Wizard Wars/Rules/Feats

=Feats= All the special Feats go here. Otherwise only feats from Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Libris Mortis, any Forgotten Realms book ([FR Feats]) and the three base books exist. Talk to the GM about clearing new Feats.

Metamagic Feats Conversion

 * +5 or more= 1 use/day
 * +4 = 2 uses/day
 * +3 = 3 uses/day
 * +2 = 4 uses/day
 * +1 = 5 uses/day
 * +0 = At will

Mobility
Requirements: Dodge Mobility now provides a 5-foot Move after the normal 5-foot step. This 5-foot move causes attacks of opportunity.

Improved Skirmish
[General][Fighter] Prerequisite: Dodge, Mobility. If you move at least 10 feet away from your original position before attacking in the same round, you deal an extra d6 damage on all your attacks this round.

Bulwark
[General][Fighter] Prerequisite: None. Benefit: If an enemy deals damage to you with a melee attack, you gain +1 morale bonus to AC until the end of your next turn.

Evasive Reflexes
[General][Fighter] When an opponent gives you an opening in combat, you know exactly what to do: slip away. Prerequisite: Dex 13. Benefit: When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take a 5-foot step. Special: Evasive Reflexes can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes.

Iron Heart
[General][Fighter] Your strength of spirit and martial training inspires those around you. Prerequisite: +3 save bonus in all saves. Benefit: You adopt a stance that provides adjacent allies with a +2 morale bonus on saving throws.

Rapid Assault
[General][Fighter] Your fighting style emphasizes taking foes down with quick, powerful blows. Prerequisite: Base attack bonus +1. Benefit: In the first round of combat, your melee attacks deal an extra 1d6 points of damage.

Deadly Blade
[General][Fighter] In the course of your training, you learn how to use your natural agility and speed to augment your attacks with certain weapons. Prerequisite: Weapon Focus. Benefit: While you attack with one weapon which you have Weapon Focus for, you can add your Dexterity modifier as a bonus on damage for attacks made with the weapon. Special: Deadly Blade can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to weapons with Weapon Focus.

Deadly Shot
[General][Fighter] In the course of your training, you learn how to use your natural agility and speed to augment your attacks with certain weapons. Prerequisite: Point Blank Shot. Benefit: While you attack with one weapon which you have Weapon Focus for, you can add your Dexterity modifier as a bonus on damage for attacks made with the weapon. Special: Deadly Shot can be used in place of Precise Shot to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all ranged weapons (those described in the Precise Shot feat description), it instead applies only to weapons with Weapon Focus.

Stone Defense
The principles of the Stone Defense teach you how to gather and focus your raw, physical constitution into a defense. Prerequisite: Con 13, Int 13. Benefit: You can take a penalty of as much as -5 on your attack roll. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn. Special: Stone Defense can be used in place of Combat Expertise to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Expertise.

Stone Power
The principles of the Stone Power teach you how to gather and focus your raw, physical strength into an attack. Prerequisite: Str 13, Con 13. Benefit: When you use an attack action or a full attack action, you can take a penalty of as much as -5 on your attack roll. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn. Special: Stone Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

Improved Knockback
Improved Knockback teaches students to strike with superior strength and force. Prerequisite: Str 17+ Benefit: You can attempt to knock back 5 feet a creature of your size category or smaller that you hit with an attack unless it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Str modifier). This movement does not provoke attacks of opportunity.

Regional Feats
[Regional Feats]

Artist
Type: Regional Sources: Forgotten Realms Campaign Setting Player's Guide to Faerûn Your people are renowned for their skill at story and song. Prerequisite: Elf (Sildeyuir or Snow Eagle Aerie), Gnome (Thesk or the Western Heartlands), half-elf (the Dalelands), or human (Chessenta, Waterdeep, or the Western Heartlands). Benefit: You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, or weaving. In addition, if you have the bardic music ability, you may use it three additional times per day. For example, a 3rd-level bard with this feat could use her bardic music ability six times per day. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A bard can use her bardic music ability once per day per bard level.

Magic in the Blood
Type: Regional Source: Player's Guide to Faerûn You have a knack for getting the most out of your innate magical abilities. You can use them more often than others of your race can. Prerequisite: Dwarf (Oldonnar or Underdark [Darklands]), elf (Menzoberranyr), gnome (the Great Dale, Thesk, or Underdark [Northdark]), planetouched (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane). Benefit: You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Mind Over Body (FR)
Type: Regional Source: Player's Guide to Faerûn The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind. Prerequisite: Elf (Silverymoon or Snow Eagle Aerie), half-elf (Silverymoon), human (Calimshan, Mulhorand, Shou Expatriate, or Thay), planetouched (Calimshan or Thay), or spirit folk (Ashane). Benefit: At 1st level, you may use your Intelligence or Charisma modifier (your choice) to determine your bonus hit points. For all subsequent levels, you use your Constitution modifier, as normal. In addition, you gain +1 hit point every time you learn a metamagic feat. Furthermore, if you can cast arcane spells, you get a +1 insight bonus to Armor Class. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Street Smart
Type: Regional Sources: Forgotten Realms Campaign Setting Player's Guide to Faerûn You know how to keep informed, ask questions, and interact with the underworld without raising suspicions. Prerequisite: Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands). Benefit: You gain a +2 bonus on Gather Information, Intimidate, and Sense Motive checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Thug
Type: Regional Sources: Forgotten Realms Campaign Setting Player's Guide to Faerûn You have a knack for getting the jump on the competition and pushing other people around. While others debate, you act. Prerequisite: Centaur (the Plateau of Thay), dwarf (Underdark [Northdark] or Waterdeep), gnoll (the Plateau of Thay), grimlock (Underdark ), human (the Dragon Coast, the Moonsea, the Nelanther Isles, Unther, the Vast, or the Vilhon Reach), orc (Amn, Thesk, or Underdark [Northdark]), or planetouched (Impi Benefit: You gain a +2 bonus on initiative checks and a +2 bonus on Appraise and Intimidate checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Arcane Schooling
Type: Regional Sources: Forgotten Realms Campaign Setting Player's Guide to Faerûn In your homeland, all who show some skill at the Art may receive training as arcane spellcasters. Thus, many characters know something of the ways of the bard, the sorcerer, or the wizard. Prerequisite: Deep Imaskari (Underdark [Deep Imaskar]), human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or the Wizards' Reach), or planetouched (Chessenta). Benefit: Choose one arcane spellcasting class (bard, sorcerer, or wizard). You can activate spell trigger magic items as if you had 1 level in the selected class. The selected class also becomes a favored class for you in addition to any other favored class you have or select. For example, a multiclass human fighter/rogue who selects wizard for this feat could add levels of wizard without taking any experience penalty for multiclassing in three classes. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Dauntless
Type: Regional Source: Player's Guide to Faerûn You can stand up to greater punishment than most and still keep on going. Prerequisite: Dwarf (the Galena Mountains, the Smoking Mountains, Turmish, Underdark [Earthroot], or Underdark [Old Shanatar]), human (Damara, the Great Dale, Impiltur, or the Moonshae Isles), lizardfolk (Surkh), orc (Amn, Chessenta, or Vaasa), or slyth (Underdark [Fluvenilstra]). Benefit: You gain +5 hit points. Special: You may not select this feat more than once, but its benefit stacks with Toughness. You may select this feat only as a 1st-level character. You may have only one regional feat.

Furious Charge
Type: Regional Source: Player's Guide to Faerûn Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge. Prerequisite: Aarakocra (the Stormhorns), human (Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc (Chessenta), or wemic (the Shaar). Benefit: You gain a +4 bonus on the attack roll you make at the end of a charge. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character gains a +2 bonus on the attack roll made at the end of a charge.

Education
Type: Regional Sources: Forgotten Realms Campaign Setting Player's Handbook You hail from a land where the pen is held in higher regard than the sword. In your youth, you received the benefit of formal schooling of some type. Prerequisite: Elf (Evermeet, Silverymoon, or Snow Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or human (Chessenta, Lantan, Silverymoon, or Waterdeep). Benefit: All Knowledge skills are class skills for your current and all your future classes. You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefit, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill. Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Knifefighter
Type: Regional Source: Player's Guide to Faerûn You're an expert at using weapons in a grapple. Prerequisite: Bugbear (the Earthfast Mountains), chitine (Underdark [Yathchol]), goblin (the Earthfast Mountains), half-elf (Dambrath or the Dragon Coast), halfling (Channath Vale), hobgoblin (the Earthfast Mountains), human (Anauroch, Dambrath, the Lake of Steam, or the Sword Coast), orc (Thesk), or planetouched Benefit: You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In addition, you need not win a grapple check to draw a light weapon while grappling, although you still must use a move action to do so. If your base attack bonus is +6 or higher, you can make a full attack with a light weapon while grappling, provided that you already have your weapon drawn. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character in a grapple takes a -4 penalty on attack rolls when attacking the grappled opponent with a light weapon. A character in a grapple must win a grapple check in order to draw a weapon and cannot make a full attack in the round she does so.

Eberron feats
Go to Feats Finder Search for the Eberron Campaign Book feats, or search for feats with the following names at the bottom.

Ecclesiarch
You command a degree of respect in your church's hierarchy. [Description]

Greater Powerful Charge
You can charge with extra force. [Description]

Investigate
[Description]

Precise Swing
You can ignore most obstacles when making a melee attack against an opponent. [Description]

Pursue
You have the ability to follow in an opponent's wake. [Description]

Recognize Impostor
You are extremely skilled at spotting impostors. [Description]

Powerful Charge
[Description]

Research
You can use your Knowledge skills to extract information from books, scrolls, and other repositories of facts and figures. [Description]

Arcane Missile
You can channel arcane spells through your archery or thrown attacks. Prerequisite: Ability to cast 1st-level arcane spells, base attack bonus +4. Benefit: When you activate this feat (a swift action that does not provoke an attack of opportunity), you can channel an arcane spell with range other than personal into a thrown weapon, a bow, or any other missile weapon. If the attack misses, roll for scatter as usual if needed. Sorcerers roll for Magic Overload after the attack. A normal arrow is also created when the spell is cast, so no real arrow is needed. When the weapon is used, the spell's target is set to where the arrow lands.

Arcane/Divine Melee
You can channel arcane/divine spells into your melee attacks. Prerequisite: Ability to cast 1st-level arcane/divine spells, base attack bonus +4. Benefit: When you activate this feat (a swift action that does not provoke an attack of opportunity), you can channel an arcane/divine spell with range other than personal into a melee weapon, your unarmed strike, or natural weapons. If the attack misses, the spell fizzles and is not cast. Sorcerers roll for Magic Overload after the attack, even if you missed. Spells must target the intended melee opponent.

Dextrous Dodge
[General][Fighter] Requirement: Dex 13. For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value.

Erudite Mage
[General] Requires: 2nd level spells. Gain two new spells known. You may take this feat several times, this provides two new spells known each time.

Erudite Sorcerer
[General] Requires: 4th level Sorcerer. Gain a new Domain.

Favored in House
( Eberron Campaign Setting, p. 53), [General]

You are a member of one of the noble houses and wield some influence in that house. Prerequisite:Member of appropriate house. Benefit Your family is influential and powerful, and you have the ability to call in favors from other members of your family and their extensive contacts. By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, you make a favor check. Roll a d20 and add a bonus based on your character level: +1 at 1st-2nd level, +2 at 3rd-6th level, +3 at 7th-11th level, +4 at 12th- 15th level, or +5 at 16th level or higher. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can't take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check. You can try to call in a favor a number of times per week equal to one-half your character level, rounded down (minimum one). You can never ask for more than one favor from any one contact in a given week. For instance, at 7th level you can try to call in a favor as many as three times per week, but each attempt must involve a different contact from among those associated with your mercantile house. The DM will carefully monitor your use of favors to ensure that you don't abuse this ability. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor he or she deems disruptive to the campaign.

Guildmage
[General] Requires: 4th level spells. Gain the ability to perform rituals. This means you can cast all your spells At Will at 100 times the normal casting time.

Inspired Leader
[Fighter] Prerequisite:+1 Base Attack, Diplomacy +4. Benefit You may provide d8 temporary hitpoints and +1 morale to hit bonus to all allies within 30 ft as a standard action that does not provoke an attack of opportunity. This lasts 1 round per point of Charisma modifier. You may do this a number of times equal to your Charisma modifier/day.

Great Leader
[Fighter] Prerequisite:+12 Base Attack, Diplomacy +11. Benefit You may provide a number of d8s temporary hitpoints and morale bonus to hit to all allies within 30 ft equal to your Charisma modifier (minimum 1), as a standard action that does not provoke an attack of opportunity. This lasts a number of rounds equal to your Charisma modifier (minimum 1).You may do this a number of times per day equal to points of Charisma modifer.

Magus Major
You command a degree of respect in your school's hierarchy. Prerequisite:Member of appropriate school. Benefit Add Gather Information and Knowledge (nobility) to your list of class skills. This benefit represents your ability to learn details about any noble house. In addition, if you take the Leadership feat, you gain a +2 bonus to your Leadership score.

Princeps
You command a degree of respect in the legion's hierarchy. Prerequisite:Member of the legions. Benefit Add Gather Information and Knowledge (local) to your list of class skills. This benefit represents your ability to learn details about the legion's travels. In addition, if you take the Leadership feat, you gain a +2 bonus to your Leadership score.

Toughness
You gain 1 extra hitpoint per Hit Die when this feat is bought. You then gain +1 hitpoint per level.

Prodigal Mage
[General] Requires: Ability to cast spells that require a Magic Overload check. Gain a +4 bonus on Concentration on Magic Overload checks.

Urban Tracking
You can track down the location of missing persons or wanted individuals within communities. [Description]

Schooled Caster (WIP)
[General] Requires: A casting class with Spell points. Gain 1 extra spell point per level.

Variable Channeling
[Divine] Requires: Cleric 1st level with Death, Repose or Undeath domain. You may both rebuke and turn undead.

Danger Sense
Prerequisite: Improved Initiative. Now provides 2 dice Initiative, choose best, when used, and may be used 3 times/day.

Augmented Summoning
Remove prerequisite: Spell Focus (Conjuration).