4SRD:Feat

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4SRD > Feat

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

PREREQUISITES

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. A character can’t use a feat if he or she has lost a prerequisite.

FEAT DESCRIPTIONS

Here is the format for feat descriptions.

FEAT NAME

Description: A summary and explanation of the feat.
Prerequisite: A minimum ability score, another feat or feats, a minimum level, a skill, a race, racial power, class or a class feature that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

FEATS

ARMOUR CLASS AND DEFENSES FEATS

GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws. At level 11, this bonus increases to +3. At level 21, this bonus increases to +4.

IRON WILL
Benefit: You get a +2 bonus on all Will saving throws. At level 11, this bonus increases to +3. At level 21, this bonus increases to +4.

LIGHTNING REFLEXES
Benefit: You get a +2 bonus on all Reflex saving throws. At level 11, this bonus increases to +3. At level 21, this bonus increases to +4.

TOUCH OF GRACE
Fate is looking out for you.
Benefit: You get a +1 bonus on all saving throws. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.
(Source: Touch of Grace (NBOF))

TOUGHNESS
Benefit: You gain +5 hit points. At level 11, this feat grants an additional 5 hit points. At level 21, this feat grants an additional 5 hit points.

CHANNEL DIVINITY FEATS

CLASS FEATS

ARDENT FEATS

ARTIFICER FEATS

ASSASSIN FEATS

AVENGER FEATS

BARBARIAN FEATS

BARD FEATS

BATTLEMIND FEATS

CLERIC FEATS

DRUID FEATS

FIGHTER FEATS

INVOKER FEATS

MONK FEATS

PALADIN FEATS

PSION FEATS

RANGER FEATS

ROGUE FEATS

RUNEPRIEST FEATS

SEEKER FEATS

SHAMAN FEATS

SORCERER FEATS

SWORDMAGE FEATS

VAMPIRE FEATS

WARDEN FEATS

WARLOCK FEATS

WARLORD FEATS

WIZARD FEATS

COMBAT FEATS

IMPROVED INITIATIVE
Benefit: You get a +4 bonus on initiative checks.

TWO-WEAPON DEFENSE
Prerequisite: Dex 13, Two-Weapon Fighting
Benefit: When wielding a double weapon or two melee weapons, you gain a +1 shield bonus to your AC and Reflex saves.

EXPERTISE FEATS

MULTI-CLASS FEATS

PROFICIENCY FEATS

ARMOR PROFICIENCY
Prerequisite: Depends on the armor you wish to gain proficiency with:
Chainmail: Str 13, Con 13, Armor Proficiency (leather) or Armor Proficiency (hide).
Hide: Str 13, Con 13, Armor Proficiency (leather).
Full plate: Str 15, Con 15, Armor Proficiency (scale mail)
Scale mail: Str 13, Con 13, Armor Proficiency (chainmail)
Benefit: Choose a type of armor you meet the prerequisites for. You are proficient with that type of armor.
Special: You can gain Armor Proficiency multiple times. Each time you take the feat, it applies to a new type of armor.

WEAPON PROFICIENCY
Choose one type of weapon. You understand how to use that type of weapon in combat.
Benefit: You are proficient with that type of weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

SHIELD PROFICIENCY
Prerequisite: Depends on the shield you wish to gain proficiency with:
Light: Str 13.
Heavy: Str 15, Shield Proficiency (light).
Benefit: Choose a type of shield you meet the prerequisites for. You are proficient with that type of shield.
Special: You can gain Shield Proficiency multiple times. Each time you take the feat, it applies to a new type of shield.

ARMOR FOCUS
Benefit: Armor does not inflict a check penalty on you.
(Source: Armor Focus (NBOF))

AWARENESS
Benefit: You may use your Wisdom bonus instead of your Dexterity bonus to determine your initiative bonus.
(Source: Awareness (NBOF))

IMPROVED BLIND-FIGHT
Benefit: On a melee attack, you may ignore the chance to miss a target because of concealment.
(Source: Improved Blind-Fight (NBOF))

ENERGY RESISTANCE (COLD)
Benefit: You gains resistance 5 to cold energy. At level 11, your resistance increases to 10. At level 21, your resistance increases to 15.
(Source: Energy Resistance (NBOF))

ENERGY RESISTANCE (FIRE)
Benefit: You gains resistance 5 to fire energy. At level 11, your resistance increases to 10. At level 21, your resistance increases to 15.
(Source: Energy Resistance (NBOF))

TALENTED HEALER
Benefit: You can provide first aid as a swift action. You get a +2 bonus on all Heal checks.
(Source: Talented Healer (NBOF))

AVOIDANCE
Benefit: Attacks of opportunity suffer a -2 penalty on attack rolls against you.
(Source: Avoidance (NBOF))



LINGUISTIC SAVANT
You are talented at learning languages.
Benefit: You may speak three new languages that are available for you to learn. If you are not illiterate, you can also read and write in these languages.
Special: You can gain Linguistic Savant multiple times. Each time you take the feat, it applies to three new languages.
(Source: Linguistic Savant (NBOF))

SHIELD FOCUS
Benefit: Shields do not inflict a check penalty on you.
(Source: Shield Focus (NBOF))


RAPID RELOAD
Benefit: If you could normally reload your crossbow as a swift action, the time required for you to reload a crossbow is reduced to a free action.


WEAPON SPECIALIZATION
Choose one group of weapons.
Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapons. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons.

RACIAL FEATS

ANGEL-TOUCHED RACIAL FEATS

AUSPICIOUS LINEAGE
Prerequisite: Angel-touched
Benefit: When you use your Ancient Memories racial power, you add 1d8 to the triggering roll, instead of 1d6.

POTENT REBIRTH
Prerequisite: Angel-touched
Benefit: When you drop to 0 hit points or fewer, you gain a +2 bonus to attack rolls and damage rolls until the end of the encounter.

RADIANT POWER
Prerequisite: Angel-touched
Benefit: When you make an implement attack, you can take a –2 penalty to the attack roll. If you do so and the attack hits, it deals 2 extra radiant damage. The extra radiant damage increases to 4 at 11th level and 6 at 21st level.

IMMORTAL WARDING
Prerequisite: Angel-touched, swordmage, Sword mage Warding class feature
Benefit: Your Swordmage Warding remains active even while you are unconscious. Add the bonus to AC granted by your Swordmage Warding to the necrotic resistance and radiant resistance granted by your Astral Resistance racial trait.

MAGIC OF THE AGES
Prerequisite: Angel-touched, any arcane class
Benefit: When you use your Ancient Memories' racial power to add to the attack roll of an arcane power, you gain a +1 bonus to the triggering roll.

ASTRAL ENMITY
Prerequisite: Angel-touched, avenger, oath of enmity power
Benefit: If you use your Ancient Memories racial power to increase an attack roll against your oath of enmity target, you deal extra damage equal to the bonus gained from the racial power.

REMEMBERED WIZARDRY
Prerequisite: Wis 13, Angel-touched, wizard
Benefit: Choose one wizard daily attack power and one wizard utility power of every level you know. Add these powers to your spellbook. Each time you gain a new level of wizard daily attack powers or wizard utility powers, you learn one extra power of that level. This feat doesn't change the number of daily attack powers or utility powers you can prepare each day.

ASTRAL PRESERVATION
Prerequisite: Angel-touched, invoker , Covenant of Preservation class feature
Benefit: When you use your preserver's rebuke power, each ally within 2 squares of you gains a +1 bonus to all defenses against attacks made by bloodied creatures until the end of the encounter.

AETHERAL MONK RACIAL FEATS

MINDFUL RELOCATION
Prerequisite: Aethereal Monk, Shifting Fortunes racial trait
Benefit: When you use your Shifting Fortunes, you can shift your speed instead of 3 squares.

BODY-MIND UNION
Prerequisite: Aethereal Monk, iron mind racial power
Benefit: When you are subjected to an effect that a save can end, you can expend the use of your iron mind as an immediate interrupt to make a saving throw with a +5 bonus against that effect instead of gaining the normal effect of iron mind.

IRON RESOLVE
Prerequisite: Aethereal Monk
Benefit: While you have at least 1 power point, you gain a +2 feat bonus to saving throws.

FIRST STRIKE
Prerequisite: WIS 13, Aethereal Monk
Benefit: The first tie you hit a creature that has not yet acted during the encounter, that creature takes extra psychic damage equal to 1 + your Dexterity or Wisdom modifier. The extra damage increases to 2 + your Dexlerity or Wisdom modifier at 11th level and 3 + your Dexterity or Wisdom modifier at 2lst level.

ENLIGHTENED STEP
Prerequisite: Aethereal Monk
Benefit: During the first round of an encounter, you do not provoke Opportunity attacks from enemies that have not yet acted.

DARK ELF RACIAL FEATS

CURSED ADVANTAGE
Prerequisite: Dark Elf, warlock, Warlock's Curse class feature
Benefit: You gain combat advantage against bloodied enemies cursed by you.

DARKFIRE IMPLEMENT
Prerequisite: Dark Elf, any arcane class
Benefit: When you hit a target with your darkfire racial power and you are wielding an implement usable by your arcane class, your darkfire also deals damage to that target equal to twice the implement's enhancement bonus.

SORCEROUS ASSASSIN
Prerequisite: Dark Elf, sorcerer
Benefit: When you have combat advantage agalnst a target, you gain a +2 feat bonus to damage rolls against that target when you use sorcerer powers that have the poison or psychic keyword. This bonus increases to +4 at 11th level and to +6 at 21st level. You also gain a +1 feat bonus to Stealth checks.

DEVILBORN RACIAL FEATS

FEROCIOUS REBUKE
Prerequisite: Devilborn, devilish ire racial power
Benefit: When you use the devilish ire power and hit with an attack, you can push the target 1 square in addition to any damage you deal.

HELLFIRE BLOOD
Prerequisite: Devilborn
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the fire or fear keyword.


INFERNAL CLAMOR
Prerequisite: Devilborn, bard
Benefit: When you use your devilish ire racial power, each of your allies who can see you gains a +1 power bonus to his or her next attack roll against the enemy that hit you.

VENGEFUL CURSE
Prerequisite: Devilborn, warlock, Warlock's Curse class feature
Benefit: When an enemy hits you, you can use your Warlock's Curse as an immediate reaction against that enemy, even if it is not the enemy nearest to you.

WRATHFUL MAGIC
Prerequisite: Devilborn, any arcane class
Benefit: When you miss with an arcane attack power, you can use your devilish ire racial power as a free action. You gain the benefits of devilish ire against the target you missed, instead of against an enemy that hit you since your last turn. Treat that target as the enemy that hit you for the purpose of other feats and abilities that modify the effects of devilish ire.

DRAGONKIN RACIAL FEATS

DRAGONKIN FRENZY
Prerequisite: Dragonkin
Benefit: While you are bloodied, you gain a +2 bonus to damage rolls.

DRAGONKIN SENSES
Prerequisite: Dragonkin
Benefit: You gain low-light vision. You gain a +1 feat bonus to Perception checks.

ENLARGED DRAGON BREATH
Prerequisite: Dragonkin, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it blast 5 instead of blast 3.

CURSE OF IO's BLOOD
Prerequisite: Dragonkin, warlock, Warlock's Curse class feature
Benefit: While you are bloodied, you add 1 + you Strength modifier to the damage dealt by your Warlock's Curse.

DRAGONKIN SPELLCASTER
Prerequisite: Dragonborn, any arcane class
Benefit: You gain a +1 feat bonus to attack rolls when you use an arcane power that deals the same damage type as your breath weapon. The bonus increases to +2 at 15th level and to +3 at 25th level.

TRUE DRAGON'S SOUL
Prerequisite: Dragonkin, sorcerer, Dragon Magic class feature
Benefit: The first time you become bloodied during an encounter, you gain a +1 bonus to Fortitude, Reflex, and Will until the end of the encounter. If your breath weapon deals the same type of damage as the resistance granted by your Dragon Soul, your breath weapon ignores all targets' resistance to that damage type up to the value of your resistance.

DWARVEN RACIAL FEATS

DODGE GIANTS
Prerequisite: Dwarf
Benefit: You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.

DWARVEN WEAPON TRAINING
Prerequisite: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

RUNE-SCRIBED SOUL
Prerequisite: Dwarf, any arcane class
Benefit: When you use your second wind, you gain a +1 bonus to attack rolls and a bonus to damage equal to your Constitution modifier with arcane powers you use before the end of your turn.

CRYSTALLINE RACIAL FEATS

CLEANSE THE MADNESS
Prerequisite: Crystalline or Wilden
Benefit: You gain a +2 bonus to damage rolls against aberrant creatures. The bonus increases to +4 at 11th level and +6 at 21st level.

LIBERATING CRYSTAL SWARM
Prerequisite: Crystalline, crystal swarm racial power
Benefit: When you use your crystal swarm, you can also make a saving throw.

PSYCHIC FOCUS
Prerequisite: Crystalline
Benefit: You gain a +2 feat bonus to damage rolls with psychic powers. The bonus increases 10 +3 at 11th level and +4 at 21st level.
WARDING CRYSTAL SWARM
Prerequisite: Crystalline, crystal swarm racial power
Benefit: When you use your crystal swarm, you gain a +2 bonus to all defense until the end of your next turn.

GIANTKIN RACIAL FEATS

GIANTKIN GREATWEAPON PROWESS
Prerequisite: Giantkin
Benefit: You gain proficiency with all simple and military two-handed melee weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level.

MARKINGS OF THE BLESSED
Prerequisite: Giantkin
Benefit: The first time you make a saving throw during each encounter, you can roll twice and use either result.

MARKINGS OF THE VICTOR
Prerequisite: Giantkin
Benefit: The first time you make an attack roll during each encounter, you can roll twice and use either result.

MOUNTAIN HAMMER SPELLCASTING
Prerequisite: Giantkin, any arcane class
Benefit: When you use your stone's endurance racial power, your arcane powers ignore your enemies' resistances until the end of your next turn.

ADAPTABLE NATURE
Prerequisite: Giantkin
Benefit: You gain a +1 bonus to attack rolls on attacks granted by your allies’ powers.

DUTIFUL SERVANT
Prerequisite: Goliath
Benefit: Whenever any creature you can see succeeds on a skill check, you gain a +2 feat bonus to that skill until the end of your next turn.

STONE’S WRATH
Prerequisite: Giantkin, stone’s endurance racial power
Benefit: When you take damage from an attack while you are affected by your stone’s endurance, your next melee attack before the end ofyour next turn deals 1d6 extra damage.

GNOME RACIAL FEATS

FEY TRICKSTER
Prerequisite: Gnome
Benefit: You gain the wizard cantrips mage hand and prestidigitation as encounter powers.

GROUP STEALTH
Prerequisite: Gnome
Benefit: Allies within 10 squares of you gain a +2 racial bonus to Stealth checks.

SHADOW SKULK
Prerequisite: Gnome
Benefit: Whenever you miss with a ranged or an area attack while hidden, you remain hidden.

FEYBORN CHARM
Prerequisite: High Elf or Gnome, bard
Benefit: When you use an arcane charm power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level. You also gain a +1 feat bonus to Bluff checks and Diplomacy checks.

GNOME PHANTASMIST
Prerequisite: Gnome, wizard
Benefit: When you use an arcane illusion power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level.

MAGIC OF THE MISTS
Prerequisite: Gnome, any arcane class
Benefit: When you use your Vanish racial power, making an attack with an arcane power does not end the effect.

HALF-DWARF RACIAL FEATS

BRED FOR BATTLE
Prerequisite: Half-Dwarf
Benefit: You gain a +2 racial bonus to initiative checks. During the first round of an encounter, you gain a +1 bonus to attack rolls and speed.

HUMANITY’S HEIR
Prerequisite: Half-Dwarf
Benefit: When you select this feat, choose one skill and one defense other than AC. You gain a +2 racial bonus to the chosen skill and a +1 racial bonus to the chosen defense.

INVIGORATING TOUGHNESS
Prerequisite: Half-Dwarf, incredible toughness racial power
Benefit: You can expend your incredible toughness as a free action during your turn to gain temporary hit points equal to 5 + your Constitution modifier. If you do so, you do not gain the normal effect of incredible toughness.

HALF-DWARF’s STAMINA
Prerequisite: Half-Dwarf
Benefit: Your number of healing surges increases by one. In addition, when you make an Endurance check, you roll twice and use either result.

LEGACY OF STONE
Prerequisite: Half-Dwarf
Benefit: You gain a +2 racial bonus to saving throws against poison. When an attack pulls, pushes, or slides you while you are not bloodied, you can ignore 1 square of the forced movement.


HALF-ELEMENTAL RACIAL FEATS

ELEMENTAL BLADE ATTUNEMENT
Prerequisite: Half-Elemental, swordmage
Benefit: When you use a sword mage power that has the acid, cold, fire, lightning, or thunder keyword, you gain a +1 feat bonus to damage rolls. This bonus increases to +2 at 11th level and to +3 at 21st level.

ELEMENTAL ECHO
Prerequisite: Half-Elemental, any arcane class
Benefit: When you use the genasi racial power associated with your elemental manifestation, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with arcane powers until the end of your next turn. The bonus to damage rolls increases to +4 at 11th level and to +6 at 21st level.

ELEMENTAL EMPOWERMENT
Prerequisite: Half-Elemental, wizard
Benefit: When you use a wizard power that has the acid, cold, fire, lightning, or thunder keyword, you add your Strength modifier to damage rolls.

HALF-ELF RACIAL FEATS

GROUP INSIGHT
Prerequisite: Half-elf
Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.

WARDING SOUL
Prerequisite: Half-elf, sorcerer, Spell Source class feature
Benefit: Each ally adjacent to you gains any resistance granted by your Spell Source.

HALFLING RACIAL FEATS

GROUP INSIGHT
Prerequisite: Halfling, second chance racial power
Benefit: When you use your halfling second chance ability, the attacker takes a –2 penalty to the new attack roll.

LOST IN CROWD
Prerequisite: Halfling
Benefit: You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.

INFURIATING ESCAPE
Prerequisite: Halfling, bard
Benefit: When you use your second chance racial power and the enemy's second attack roll misses you, that enemy grants combat advantage to the next one of your allies that attacks it before the end of your next turn.

NIMBLE SPELLCASTER
Prerequisite: Halfling, Dex 13, any arcane class
Benefit: When you use an area arcane power, you do not provoke opportunity attacks from the creatures you target with that power.

TRIGGERED CHAOS
Prerequisite: Halfling, sorcerer, Wild Magic class feature
Benefit: When you use your second chance racial power, you gain an additional benefit based on the result of the reroll. If the enemy's reroll is an even number, you can slide the enemy 1 square after the attack. If the enemy's reroll is an odd number, you can shift 1 square after the attack.

BLESSED SCOUNDREL
Prerequisite: Halfling, any divine class
Benefit: When you use your second chance racial power and the enemy misses you with its attack, you can spend a healing surge.

BLESSED OF AVANDRA
Prerequisite: Halfling, cleric
Benefit: When you use your second chance racial power and the attack misses, one ally within 5 squares of you can spend a healing surge.

HALF-ORC RACIAL FEATS

ANGER UNLEASHED
Prerequisite: Half-orc
Benefit: The first time you are bloodied during an encounter, you gain a +2 bonus to attack rolls until the end of your next turn.

SAVAGE ASSAULT
Prerequisite: Half-orc
Benefit: When you use your furious assault racial power, the enemy you hit also takes a –1 penalty to all defenses until the end of your next turn.

THIRST FOR BATTLE
Prerequisite: Half-orc
Benefit: You gain a +3 feat bonus to initiative checks, and your number of healing surges increases by one.

ARCANE FURY
Prerequisite: Half-orc, any arcane class
Benefit: When you use your furious assault racial power to deal extra damage to the target of an area or close arcane power, you deal the extra damage to all targets you hit with the power, not just one.

HIGH ELVEN RACIAL FEATS

HIGH ELVEN SOLDIER
Prerequisite: High Elf
Benefit: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears.

HIGH ELVEN SWORD WIZARDRY
Prerequisite: Dex 13, High Elf, wizard
Benefit: You can wield a longsword as an implement when using wizard powers. Your longs word adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when you use your longsword as an implement. If you have any feats or class features that apply a benefit when you wield a wand, you can also apply these benefits when you wield a longsword. If such benefits apply to attacks, they apply only when you use the longsword as an implement for a wizard attack power.

HIGH ELVEN SWORDMAGE ADVANCE
Prerequisite: High Elf, swordmage
Benefit: When you use your fey step racial power to teleport to a square adjacent to an enemy, you can make a melee basic attack against that enemy as a free action.

FEYBORN CHARM
Prerequisite: High Elf or gnome, bard
Benefit: When you use an arcane charm power, you gain a +1 feat bonus to attack rolls and damage rolls. The bonus increases to +2 at 15th level and to +3 at 25th level. You also gain a +1 feat bonus to Bluff checks and Diplomacy checks.

TWIST THE ARCANE FABRIC
Prerequisite: High Elf, any arcane class
Benefit: Before you use an area or close arcane power, you can use a free action to expend your fey step racial power to teleport an ally rather than yourself If you do so, select one ally within the area of effect targeted by the arcane power and teleport that ally 3 squares.

HUMAN RACIAL FEATS

ACTION SURGE
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.

HUMAN PERSEVERANCE
Prerequisite: Human
Benefit: You gain a +1 feat bonus to saving throws.

ARCANE RESERVES
Prerequisite: Human, any arcane class
Benefit: If all your arcane encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until the end of the encounter or until you regain the use of one of your arcane encounter attack powers.

RECKLESS CURSE
Prerequisite: Human, warlock, Warlock's Curse class feature
Benefit: You gain a +1 bonus to attack rolls against creatures affected by your Warlock's Curse, and creatures affected by your Warlock's Curse gain a +1 bonus to attack rolls against you.

RISKY AEGIS
Prerequisite: Human, sword mage, Sword mage Aegis class feature
Benefit: When you use the immediate action effect of your Swordmage Aegis against a target marked by you, that target gains combat advantage against you until the end of its next turn, and you gain a +2 bonus to attack rolls and damage rolls against that target until the end of your next turn.

AVENGING OPPORTUNIST
Prerequisite: Human, avenger, oath of enmity power
Benefit: The first time in an encounter when you reduce your oath of enmity target to 0 hit points, you gain an extra move action that you must use before the end of your next turn.

ROUSING VOICE
Prerequisite: Human, bard
Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit paints equal to your Charisma modifier.

LYCANTHROPE RACIAL FEATS

GOREBRUTE CHARGE
Prerequisite: Werewolf Lycanthrope
Benefit: While you are under the effect of your Werewolf shifting racial power, you gain a +3 bonus to damage rolls with charge attacks.

BLURRING CLAWS
Prerequisite: Werecat Lycanthrope
Benefit: While you are under the effect of your Werecat shifting racial power, you gain a +2 bonus to melee weapon damage rolls against any target granting combat advantage to you.

WILD SENSES
Prerequisite: Lycanthrope
Benefit: Whenever you make a Perception check to find tracks, you roll twice and use either result. You also gain a +3 feat bonus to initiative checks.

FANGED MAGIC
Prerequisite: Werewolf Lycanthrope, any arcane class
Benefit: Each time you hit with a ranged arcane attack power while you are under the effect of your Werewolf shifting racial power, one enemy adjacent to the target takes 2 damage. This damage increases to 4 at 11th level and to 6 at 21st level.

PREDATORY MAGIC
Prerequisite: Werecat Lycanthrope, any arcane class
Benefit: When you use a close arcane attack power while you are under the effect of your Werecat shifting racial power, you can shift 1 square as a free action before or after using the power.

BLESSED WERE
Prerequisite: Lycanthrope, paladin
Benefit: When you use your Werewolf shifting or Werecat shifting racial power, you gain a bonus equal to your Wisdom modifier to melee damage rolls with divine powers until the end of your next turn.

MANTID RACIAL FEATS

FLAILING CLAWS
Prerequisite: Mantid, Mantid claws power
Benefit: Your thri-kreen claws gains the reliable keyword.

FOUR-ARMED FLURRY
Prerequisite: Mantid, monk, Flurry of Blows power
Benefit: When you use your Flurry of Blows, your attack deals 2 extra damage to one of the power’s targets.

HUNTING MANTID
Prerequisite: Mantid, ranger, Hunter’s Quarry class feature
Benefit: Whenever an enemy adjacent to you takes damage from your Hunter’s Quarry, you can deal 2 damage to one other enemy adjacent to you. This damage increases to 3 at 11th level and 4 at 21st level.

MINOTAUR RACIAL FEATS

BLOODIED FEROCITY
Prerequisite: Minotaur
Benefit: The first time you are bloodied during an encounter you can make a melee basic attack as a free action. If you do so, you grant combat advantage until the end of your next turn.


BRUTAL FEROCITY
Prerequisite: Minotaur, Ferocity racial trait
Benefit: You gain a +1 bonus to the attack rolls and damage rolls of the melee basic attack granted by your Ferocity.

GORING SHOVE
Prerequisite: Minotaur
Benefit: When you score a critical hit with a charge attack, you can charge a different creature as a free action once per round.

SPRINGING CHARGE
Prerequisite: STR 15, Minotaur, goring charge racial power
Benefit: Whenever you hit a target with your goring charge, you can also push that target 1 square.

PLANTMAN RACIAL FEATS

BURDEN OF GUARDIANSHIP
Prerequisite: Plantman, Nature's Aspect racial trait
Benefit: When you use a Wilden racial power and an ally is within 2 squares of you, you gain temporary hit points equal to 3 + your Constitution or Wisdom modifier.

BURDEN OF REJUVENATION
Prerequisite: Plantman, Nature's Aspect racial trait
Benefit: When you use a wilden racial power, you can spend a healing surge to allow one unconscious ally you can sec to regain hit points as if he or she had spent a healing surge.

CLEANSE THE MADNESS
Prerequisite: Crystalline or Plantman
Benefit: You gain a +2 bonus to damage rolls against aberrant creatures. The bonus increases to +4 at 11th level and +6 at 21st level.

IMPROVED ASPECT OF NATURE
Prerequisite: Plantman, Nature's Aspect racial trait
Benefit: When you use your voyage of the ancients racial power, you can teleport 2 additional squares. You gain a +2 bonus to the attack roll granted by your wrath of the destroyer racial power. When you use your pursuit of the hunter racial power, you can shift 2 additional squares.

SECRET OF REAWAKENING
Prerequisite: Plantman, Nature's Aspect racial trait
Benefit: Once per day if you drop to 0 hit points or fewer, you can change your current aspect of nature when you are no longer dying as if you had taken an extended rest. You also regain the use of your wilden racial power as if you had taken a short rest.

WOOD ELVEN RACIAL FEATS

WOOD ELVEN PRECISION
Prerequisite: Wood Elf, elven accuracy racial power
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

LIGHT STEP
Prerequisite: Wood Elf, elven accuracy racial power
Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your traveling group. Add 5 to the DC required to find or follow your tracks. If traveling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Acrobatics checks and Stealth checks.

WOOD ELVEN ARCANE PRECISION
Prerequisite: Wood Elf, any arcane class
Benefit: FYou can use your elven accuracy racial power to reroll the attack rolls of a Single arcane attack power against every target you choose.

BLESSING OF CORELLON
Prerequisite: Wood Elf, cleric, healing word power
Benefit: When you use your elven accuracy racial power and the attack hits, one ally within 5 squares of you can spend a healing surge .

UTILITY FEATS

ALERTNESS
Benefit: You get a +2 bonus on all Perception checks and you cannot be caught surprised.
(Source: Alertness and Ki Sense (NBOF))

SKILL FOCUS
Choose a skill.
Prerequisite: You must have at least one rank in the chosen skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL TRAINING
Benefit: Each time you take this feat, you gain an additional trained skill.
(Skill Training (Blue Rose))