal====
Only specific weapons deal double damage when readied against a charge
==Celestial Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your distant ancestors was a good outsider. The characteristics you display might depend in part on the kind of celestial heritage you have.
Descendants of devas or archons tend to be very decisive—quick to judge and quick to act. Characters
with couatl or lillend ancestors are often physically beautiful, and they tend to favor snakes and other reptiles as familiars. The most common sources of celestial blood, however, are minor good deities or the avatars of more powerful beings. A sorcerer descended from such a line can be very passionate about his faith, whether he follows his ancestor's religion or not.
Characters with the Celestial Bloodline feat are usually good-aligned, although not always. Their yearning for adventure stems either from a desire to aid others, an innate need to combat evil, or both. As such, celestial- blooded characters tend to focus their spell selections on good- or neutral-aligned spells that aid others.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Celestial Light (DC) ,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Protection from evil 2nd—Daylight
3rd—Magic circle against evil 4th—Rainbow pattern 5th—Dismissal
6th—Guards and wards
7th—Sequester
8th—Sunburst
9th—Summon monster IX (good outsiders only)
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted her access to this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the evil descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Celestial Light==
( Dragon Compendium) 
[Bloodline] 
You gain the ability to produce light
====Prerequisite====
Celestial Bloodline (DC) , Ability to cast 2nd-level arcane spells,
====Benefit====
You can cast light five times per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day
==Charming==
( Dragon Compendium) 
[Bloodline] 
You are particularly convincing when attempting to command targets of your mind-affecting spells
====Prerequisite====
Negotiator (PH) , CHA 13,
====Benefit====
Benefit: When you make a Charisma check to exert control over the target of a mind-affecting spell you cast, you gain a +3 bonus on this roll. This applies to checks to convince the target of a spell from the charm person spell chain to take an action it normally wouldn't, as well as to opposed Charisma checks made by two casters whose spells affect the same target and who give it conflicting orders
==Circle Master==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You have mastered the techniques of the master's wheel and can focus on multiple
opponents at once.
====Prerequisite====
Circle Student (DC) , Dodge (PH) , Concentration 4 ranks, Base attack bonus +8,
====Benefit====
While in melee with the focus of your Dodge feat and using the Circle Student feat, you gain the benefits of the Circle Student feat against all the foes you threaten, and you do not suffer the normal penalty to your AC against their attacks. When attacked by creature you do not threaten, you still suffer a —2 penalty to your AC against those attacks. Note that your dodge bonus from the Dodge feat still applies only to the focus of that feat.
====Special====
A fighter may select Circle Master as one of his fighter bonus feats
==Circle Student==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You have been trained in a master's wheel, a form of fencing instruction that grants you focus and control.
====Prerequisite====
Dodge (PH) , Concentration 2 ranks, Base attack bonus +4,
====Required for====
Circle Master (DC) ,
====Benefit====
By focusing your perceptions on only one opponent, you reap benefits at the cost of your ability to defend against the attacks of others. When in melee with the foe you designate as the focus of your Dodge feat, you may choose to gain an additional +1 dodge bonus to your Armor Class from attacks made by that creature and a +1 competence bonus on attack rolls against that foe. Unfortunately, during that round you take a -2 penalty to your AC against attacks by any other creature.
====Special====
A fighter may select Circle Student as one of his fighter bonus feats
==Combat Charm==
( Dragon Compendium) 
[General] 
Your charm spells are equally effective in combat and noncombat situations.
====Prerequisite====
WIS 13,
====Benefit====
When casting a charm spell (such as charm animal, charm person, or charm monster) on a creature being threatened by you or your allies, it does not gain the usual +5 bonus on its save against the spell
==Commanding==
( Dragon Compendium) 
[General] 
The targets of your compulsion spells find them difficult to resist.
====Prerequisite====
Persuasive (PH) , CHA 15,
====Benefit====
Add +1 to the Difficulty Class for all saving throws against your enchantment (compulsion) spells. This bonus stacks with the bonuses from Spell Focus (enchantment) and Greater Spell Focus (enchantment)
==Cuthbert's Smite==
( Dragon Compendium) 
[General] 
You can smite chaotic creatures as well as evil ones.
====Prerequisite====
Ability to smite evil, Patron deity St. Cuthbert,
====Benefit====
Your smite evil class ability also works against chaotic creatures. Additionally, you may use your smite ability one more time per day. If you accidentally smite a creature that is not chaotic or evil, the smite has no effect but is still used up for the day. Smite evil and smite chaos are supernatural abilities
==Cutpurse==
( Dragon Compendium) 
[General] 
You are able to pick the pockets of your melee opponents.
====Prerequisite====
Improved Unarmed Strike (PH) , Sleight of Hand 5 ranks,
====Benefit====
While engaged in combat, you may attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand attempts as combat maneuvers.
====Normal====
Using Sleight of Hand in melee provokes an attack of opportunity
==Dead Eye==
( Dragon Compendium, p. 95) 
[Fighter Bonus Feat, General] 
Your precision with ranged weapons translates into more telling strikes than you could normally make.
====Prerequisite====
Point Blank Shot (PH) , Weapon Focus (PH) (Any Ranged Wepaon) , Base attack bonus +14, DEX 17,
====Benefit====
You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
====Special====
Dead Eye does not increase the damage dealt to creatures immune to critical hits.
A fighter may select Dead Eye as one of his fighter bonus feats
==Deceptive Dodge==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You can asume a defensive posture that allows you to redirect melee attacks made against you.
====Prerequisite====
Dodge (PH) , Combat Expertise (PH) , DEX 13, INT 13, Base attack bonus +4,
====Benefit====
When a melee attack by your dodge target (as per the Dodge feat) misses you while you are fighting defensively, that attack has a chance to strike another target of your choice that is both adjacent to you and within the attacker's reach. The attacker must make a new attack roll for the redirected attack, using the same modifiers applied to the missed attack.
You may use this feat once per round. If there are no other targets adjacent to you and within the attacker's reach, you can't have attacks strike others.
====Special====
A fighter may select Deceptive Dodge as one of his fighter bonus feats
==Divin Conduit==
( Dragon Compendium) 
[General] 
You can lend your own divine power to a divine spellcaster of your faith.
====Prerequisite====
Divine Fervor (DC) , CHA 13, Ability to turn or rebuke undead, Patron deity,
====Benefit====
If you touch a divine spellcaster who worships the same deity as you, you can expend one or more daily uses of your turn undead ability to boost that character's spellcasting power with your own divine energy. Such a transfer requires a standard action. The touched character can apply a metamagic feat to the next spell he casts as a free action. The total level cost of the metamagic feat must be less than or equal to the number of turn undead uses you expended. Unused energy lasts 1 round before it fades. All divine energy transferred in this way is completely absorbed by the touched character and has no other effects. The caster must have access to the metamagic feat as normal. He applies it to the spell while he casts it via the energy you provided. He does not need to prepare the spell with the feat.
You cannot use this ability to boost your own spellcasting talents. The spell your ally uses requires its normal casting time, making quickened spells useless with this ability
==Divine Fervor==
( Dragon Compendium) 
[General] 
You can use divine energy to gain a temporary boost to an ability score.
====Prerequisite====
Patron deity,
====Required for====
Divin Conduit (DC) ,
====Benefit====
Once per day you can call upon your deity and gain a +2 bonus to any one ability score. The bonus lasts a number of rounds equal to 1 + your Charisma modifier (minimum 1 round)
==Double Team==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
When fighting with at least one ally who also possesses this feat, you can coordinate your attacks effectively and threaten your opponent's vital areas more easily
====Prerequisite====
Combat Reflexes (PH) , Base attack bonus +6,
====Benefit====
When you and an ally who also has this feat both threaten the same opponent with a melee weapon, the target is treated as flanked regardless of the positions of you and your ally. Targets normally immune to flanking are immune to the special flanking conditions created by this feat.
====Special====
A fighter may select Double Team as one of his fighter bonus feats
==Draconic Bloodline==
( Dragon Compendium) 
[Bloodline] 
You are descended from a dragon. The dragon bloodline is strong in both physical power and magic. Your characteristics might vary with the type of dragon from which you are descended, but you share some traits with others of draconic blood. Like your majestic reptilian ancestor, you are proud and of noble bearing, and you might even share its coloration in some way.
Although characters with draconic blood can have any alignment, they are prone to mimic their dragon ancestor's personalities. Others often see them as somewhat arrogant and obsessive, but the dragon- blooded usually feel justifiably proud of their abilities. Spellcasters with draconic ancestors love knowledge and beautiful items, and they often adventure to acquire one or the other. Their spell selections tend toward either flamboyant, combat-oriented spells, or knowledge- gathering spells. Sorcerers of this bloodline favor the same environments as their dragon ancestors.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Dragon Sight (DC) ,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Comprehend languages
2nd—Darkvision
3rd—-Protectionfrom elements
4th—Fear
5th—Mindfog
6th—True seeing
7th—Vision
8th—Mind blank
9th—Dominate monster
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
A character with the Draconic Bloodline feat retains many of the strengths and weaknesses of his ancestor. As such, he must choose a category of spells (often spells with a certain descriptor) that he cannot learn or cast. (For example, the descendant of a green dragon might not be able to cast spells with the earth descriptor, while the heir of a bronze dragon might be denied access to spells with the fire descriptor.) Such spells do not appear on the character's spell list for any class. The DM should be involved in the decision about which category of spells the character is denied.
A character may choose only one base bloodline feat
==Dragon Sight==
( Dragon Compendium) 
[Bloodline] 
You have a dragon's affinity for magic and can see magical auras. When you use this ability, your eyes glow with inner light.
====Prerequisite====
Draconic Bloodline (DC) , Ability to cast 2nd-level arcane spells,
====Benefit====
You can use detect magic three times per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day
==Earth Bloodline==
( Dragon Compendium) 
[Bloodline] 
You are descended from a creature of elemental earth. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Earth, although elemental earth creatures native to the Material Plane can contribute this bloodline as well. Regardless of the exact earth creature in your ancestry, you probably have a hardy, solid-looking body and dark coloration, and you might even exude an earthy smell.
Stone giants produce long, lean descendants who tend to be shy but playful. The progeny of earth mephits are generally stubborn, while those of salt mephits are often gifted with a sarcastic wit. Characters with gargoyle blood tend to be territorial and prone to violence, especially when it comes to protecting what is theirs.
Some would say that sorcerers with the Earth Bloodline feat are unchanging, but this assessment is not entirely true. Rather, they are slow to change—not to mention tough, determined, and unwavering in their goals. They generally enjoy being underground, so they like to delve into dungeons and other subterranean locales.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Friend of the Earth (DC) ,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Enlarge person 
2nd—Shatter
3rd—Keen edge
4th—Stone shape
5th—Transmute mud to rock
6th—Move earth
7th—Statue
8th—Ironbody
9th—Summon monster IX (elementals and outsiders with the earth subtype only)
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted her access to this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the air descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Elemental Theurgy==
( Dragon Compendium) 
[General] 
You can combine alternative sources of power when using spells that contain the same elemental descriptor (air, earth, fire, or water)
====Prerequisite====
Ability to cast arcane spells with the same elemental descriptor as your domain, At least one elemental domain (Air, Earth, Fire, or Water),
====Benefit====
Choose one of your elemental domains: Air, Earth, Fire, or Water. You can cast spells with the related spell descriptor as if your caster level was the sum of all spellcasting classes that grant spells of that elemental spell descriptor. The effect applies only to a single elemental descriptor chosen when the feat is taken. For example, a 5th-level cleric/3rd -level wizard with the Fire domain and this feat can cast any spell with the fire descriptor as an 8th-level caster.
This does not affect your spells per day or spells known. It only increases your caster level when casting spells of the appropriate descriptor.
====Special====
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental domain and spell descriptor
==Enspell Familiar==
( Dragon Compendium) 
[General] 
You can cast spells on your familiar over a distance.
====Prerequisite====
Ability to gain a familiar, Caster level 1st,
====Benefit====
You are always considered to be in contact with your familiar for the purpose of casting shared spells, as long as it is within 1 mile of you. Thus any spell you cast on yourself also affects your familiar.
====Normal====
The familiar must be within 5 feet of the caster at the time such a spell is cast.
==Favored Power Attack==
( Dragon Compendium) 
[General] 
You can deal more damage to favored enemies.
====Prerequisite====
Power Attack (PH) , Base attack bonus +4, Favored Enemy,
====Benefit====
Chose one of your favored enemies. When you use the Power Attack feat against that favored enemy, you may subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. If you are using a two-handed weapon, add 3 times the number. The normal restrictions of the Power Attack feat apply
==Fell Energy Spell==
( Dragon Compendium) 
[Metamagic] 
You add a dose of raw necromantic energy to your beneficial spells, making them especially effective for undead creatures.
====Prerequisite====
====Benefit====
Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit.
A fell energy spell takes up a spell slot one level higher than the spell's actual level
==Fey Bloodline==
( Dragon Compendium) 
[Bloodline] 
ne of your ancestors was a fey creature, or was raised as such. Fey sometimes take humanoid mates or capture children and raise them as their own. Fey-blooded characters vary greatly in appearance but most have some odd feature that marks them, such as a strange eye or hair color.
The heirs of dryads are often quite shy but they possess quick minds and an earthy beauty. Grig-blooded characters are mischievous and lighthearted, while those with pixie blood are prone to take their pranks too far. Characters with nixie blood are suspicious beings who tend to avoid strangers but remain fiercely loyal to places or persons they love.
Sorcerers with fey blood often have changing, fickle natures. They are quick to laugh and play tricks, but slow to forgive or forget slights. They adventure primarily out of a sense of alienation, seeking some place or group to which they can belong. They are fond of spells that deceive and manipulate emotions, such as charm person.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Fey's Fate (DC) ,
====Benefit====
Benefit: Your ancestry grants you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Detect secret doors
2nd—Glitterdust
3rd—Tongues
4th—Hallucinatory terrain
5th—Seeming
6th—Mislead
7th—Sequester
8th—Otto's irresistible dance
9th—Wail of the banshee
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this
list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Although folklore often associates fey creatures with the spirits of the dead, this belief could not be further from the truth—in fact, all fey are inherently bound to life. Thus, characters with the Fey Bloodline feat cannot learn or cast spells that create or control undead, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Fey's Fate==
( Dragon Compendium) 
[Bloodline] 
You are touched by the luck of your ancestors.
====Prerequisite====
Fey Bloodline (DC) , Ability to cast 2nd-level arcane spells,
====Benefit====
You get a +1 luck bonus on all saving throws
==Fiendish Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your distant ancestors was an evil outsider. The characteristics you display might depend in part on the kind of fiendish heritage you have. Many of your
bloodline are dark in coloration, although great variation can exist depending on your specific ancestry.
Evil outsiders such as demons and devils produce a surprisingly large number of offspring on the Material Plane. Their descendants are frequently (but not always) evil. Demon-blooded characters and others descended from beings native to the chaotic evil realms are usually chaotic themselves, and at their worst they can be prone to greedy or lustful behavior.
Those with devil blood, on the other hand, tend to be lawful. They have no compunctions about bending the rules as far as possible, but they rarely break them. Like their fiendish ancestors, devil-spawn are known for keeping their word.
Characters with fiendish blood often seem driven— even haunted—by the potential for evil within them, especially if they try to hold to a neutral or good path. They frequently adventure out of a restlessness caused by their own internal struggles, although sometimes they do so simply because they enjoy killing and adventuring provides a perfect outlet for that tendency. Such characters usually prefer spells of darkness and deception, even if they are good-aligned.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Protection from good
2nd—Darkness
3rd—Sepia snake sigil
4th—Bestow curse
5th—Nightmare
6th—Mislead
7th—Insanity
8th—Maze
9th—Imprisonment
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted her access to this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells withthe good descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Fire Bloodline==
( Dragon Compendium) 
[Bloodline] 
One ofyour ancestors was a creature of elemental fire. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have wild red or coal-black hair and either smoky gray or golden eyes. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Fire, although elemental fire creatures native to the Material Plane can contribute this bloodline as well.
The descendants of azers see fire as a tool, and they love crafts that control the power of flame. They tend to prefer a regimented life and usually keep their destructive natures in tight check, although they are no less dangerous because of that forbearance. The descendants of fire mephits have a mischievous nature and enjoy destructive pranks, while characters with steam mephits in their ancestry consider themselves above such behavior and often look down on others with considerable arrogance. Fire giant spawn can be ruthless in achieving their goals, and even others with fire blood see them as brutal. None, however, can be as cruel as the descendants of salamanders.
Usually hot-tempered and unpredictable, characters with the Fire Bloodline feat can also be passionate, egotistical, and unusually prone to destructive behavior. They usually adventure for a chance at personal gain and glory. Fire holds a primal fascination and fear for most creatures, and scions of this bloodline use that to their advantage, often choosing mind-affecting spells to supplement their preferred destructive flame spells.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Hypnotism
2nd—Pyrotechnics
3rd—Tongues*
4th—Fire shield
5th—Cloudkill**
6th—Summon monster VI (elementals and outsiders with the fire subtype only)
7th—Delayed blast fireball
8th—Sunburst
9th—Meteor swarm *The subject's tongue resembles a tongue of flame. **The fog produced has a smoky smell and quality.
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the water descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Flash Casting==
( Dragon Compendium) 
[General] 
Your passion for magic manifests visibly when you cast a spell.
====Prerequisite====
CHA 13, Ability to cast a spell with the fire or light descriptor,
====Benefit====
A fiery nimbus surrounds you whenever you cast a spell with the fire or light descriptor. This makes it almost impossible to hide while spellcasting, but it makes you difficult to look at as well. For 1 round after casting a fire or light spell creatures that attempt to attack you take a -2 penalty on attack rolls. Creatures must be able to see you to be affected by Flash Casting, and creatures with Hindsight or creatures that cannot see are immune
==Friend of the Earth==
( Dragon Compendium) 
[Bloodline] 
Your deep affinity for the earth enables you to move across it with greater ease than others.
====Prerequisite====
Earth Bloodline (DC) , Ability to cast 2nd-level arcane spells,
====Benefit====
You gain a +3 circumstance bonus on Climb and Tumble checks when in contact with stone or earthen surfaces
==Guided Spell==
( Dragon Compendium) 
[Metamagic] 
Your spells zero in on a specific target.
====Prerequisite====
====Benefit====
Only those spells delivered by a ranged touch attack can be guided. Choose a target within range before casting a guided spell. A guided spell ignores anything up to total cover and full concealment as it moves over, under, or around barriers, seeking that target. You do not check for miss chance due to concealment, and your foe does not gain an AC bonus due to cover. If a guided spell misses on its initial attack, it persists for a number of rounds equal to 1/3 your level (rounded down), making another ranged touch attack on your turn each round against that target until it hits or the guided duration ends. If the target or you move out of the range of the spell, if the target gains total cover or concealment from your position, or if the line of effect for the spell is blocked, the guided spell immediately ends. You do not need to concentrate on a guided spell while it is attacking. A guided spell uses up a spell slot three levels higher than the spell's actual level
==Haft Strike==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You have learned to fight with both ends of a pole arm.
====Prerequisite====
Two-Weapon Fighting (PH) ,
====Benefit====
When wielding a pole arm two-handed you may choose to attack with the haft of the weapon. You may only perform this attack as part of a full-attack action. This additional attack is at your highest attack bonus and deals damage like a club of the same size as the pole arm. Although the haft does not possess any of the bonuses associated with the weapon (such as flaming), it does count as magic for the purposes of overcoming damage reduction if the weapon is enchanted. When using this feat, each attack you make in that round (the extra one and the normal ones) suffers a -2 penalty. You only receive half your Strength bonus on damage rolls with this attack. This feat cannot be used with a double weapon.
====Special====
A fighter may select Haft Strike as one of his fighter bonus feats.
====Normal====
The haft of a non-double weapon is considered an improvised weapon and cannot be used as part of a full-attack action
==Hammer Fist==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You are trained in an unarmed fighting style that emphasizes a two-handed strike.
====Prerequisite====
Improved Unarmed Strike (PH) , STR 13,
====Benefit====
You may make a single unarmed attack with both hands to add 1-1/2 your Strength bonus on the damage roll. This extra damage does not apply if you make a flurry of blows attack or if you are holding anything in either hand.
====Special====
A fighter may select Hammer Fist as one of his fighter bonus feats
==Heads Up==
( Dragon Compendium) 
[General] 
You are capable of using the gaze attacks of a slain creature. Why should monsters have all the fun?
====Prerequisite====
Spell-like abilities or ability to cast arcane or divine spells,
====Benefit====
If you grasp the severed head of a creature with a gaze supernatural ability (such as the petrifying gaze of a medusa) within 1 hour of the creature being slain, you may use that creature's head to employ the slain creature's gaze supernatural ability as a standard action up to three times during the next 24 hours. After that time the head is rendered useless. Retrieving the head from a slain creature is a full-round action that provokes an attack of opportunity
==Hibernate==
( Dragon Compendium) 
[General] 
When you sleep, you heal at an increased rate.
====Prerequisite====
Endurance (PH) , CON 13,
====Benefit====
So long as you get at least 8 hours of uninterrupted sleep, you regain hit points equal to twice your character level and heal 2 points of ability damage to each ability score. If you sleep uninterrupted for a full 24 hours, you regain hit points equal to four times your character level and heal 4 points of ability damage to each ability score. "Uninterrupted sleep" does not need to take place in a bed.
====Normal====
When you rest a full 8 hours, you regain hit points equal to your character level and heal 1 point of ability damage to each affected score. If you have complete bed rest for a full day and night, you regain hit points equal to twice your character level and heal 2 points of ability damage to each affected score
==Illithid Bloodline==
( Dragon Compendium) 
[Bloodline] 
lllithids frequently perform experiments on their slaves, grafting and splicing bits from one species onto another. Often, illithids use body parts from their own race to augment their slaves. Eventually, some of these enhanced slaves escape back to their own people. You are the descendant of one such escaped slave.
Creatures with the Illithid Bloodline feat tend toward no particular alignment, personality trait, or overall outlook. They do, however, typically share certain physical traits, such as lacking hair but possessing black eyes and pale skin with a slightly purplish tint.
Sorcerers who have an escaped illithid slave in their ancestry tend to select spells that manipulate or ruin the mind. They favor enchantment spells above all others.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Required for====
Mind Weapon (DC) ,
====Benefit====
Benefit Your ancestry gives you a bonus spell known at each spell level, starting at first, from the following list
1st—Hypnotism
2nd—Detect thoughts
3rd—Suggestion
4th—Confusion
5th—Feeblemind
6th—Mass suggestion
7th—Insanity
8th—Mind blank
9th—Dominate monster
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Those with this feat cannot learn or cast spells that alter an object or creature's size or shape (such as enlarge person or the polymorph spells) and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Kin Mastery==
( Dragon Compendium) 
[Bloodline] 
You can channel the energies of your arcane bloodline to turn or rebuke creatures with which you share a common heritage.
====Prerequisite====
Ability to cast 3rd- level arcane spells, Any bloodline feat,
====Benefit====
Once per day, you may turn or rebuke creatures of the same kind as your bloodline ancestor as a cleric of 1/2 your level in the arcane spellcasting class that granted you access to your base bloodline feat. You may choose to either turn or rebuke such creatures upon taking this feat, but you cannot later change that decision.
====Special====
You may take this feat more than once. Each time you take it after the first, you gain an extra use per day of your chosen turning ability
==Kung Fu Genius==
( Dragon Compendium) 
[General] 
Some styles of martial arts require the student to memorize advanced medical text's and anatomical charts. These styles favor the intellectual over the introspective.
====Prerequisite====
INT 13, Must be gained at or before the first level of the monk class is taken,
====Benefit====
You use your Intelligence modifier rather than Wisdom modifier for all monk special abilities that normally rely on Wisdom
==Long Strike==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You have practiced grasping a pole arm farther down the haft than normal, granting you extended reach.
====Prerequisite====
Base attack bonus +2,
====Benefit====
As a full-attack action, you can make one attack with a pole arm as if it had reach, allowing you to strike an opponent 10 feet away. If the pole arm already grants reach, treat its reach as if it extended 5 feet farther.
====Special====
A fighter may select Long Strike as one of his fighter bonus feats.
====Normal====
Only reach weapons allow you to attack foes more than 5 feet away
==Mercurial Strike==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
With a single motion, you draw your weapon and slash at an opponent.
====Prerequisite====
Quick Draw (PH) , Base attack bonus +5,
====Benefit====
Any time an opponent provokes an attack of opportunity from you but you are unarmed, you may draw a melee weapon and make your attack of opportunity with it. The target of your attack of opportunity is caught flat-footed for that attack
==Mighty are Fallen==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You can sidestep the powerful swings of an opponent that is using Power Attack.
====Prerequisite====
Combat Expertise (PH) , Dodge (PH) , Mobility (PH) , INT 13, DEX 13,
====Benefit====
You gain a +4 bonus to your Armor Class against any blow enhanced by the Power Attack feat.
====Special====
A fighter may take Mighty are Fallen as one of his fighter bonus feats
==Mind Weapon==
( Dragon Compendium) 
[Bloodline] 
The mental power of your ancestors has passed to you.
====Prerequisite====
Illithid Bloodline (DC) , Ability to cast 2nd-level arcane spells,
====Benefit====
You can use daze three times per day as a spell-like ability (caster level equals your level in the arcane spellcasting class that granted you access to this feat). This ability does not affect your number of spells known or spells per day
==Necromantic Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your ancestors was an undead creature or possessed an unholy link with the undead brought on by frequent contact. While undead do not reproduce by normal means, their infectious taint might affect necromancers and others who deal regularly with the dead or undead. In rare instances a vampire or other undead might feed off a pregnant humanoid and in allowing her to five endow the unborn child with its foul nature.
Your physical characteristics might vary depending on the type ofundead creature from which you are descended, but you're likely to have pale or ashen skin and dark eyes and hair. The touch of undeath in a family almost exclusively comes from intelligent, corporeal undead. It takes powerful magic or extremely bizarre situations for creatures to gain this feat from unintelligent or incorporeal undead. The descendants of ghouls tend to be feral and constantly hungry. Those with ghast ancestors generally have a strong, unpleasant stench, and they often find it difficult to satiate their hunger. Lich-blooded characters value intelligence and generally have elitist personalities, often appearing gaunt and skeletal. Characters descended from mummies tend to have dull but focused personalities, and many have gaunt, dry skin. Descendants of vampires tend to have long canine teeth and commanding, seductive personalities. Wight-blooded characters tend to have clawlike fingernails and toenails, and lean, muscular bodies; they are generally hate-filled loners who hold grudges. Characters with the Necromantic Bloodline feat often favor wearing the blacks, whites, and grays of mourning.
Sorcerers with a touch of the undead in their family trees tend to concentrate, appropriately enough, on spells from the school of necromancy. Spells that allow the caster to control a creature's mind are popular among those descended from vampires.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st—Causefear
2nd—Ghoul touch
3rd—Vampiric touch
4th—Contagion
5th—Dominate person
6th—Eyebite
7th—Control undead
8th—Trap the soul
9th—Wail of the banshee
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells of the conjuration (healing) subschool, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Pack Feint==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You know how to confuse an opponent with the aid of your comrades.
====Prerequisite====
Improved Feint (PH) , Pack Tactics (DC) , Base attack bonus +8,
====Benefit====
Whenever you successfully use Bluff to feint in combat, the target loses his Dexterity bonus to Armor Class for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this feat, each ally's next attack and your next attack must be made on or before your next turn.
====Special====
A fighter may select Pack Feint as one of his fighter bonus feats.
====Normal====
After a successful feint in combat, your victim loses his Dexterity bonus to AC for your next attack, so long as you make your attack on or before your next turn
==Pack Tactics==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
Fighting in cooperation with one or more partners is second nature to you. You are a master of harrying opponents and finding their undefended flanks.
====Prerequisite====
WIS 13,
====Required for====
Pack Feint (DC) ,
====Benefit====
Whenever you flank an opponent, an ally not flanking that foe gains a +1 bonus on melee attacks made against your flanked opponent. Flanking allies retain the normal +2 bonus on melee attacks.
====Special====
A fighter may select Pack Tactics as one of his fighter bonus feats
==Pebble Underfoot==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You have learned a special combat technique useful for bringing down creatures much larger than you.
====Prerequisite====
Improved Trip (PH) ,
====Benefit====
When attempting to trip a creature at least two size categories larger than you, you gain a +4 bonus on opposed trip checks. If you fail to trip the creature, it cannot immediately attempt to trip you.
====Special====
A fighter may select Pebble Underfoot as one of his fighter bonus feats
==Penumbra Bloodline==
( Dragon Compendium) 
[Bloodline] 
You are descended from a planar traveler who frequented the Ethereal Plane or Plane of Shadow. The energies of these planes altered and augmented your ancestor, infusing your bloodline with a trace of shadow or ether. You are touched by the planes, and they grant you arcane powers that continue to shape your life.
Penumbra-blooded creatures tend toward extremes in coloration, with either unusually dark or fair skin, black or stark white hair, and silver or black irises. Most are very thin, but not to the point of unhealthiness. They generally wear plain clothing in subdued hues of gray or white. Creatures with shadowy or ethereal ancestry tend toward neutrality and often have quiet, secretive personalities. Many penumbra-blooded creatures prefer dark places and
avoid direct sunlight as much as possible.
Sorcerers who possess a penumbral ancestor favor spells that conceal places and people as well as spells that access the Plane of Shadow or Ethereal Plane.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st—Obscuring mist
2nd—Darkness
3rd—Nondetection
4th—Evard's black tentacles
5th—Shadow evocation
6th—Shadow walk
7th—Plane shift
8th—Greater shadow evocation
9th—Etherealness
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the light descriptor, and all such spells are removed from spell lists of all their spellcasting classes
==Pike Hedge==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You are particularly skilled at setting a weapon to receive a charge.
====Prerequisite====
Combat Reflexes (PH) , Base attack bonus +2,
====Benefit====
When readying an action to receive a charge, you deal double damage with any melee weapon, or triple damage with a spear, halberd, or any other polearm that normally deals double damage when set to receive a charge.
====Special====
A fighter may select Pike Hedge as one ofhis fighter bonus feats
==Plant Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your ancestors had an unusually close tie to the natural world. Possibly the rarest of ancestries, only the most powerful Spellcasters or deities can cause the melding of plants and animals.
Plant-blooded creatures tend to have brown skin and green eyes, and they generally act more patiently and quietly than their peers. Scions of flowering plants are often beautiful and vain, in love with bright colors and prone to extravagance. Those who descend from vines have long thin bodies with tangled masses of hair and
combative dispositions. Fungal descendants tend toward pale skin and hair tones, preferring sedentary lives and dark, cool places. Tree-blooded creatures stand taller than their peers and have quiet but friendly personalities, content with deep thoughts and slow actions.
Sorcerers with plants in their ancestry prefer spells that manipulate themselves or the environment around them to protect or grow life.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st—Endure elements
2nd—False life
3rd—Water breathing
4th—Minor creation
5th—Transmute rock to mud
6th—Control water
7th—Control weather
8th—Control plants
9th—Imprisonment
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
In almost every culture, plants and growing things represent life and growth. Thus, characters who possess this life-centered bloodline cannot learn or cast spells with the death descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Pole Balance==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You can use your pole arm to brace yourself against impact and prevent you from falling.
====Prerequisite====
====Benefit====
When wielding a pole arm two-handed you gain a +4 circumstance bonus to resist being bull rushed or tripped, and on any Balance checks to avoid losing your footing. You may not use this feat if you are flat-footed or if you are in a precarious position {such as onatightrope or while climbing) that does not provide you a solid surface against which to prop the weapon.
====Special====
A ftighter may select Pole Balance as one of his fighter bonus feats
==Pole Fighter==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
Your monastic training included extensive work with pole arms and other similar weapons.
====Prerequisite====
flurry of blows class feature, Proficiency with the selected weapon, Weapon Focus with the selected weapon,
====Benefit====
Chose a pole arm. You can treat that weapon as a special monk weapon, allowing you to perform a flurry of blows with it.
====Special====
A fighter may select Pole Fighter as one of his fighter bonus feats
==Power in the Blood==
( Dragon Compendium) 
[Bloodline] 
You can call on your arcane heritage to cast one additional spell per day.
====Prerequisite====
Ability to cast 3rd-level arcane spells, Any bloodline feat,
====Benefit====
You may cast one additional spell per day, over and above your allotment for the class that qualified you for your base bloodline feat. The additional spell must be one granted by that bloodline feat
==Precise Strike==
( Dragon Compendium) 
[General] 
You are skilled in finding your opponent's weakness and striking where it hurts most.
====Prerequisite====
DEX 13, Ability to sneak attacks,
====Benefit====
When making an attack that would qualify asa sneak attack, you may take away any number of dice from your sneak attack damage and add a +2 circumstance bonus on your attack roll for each die reduction you make. You may convert as many of your dice from your sneak attack damage as you wish in this manner. However, if you make more than one sneak attack during a round and are using this feat, you must convert the same number of dice for each one
==Puppet Master==
( Dragon Compendium) 
[General] 
It is more difficult to notice manipulation of the targets of your enchantment spells.
====Prerequisite====
WIS 13,
====Benefit====
Add +5 to the DC of a Sense Motive check to notice that the target of one of your mind-affecting spells is being magically influenced (DC 30 for most spells, DC 20 for dominate person or dominate monster)
==Ring the Golden Bell==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
With the rush of air from a single precise strike, skilled martial artists can extinguish a candle flame from several feet away. Legendary masters developed this ability to the point that they could ring a thousand- pound bell using only a finger strike from 20 feet away.
====Prerequisite====
Improved Unarmed Strike (PH) , Stunning Fist (PH) , Weapon Focus (PH) (Unarmed Strike) , WIS 13, Base attack bonus +5,
====Benefit====
A number of times per day equal to 1 + your Wisdom bonus, you may deal unarmed strike damage with a successful ranged attack. This attack has a range increment equal to 5 feet + 5 feet per point of Wisdom bonus. Normal cover modifiers apply. This attack can deliver any effect your unarmed strike can normally deliver, such as a stunning attack due to the Stunning Fist feat.
====Special====
A fighter may select Ring the Golden Bell as one of his fighter bonus feats
==Riposte==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You are adept at striking from a defensive posture.
====Prerequisite====
Combat Expertise (PH) , INT 13, Base attack bonus +5,
====Benefit====
f you use Combat Expertise to increase your Armor Class, the first opponent to attack and miss you for that round provokes an attack of opportunity from you.
====Special====
A fighter may select Riposte as one of his fighter bonus feats
==Scalding Faith of the Sun==
( Dragon Compendium) 
[General] 
The power and grace of the Sun Lord has enhanced your ability to turn undead
====Prerequisite====
Divine grace, Patron deity Pelor, Turn Undead,
====Benefit====
You turn undead as a cleric of your class level.
====Normal====
A paladin turns undead as a cleric three levels lower would
==Scathing Wit==
( Dragon Compendium) 
[General] 
You are particularly gifted in the art of hurling insults.
====Prerequisite====
====Benefit====
As a full-round action, you can belittle and insult a single creature that can understand you and is within 30 feet. You and the target must make opposed Intimidate checks; if you win, the target is humiliated and takes a -1 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws for a number of rounds equal to your Charisma modifier (minimum of 1 round). If you fail the opposed Intimidate check, the target shrugs off the insults. A particular target may only be subjected to your Scathing Wit once per day.
==Seer==
( Dragon Compendium) 
[General] 
You receive flashes of insight from your deity.
====Prerequisite====
CHA 13, Divine Favor, Patron Deity,
====Benefit====
You gain a +1 luck bonus on Listen, Search, Sense Motive, and Spot checks.
In addition, you can call upon your deity once per day for limited information about the future in general, although this usage of the feat temporarily depletes your capacity for divine insight. The effect is similar to that of an augury spell, except there is no material component and you can see only about 10 minutes into the future. This usage of the feat is a spell-like ability requiring a full-round action. Once you have used the feat in this way, the luck bonus it normally provides is negated for the rest of the day
==Serenity==
( Dragon Compendium) 
[General] 
Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.
====Prerequisite====
Divine Grace,
====Benefit====
Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.
====Normal====
The abilities use your Charisma bonus
==Serpent Bloodline==
( Dragon Compendium) 
[Bloodline] 
One of your ancestors served as a slave of the yuan- ti. Over the course of years, the constant exposure to serpentine magic and blood warped your ancestor, putting just a trace of snake blood into your family line. Your physical characteristics might vary with the type of snake from which you are descended, hut you're likely to have yellow or black eyes and patches of scaly skin.
Viper-blooded characters tend to have sharp, angular features with narrow jaws; they generally speak quickly and have a sharp wit. Descendants of cobras tend to have wide, thick necks and hair that grows out from the sides of their heads; they generally prefer solitude, but when in the company of others they possess a commanding presence. Creatures with a constrictor ancestor often have strong, thick bodies and limbs; they tend to take their time, even in dangerous situations, but they become an unstoppable force once they finally decide to act. Rattler-blooded characters tend to have a tough, worldly look; they like to dress in bright colors, especially reds and yellows, and are usually quite vocal about their abilities and intent.
Sorcerers with serpentine blood prefer spells that intimidate a foe or end a fight quickly.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.
1st—Causefear
2nd—Hypnotic pattern
3rd—Sepia snake sigil
4th—Phantasmal Killer
5th—Dominate person
6th—Repulsion
7th—Power word blind
8th—Power word stun
9th—Power word kill
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Because serpents must forever crawl on their bellies, even their offspring cannot hope to look to the skies. Characters with this feat cannot learn or cast spells intended to allow them to leave the ground (such as fly, levitate, or overlandflight),and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
==Shield Maiden's Grace==
( Dragon Compendium) 
[General] 
You can channel energy to grant grace and spiritual calm to your companions.
====Prerequisite====
Ability to turn undead, Divine Grace,
====Benefit====
Spend one of your turn undead attempts to grant a touched creature the protection of your divine grace. The creature applies your Charisma modifier at the time it was touched as a bonus on all saving throws. The Shield Maiden's Grace lasts a number of rounds equal to your Charisma modifier (minimum 1 round). The bonus from this ability does not stack with a paladin's divine grace
==Shorten Grip==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You know how to alter your grip on a reach weapon to use it against nearby opponents.
====Prerequisite====
====Benefit====
When wielding a pole arm with reach that you are proficient with, you may treat the weapon as if it did not have reach. The weapon is unwieldy when used in this fashion and you take a -2 penalty on attack rolls when attacking an opponent you normally could not.
====Special====
A fighter may select Shorten Grip as one of his fighter bonus feats.
====Normal====
Reach weapons cannot be used against adjacent foes
==Single Blade Style==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You wield a single weapon well.
====Prerequisite====
Combat Expertise (PH) , Weapon Focus (PH) , INT 13, Base attack bonus +10,
====Benefit====
When fighting with a weapon you have chosen for the Weapon Focus feat, wearing light armor or no armor, and with nothing in your off-hand, you gain a +2 dodge bonus to your Armor Class.
====Special====
A fighter may select Single Blade Style as one of his fighter bonus feats
==Song of the Dead==
( Dragon Compendium) 
[Metamagic] 
You can add such a powerful dose of necromantic energy to your mind-affecting spells that they function against undead creatures but are useless against all others.
====Prerequisite====
====Benefit====
A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without Intelligence scores) are still immune to its effect, and the altered spell has no effect against living creatures or constructs. A song of the dead spell takes up a spell slot one level higher than the spell's actual level. Note that the use of this feat does not make mind-affecting spells affect undead if the spell's description specifies that the target must be living or of a particular creature type (other than undead).
Any spells prepared with Song of the Dead become necromancy spells
==Spinning Defense==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You can spin a pole arm around you, deflecting attacks.
====Prerequisite====
Combat Expertise (PH) , Deflect Arrows (PH) ,
====Benefit====
While wielding a pole arm during a total defense action, you receive a +1 dodge bonus to your Armor Class (that stacks with the bonuses from total defense) and you can use the Deflect Arrows feat any number of times until your next turn (you do not need an open hand to deflect ranged weapons while using this feat). While using this feat, you cannot catch any of the weapons through the Snatch Arrows feat.
====Special====
A fighter may select Spinning Defense as one of his fighter bonus feats.
====Normal====
You can only use the Deflect Arrows feat once per round
==Staggering Blow==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
You are capable of delivering devastating strikes in melee combat, and when you land a critical blow, opponents seldom recover in time to fend off your attacks.
====Prerequisite====
Improved Critical (PH) (Unarmed or Bludgeoning Weapon) , Power Attack (PH) , Heal 3 ranks, STR 13, Base attack bonus +12,
====Benefit====
Whenever you confirm a critical hit with a melee attack that deals bludgeoning or nonlethal damage for which you have the Improved Critical feat your opponent must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or be stunned for one round.
====Special====
A fighter may select Staggering Blow as one ofhis fighter bonus feats
==Unorthodox Flurry==
( Dragon Compendium) 
[General] 
You are trained in a monastic tradition that uses nontraditional weapons.
====Prerequisite====
Flurry of Blows Class Feature,
====Benefit====
Choose one light weapon. You become proficient with that weapon and can use it as a special monk weapon. You can make a flurry of blows attack with the chosen weapon. (You cannot choose a light exotic weapon unless you already have proficiency with that weapon.)
====Normal====
Without this feat, monks only gain these benefits with specific weapons, such as the kama, siangham, or nunchaku
==Vault==
( Dragon Compendium) 
[Fighter Bonus Feat, General] 
While wielding a pole arm you canjump great distances.
====Prerequisite====
Jump 4 ranks, STR 13,
====Benefit====
When wielding a pole arm two-handed, the DC for a longjump is reduced by-5. In addition, the DC for a high jump is equal to three times the distance to be cleared. If you jump up to grab something, you must drop the pole arm to grab the target.
====Special====
A fighter may select Vault as one of his fighter bonus feats.
====Normal====
The DC for a high jump is equal to four times the distance to be cleared
==Water Bloodline==
( Dragon Compendium) 
[Bloodline] 
You have a creature of elemental water as an ancestor. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have blue, green, or white coloration. Water blood stems both from planar elemental beings and creatures native to the Material Plane that have a strong affinity for water.
Triton spawn often seem well meaning but distant. Characters who can trace their water heritage directly to a being from the Elemental Plane of Water, however, can seem downright cold to others.
Water-blooded characters adventure for a number of reasons, but they all seem driven to go forward, go deeper, and overcome any obstacles in their paths. Some deep-seated instinct teaches them to be aware of what's going on around them, since death can come from any direction underwater. Since fluids are so adaptable, characters with this bloodline are fond of spells that deal with change.
====Prerequisite====
Ability to cast arcane spells without preparation,
====Benefit====
Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.
1st—Expeditious retreat
2nd—Fog cloud
3rd—Waterbreathing
4th—Quench
5th—Transmute rock to mud
6th—Otiluke'sfreezing sphere
7th—Control weather
8th—Summon monster VIII (elementals and outsiders with the water subtype)
9th—Elemental swarm (water elementals only)
====Special====
If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with Water Bloodline cannot learn or cast spells with the fire descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
A character may choose only one base bloodline feat
Category:DND
Category:3.5e
Category:Feats
Category:Dragon Compendium
Category:Dragon Compendium Feats