Class Abilities

Ki CriticalKi DamageKi Strike (Adamantine)Ki Strike (Lawful)Ki Strike (Magic)Air DomainAir Domain PowersAnimal CompanionAnimal DomainAnimal Domain PowersAnimate DeadArcane Trickster Sneak AttackArcane Trickster Spellcasting (Bard)Arcane Trickster Spellcasting (Sorcerer)Arcane Trickster Spellcasting (Wizard)Archery Combat StyleArmored CasterArrow of DeathAura of CourageAura of DespairBarbarian Fast MovementBarbarian RageBardic KnowledgeBardic MusicBlindsenseBone SkinBull's StrengthCamouflageCanny DefenseCloud MindContagionContemplative Spellcasting Class (Cleric)Contemplative Spellcasting Class (Druid)Contemplative Spellcasting Class (Paladin)Contemplative Spellcasting Class (Ranger)CountersongCreate UndeadCrippling StrikeDamage ReductionDark BlessingDarknessDeath AttackDeath DomainDeath Domain PowersDeathless FrenzyDeathless Master's TouchDeathless MasteryDeathless VigorDeceive ItemDefensive AwarenessDefensive RollDefensive StanceDeneir's EyeDestruction DomainDestruction Domain PowersDiamond BodyDiamond SoulDivine BodyDivine GraceDivine HealthDivine SoulDivine WholenessDivine WrathDoublespeakDragon AbilitiesDragon BreathDual-WieldDwarven Defender DREarth DomainEarth Domain PowersElaborate ParryEldritch BlastEldritch Knight Spellcasting (Bard)Eldritch Knight Spellcasting (Sorcerer)Eldritch Knight Spellcasting (Wizard)Eldritch LoreElemental ShapeEmpty BodyEnhance ArrowEnhanced MobilityEnhanced Power AttackEpic CharacterEvasionEvil DomainEvil Domain PowersFamiliar Bluff AbilityFamiliar Diplomacy AbilityFamiliar Fortitude AbilityFamiliar Hearing AbilityFamiliar HitPoints AbilityFamiliar Luck AbilityFamiliar Reflex AbilityFamiliar Stealth AbilityFascinateFavored EnemyFear Aura
Fiendish ResilienceFiendish ServantFire DomainFire Domain PowersFlourishFlurry of BlowsFrantic ReactionsFrenzyFurious AssaultFury DomainFury Domain PowersGhostly VisageGood DomainGood Domain PowersGraceGreater FlurryGreater FrenzyGreater InvisibilityGreater RageGreater Two-Weapon FightingGroup Spell Resistance (10)Guarding the LordHail of ArrowsHarper Spellcasting (Bard)Harper Spellcasting (Cleric)Harper Spellcasting (Druid)Harper Spellcasting (Paladin)Harper Spellcasting (Ranger)Harper Spellcasting (Sorcerer)Harper Spellcasting (Wizard)Haven SongHealing DomainHealing Domain PowersHide in Plain SightHide In Plain Sight (outdoors)Hit Die IncreaseImbue ArrowImmunity to FireImmunity to ParalysisImplacable FoeImpromptu Sneak AttackImproved DefenseImproved Elemental ShapeImproved EvasionImproved Favored EnemyImproved Rapid ShotImproved ReactionImproved Two-Weapon FightingImproved Uncanny DodgeIncreased MultiplierIndomitable WillInflameInflict Critical WoundsInflict Serious WoundsInsidious AttackInspirationInspire CompetenceInspire CourageInspire DefenseInspire FrenzyInspire JarringInspire RegenerationInspire SlowingInspire ToughnessInvisibilityIronskin ChantKnowledge DomainKnowledge Domain PowersLay on HandsLegionnaire's MarchLliira's HeartLurue's VoiceMagic DomainMagic Domain PowersManyshotMerchant Discount (Neverwinter Nine)Mighty RageMonk AC BonusMonk SpeedMonster Uncanny ReflexMultiattackMystic Theurge Spellcasting Class (Bard)Mystic Theurge Spellcasting Class (Cleric)Mystic Theurge Spellcasting Class (Druid)Mystic Theurge Spellcasting Class (Paladin)Mystic Theurge Spellcasting Class (Ranger)Mystic Theurge Spellcasting Class (Sorcerer)Mystic Theurge Spellcasting Class (Wizard)Mystic UnionMystra's BoonNatural Armor IncreaseNature SenseNeverwinter Nine Spellcasting Class (Cleric)Neverwinter Nine Spellcasting Class (Druid)Neverwinter Nine Spellcasting Class (Sorcerer)Neverwinter Nine Spellcasting Class (Wizard)
OpportunistPale Master Spellcasting (Bard)Pale Master Spellcasting (Sorcerer)Pale Master Spellcasting (Wizard)Perfect SelfPilfer MagicPlant DomainPlant Domain PowersPoison SavePotent CastingPrecise StrikeProtection DomainProtection Domain PowersProtective AuraPurity of BodyQuivering PalmRapid ShotRemove DiseaseResist Acid Energy (Improved)Resist Cold Energy (Improved)Resist Electrical Energy (Improved)Resist Fire Energy (Improved)Resist Nature's LureResist Sonic Energy (Improved)Sacred DefenseSacred Fist AC BonusSacred Fist Fast MovementSacred Fist Inner ArmorSacred Fist Sacred FlamesSacred Fist Spellcasting Class (Cleric)Sacred Fist Spellcasting Class (Druid)Sacred Fist Spellcasting Class (Paladin)Sacred Fist Spellcasting Class (Ranger)Sacred Fist Unarmed DamageSeeker ArrowShadow DazeShadow EvadeShadow Thief of Amn ReputationShadow Thief of Amn Sneak AttackSkill MasterySlippery MindSmite EvilSmite GoodSmite InfidelSneak AttackSong of FreedomSong of HeroismSpontaneous ConversionStealth RunStill MindStrength DomainStrength Domain PowersSummon FamiliarSummon Greater UndeadSummon ShadowSummon Undead(Palemaster Only)Sun DomainSun Domain PowersSuperior Weapon FocusSupreme CleaveSupreme Power AttackSwift and SilentSwift TrackerTireless RageTough as BoneTrackless StepTrap SenseTrapfindingTravel DomainTravel Domain PowersTrickery DomainTrickery Domain PowersTurn UndeadTwo-Weapon FightingTymora's SmileUnarmed StrikeUncanny DodgeUndead GraftVenom ImmunityWar GloryWarpriest Spell (Battletide)Warpriest Spell (Haste)Warpriest Spell (Mass Cure Light)Warpriest Spell (Mass Heal)Warpriest Spell (Remove Fear)Warpriest Spellcasting (Cleric)Warpriest Spellcasting (Druid)Warpriest Spellcasting (Paladin)Warpriest Spellcasting (Ranger)Water DomainWater Domain PowersWeapon of ChoiceWholeness of BodyWild ShapeWoodland Stride

Ki Critical

Type of Feat: Class

Prerequisite: Weapon of Choice, weapon master level 7.

Specifics: The weapon master gains an additional +2 to the threat range of their weapon of choice.

Use: Automatic.

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Ki Damage

Type of Feat: Class.

Prerequisite: Weapon of Choice, Weapon Master level 1.

Specifics: Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.

Use: Selected.

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Ki Strike (Adamantine)

Type of Feat: Class

Prerequisite: Monk level 4.

Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. At 10th level, the monk's unarmed attacks are also treated as lawful weapons, and at 16th level they count as adamantine weapons as well.

Use: Automatic.

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Ki Strike (Lawful)

Type of Feat: Class

Prerequisite: Monk level 4.

Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. At 10th level, the monk's unarmed attacks are also treated as lawful weapons, and at 16th level they count as adamantine weapons as well.

Use: Automatic.

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Ki Strike (Magic)

Type of Feat: Class

Prerequisite: Monk level 4.

Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. At 10th level, the monk's unarmed attacks are also treated as lawful weapons, and at 16th level they count as adamantine weapons as well.

Use: Automatic.

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Air Domain

Clerics of the Air domain move with the subtlety of the breeze and gain the ability to cast electrical damage spells.

Domain Special Abilities and Bonus Spells:

- Uncanny Dodge: The cleric retains his Dexterity bonus to AC, even when flat-footed or struck by an invisible creature.

- The cleric gains access to the following spells at the specified spell level: call lightning (3), chain lightning (6).

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Air Domain Powers

Clerics of the Air domain move with the subtlety of the breeze and gain the ability to cast electrical damage spells.

Domain Special Abilities and Bonus Spells:

- Uncanny Dodge: The cleric retains his Dexterity bonus to AC, even when flat-footed or struck by an invisible creature.

- The cleric gains access to the following spells at the specified spell level: call lightning (3), chain lightning (6).

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Animal Companion

Type of Feat: Class

Prerequisite: Druid level 1, ranger level 4 or cleric with the Animal domain.

Specifics: An animal companion may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If an animal companion is killed, it cannot be summoned again until the ranger or druid rests. (Note that a ranger's effective druid level is level - 3 for determining their animal companion's abilities. So a 4th level ranger has a the animal companion of a 1st level druid.)

Use: Selected.

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Animal Domain

Clerics who take the Animal domain are able to call a faithful animal companion and cast spells that give them bestial agility and perception.

Domain Special Ability and Bonus Spells

- Animal Companion: The cleric can summon an animal companion, like a druid or ranger.

- The cleric gains access to the following spells at the specified spell level: cat's grace (2), true seeing (4).

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Animal Domain Powers

Clerics who take the Animal domain are able to call a faithful animal companion and cast spells that give them bestial agility and perception.

Domain Special Ability and Bonus Spells

- Animal Companion: The cleric can summon an animal companion, like a druid or ranger.

- The cleric gains access to the following spells at the specified spell level: cat's grace (2), true seeing (4).

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Animate Dead

Type of Feat: Class

Prerequisite: Pale master level 2.

Specifics: Once per day, a pale master may animate dead as a spell-like ability.

Use: Selected.

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Arcane Trickster Sneak Attack

Type of Feat: Class

Prerequisite: Arcane trickster level 2.

Specifics: At every even level the arcane trickster gains an additional +1d6 to their sneak attack damage. This is in addition to the rogue sneak attack dice.

Use: Automatic.

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Arcane Trickster Spellcasting (Bard)

Type of Feat: Class

Prerequisite: Arcane trickster level 1.

Specifics: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, etc.), except for an increased effective level of spellcasting. This spellcasting class is chosen from any arcane spellcasting classes you have when you first become an arcane trickster, and all arcane trickster levels only improve spells per day progression in that one class.

Use: Automatic.

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Arcane Trickster Spellcasting (Sorcerer)

Type of Feat: Class

Prerequisite: Arcane trickster level 1.

Specifics: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, etc.), except for an increased effective level of spellcasting. This spellcasting class is chosen from any arcane spellcasting classes you have when you first become an arcane trickster, and all arcane trickster levels only improve spells per day progression in that one class.

Use: Automatic.

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Arcane Trickster Spellcasting (Wizard)

Type of Feat: Class

Prerequisite: Arcane trickster level 1.

Specifics: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, etc.), except for an increased effective level of spellcasting. This spellcasting class is chosen from any arcane spellcasting classes you have when you first become an arcane trickster, and all arcane trickster levels only improve spells per day progression in that one class.

Use: Automatic.

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Archery Combat Style

Type of Feat: Class

Prerequisite: Ranger 2

Specifics: You have chosen to train in the art of the bow. As your ranger level increases, you gain the following bonus feats: Rapid Shot at 2nd level, Manyshot at 6th level, and Improved Rapid Shot at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.

Use: Automatic.

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Armored Caster

Type of Feat: Class

Prerequisite: Bard or warlock level 1

Specifics: Bards and warlocks do not suffer a chance of spell failure penalties from wearing light armor as would a sorcerer or wizard. However, they suffer the full arcane spell failure penalties from casting spells or invocations while wearing medium or heavy armor, or while equipped with shields. The Battle Caster feat will extend this ability to preclude spell failure chances from medium armor, though heavy armor and shields will still inflict the failure penalty.

Use: Automatic.

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Arrow of Death

Type of Feat: Class

Prerequisite: Arcane Archer level 10.

Specifics: At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow, to make a Fortitude save or be slain.

Use: Selected.

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Aura of Courage

Type of Feat: Class

Prerequisite: Paladin level 3 or cleric with the Good domain.

Specifics: A character with this feat is immune to fear. Additionally, each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.

Use: Automatic.

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Aura of Despair

Type of Feat: Class

Prerequisite: Blackguard level 3

Specifics: Starting at 3rd level, the blackguard radiates a malign aura that causes all enemies within 10' of him to suffer a -2 penalty on all saving throws.

Use: Automatic, this aura is constantly in effect.

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Barbarian Fast Movement

Type of Feat: Class

Prerequisite: Barbarian level 1 or cleric with the Travel domain.

Specifics: This feat gives the character a 10% bonus to movement.

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Barbarian Rage

Type of Feat: Class

Prerequisite: Barbarian.

Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is fatigued and suffers a -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Use: Selected. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter. The feat has a cooldown timer that lasts as long as the length of the rage and fatigue (if any).

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Bardic Knowledge

Type of Feat: Class

Prerequisite: Bard level 1, Harper Scout level 1.

Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their bard or harper agent level to any Lore checks.

Use: Automatic.

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Bardic Music

Type of Feat: Class

Prerequisite: Bard level 1, Perform 3 ranks

Specifics: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Some bard songs are acquired automatically as the bard levels up, but others can only be learned from songbooks the bard discovers while adventuring.

Use: Selected

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Blindsense

Type of Feat: Class

Prerequisite: Red dragon disciple level 5.

Specifics: At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

Use: Automatic.

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Bone Skin

Type of Feat: Class

Prerequisite: Pale master level 1.

Specifics: The Pale master gains a +2 natural armor bonus to their AC at 1st level. This bonus increases by a further +2 at 4th level and 8th level.

Use: Automatic.

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Bull's Strength

Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: Starting at 2nd level, a blackguard may cast bull's strength once per day.

Use: Selected.

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Camouflage

Type of Feat: Class

Prerequisite: Ranger level 13

Specifics: At 13th level a ranger does not suffer reduced movement when using stealth in outdoor areas.

Use: Automatic.

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Canny Defense

Type of Feat: Class

Prerequisite: Duelist level 1.

Specifics: When not wearing armor or using a shield, a duelist adds her Intelligence bonus or her Duelist level (whichever is lower) to her AC.

Use: Automatic.

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Cloud Mind

Type of Feat: Class

Prerequisite: Bard level 6, Perform 9 ranks

This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again.

Use: Selected

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Contagion

Type of Feat: Class

Prerequisite: Blackguard level 7.

Specifics: Starting at 7th level, a blackguard may cast contagion once per day.

Use: Selected.

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Contemplative Spellcasting Class (Cleric)

Type of Feat: Class

Prerequisite: Contemplative level 1.

Specifics: A contemplative continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, more frequent remove disease, and so on). If she had multiple divine spellcasting classes prior to becoming a contemplative, she chooses which one to advance.

Use: Automatic.

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Contemplative Spellcasting Class (Druid)

Type of Feat: Class

Prerequisite: Contemplative level 1.

Specifics: A contemplative continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, more frequent remove disease, and so on). If she had multiple divine spellcasting classes prior to becoming a contemplative, she chooses which one to advance.

Use: Automatic.

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Contemplative Spellcasting Class (Paladin)

Type of Feat: Class

Prerequisite: Contemplative level 1.

Specifics: A contemplative continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, more frequent remove disease, and so on). If she had multiple divine spellcasting classes prior to becoming a contemplative, she chooses which one to advance.

Use: Automatic.

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Contemplative Spellcasting Class (Ranger)

Type of Feat: Class

Prerequisite: Contemplative level 1.

Specifics: A contemplative continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, more frequent remove disease, and so on). If she had multiple divine spellcasting classes prior to becoming a contemplative, she chooses which one to advance.

Use: Automatic.

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Countersong

Type of Feat: Class

Prerequisite: Bard level 1, Perform 3 ranks

Specifics: This song places an enchantment on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic spell that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of bard the singer possesses. Whether the spell is blocked or not, the counter-song is discharged.

Use: Selected

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Create Undead

Type of Feat: Class

Prerequisite: Blackguard level 3.

Specifics: A blackguard may summon an undead minion once per day. At 7th level, this ability improves and a more powerful undead being is summoned. The minion remains for 24 hours.

Use: Selected.

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Crippling Strike

Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: The rogue deals an additional 2 points of Strength damage when they make a successful sneak attack.

Use: Automatic.

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Damage Reduction

Type of Feat: Class

Prerequisite: Barbarian level 7.

Specifics: This feat allows the barbarian to shrug off one point of damage from each attack that causes them damage.

Use: Automatic.

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Dark Blessing

Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: A blackguard adds their Charisma bonus to all saving throws.

Use: Automatic.

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Darkness

Type of Feat: Class

Prerequisite: Assassin level 5.

Specifics: Starting at 5th level, an assassin gains the ability to cast darkness.

Use: Selected.

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Death Attack

Type of Feat: Class

Prerequisite: Assassin.

Specifics: At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a Fortitude save or become paralyzed.

Use: Automatic.

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Death Domain

Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying.

Domain Special Ability and Bonus Spells

- Negative Plane Avatar: Once per day, the cleric is able to summon a shadow that gains power as the cleric advances.

- The cleric gains access to the following spells at the specified spell level: phantasmal killer (4), power word kill (9).

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Death Domain Powers

Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying.

Domain Special Ability and Bonus Spells

- Negative Plane Avatar: Once per day, the cleric is able to summon a shadow that gains power as the cleric advances.

- The cleric gains access to the following spells at the specified spell level: phantasmal killer (4), power word kill (9).

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Deathless Frenzy

Type of Feat: Class

Prerequisite: Frenzied berserker level 4.

Specifics:At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell death ward in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects.

Use: Automatically triggers when in frenzy.

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Deathless Master's Touch

Type of Feat: Class

Prerequisite: Pale Master level 10.

Specifics: At 10th level a Pale Master's touch becomes deadly, instantly killing unless a DC 17 fortitude save is made. This ability may be used three times per day.

Use: Selected.

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Deathless Mastery

Type of Feat: Class

Prerequisite: Pale Master level 10.

Specifics: At 10th level, a Pale Master becomes immune to Critical Hits.

Use: Automatic

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Deathless Vigor

Type of Feat: Class

Prerequisite: Pale Master level 5.

Specifics: The Pale Master gains a +4 bonus to his Fortitude saves.

Use: Automatic.

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Deceive Item

Type of Feat: Class

Prerequisite: Warlock level 4.

Specifics: At 4th level, a warlock gains a +4 bonus to his Use Magic Device skill as long as at least one skill point has been invested into the skill.

Use: Automatic.

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Defensive Awareness

Type of Feat: Class

Prerequisite: Dwarven Defender Level 2.

Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.

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Defensive Roll

Type of Feat: Class

Prerequisite: Rogue level 10 or shadowdancer level 5.

Specifics: If the rogue is struck by a potentially lethal blow, they make a Reflex saving throw (DC = damage dealt). If succesful, they take only half damage from the blow.

Use: Automatic, but limited to one use per day. Flat-footed characters cannot make a defensive roll.

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Defensive Stance

Type of Feat: Class

Prerequisite: Dwarven Defender Level 1.

When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability but he cannot move from the spot he is defending. He gains the following benefits:

+2 Strength

+4 Constitution

+2 resistance bonus on all saves

+4 dodge bonus to AC

At first level, this ability can be used 1/day. Every 2 levels beyond 1, the dwaven defender gains an additional use per day.

Use: Selected

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Deneir's Eye

Type of Feat: Class

Prerequisite: Harper agent level 2.

Specifics: The harper receives a +3 saving throw bonus vs. traps.

Use: Automatic.

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Destruction Domain

Clerics who take the Destruction domain are able to smite the unfaithful and are granted spells that allow them to weaken and destroy their enemies.

Domain Special Ability and Bonus Spells

- Smite Infidel: Once per day, the cleric can smite a creature of a different alignment than himself, adding his Charisma bonus to the attack roll and his cleric level to damage.

- The cleric gains access to the following spells at the specified spell level: rage (3), acid fog (6).

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Destruction Domain Powers

Clerics who take the Destruction domain are able to smite the unfaithful and are granted spells that allow them to weaken and destroy their enemies.

Domain Special Ability and Bonus Spells

- Smite Infidel: Once per day, the cleric can smite a creature of a different alignment than himself, adding his Charisma bonus to the attack roll and his cleric level to damage.

- The cleric gains access to the following spells at the specified spell level: rage (3), acid fog (6).

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Diamond Body

Type of Feat: Class

Prerequisite: Monk level 11.

Specifics: The monk gains immunity to all poisons.

Use: Automatic.

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Diamond Soul

Type of Feat: Class

Prerequisite: Monk level 13.

Specifics: The monk gains spell resistance equal to their class level + 10.

Use: Automatic.

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Divine Body

Type of Feat: Class

Prerequisite: Contemplative level 5.

Specifics: At 5th level, the contemplative becomes completely immune to poison.

Use: Automatic.

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Divine Grace

Type of Feat: Class

Prerequisite: Paladin level 2.

Specifics: Paladins add their Charisma bonus (if positive) to all saving throws.

Use: Automatic.

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Divine Health

Type of Feat: Class

Prerequisite: Paladin level 3

Specifics: This feat grants the paladin immunity to disease.

Use: Automatic.

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Divine Soul

Type of Feat: Class

Prerequisite: Contemplative level 7.

Specifics: At 7th level the contemplative gains spell resistance equal to his class level + 15.

Use: Automatic.

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Divine Wholeness

Type of Feat: Class

Prerequisite: Contemplative level 3.

Specifics: At 3rd level and higher a contemplative can heal themselves for four times their contemplative level in hit points. This ability may be used once per day.

Use: Selected.

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Divine Wrath

Type of Feat: Class

Prerequisite: Divine Champion level 5.

Specifics: The Divine Champion is able to channel a portion of their deity's power once per day, giving them a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to their Charisma bonus. They also gain damage reduction of 5/magic.

Use: Selected

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Doublespeak

Type of Feat: Class

Prerequisite: Shadow thief level 1.

Specifics: At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.

Use: Automatic.

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Dragon Abilities

Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: As the dragon disciple gains levels in this prestige class, his ability scores increase by the following table:

Level

2 : +2 to Strength

4 : +2 to Strength

6 : +2 to Con

8 : +2 to Int

10: +4 to Strength, +2 to Charisma

Use: Automatic

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Dragon Breath

Type of Feat: Class

Prerequisite: Red Dragon Disciple level 3.

Specifics: At 3rd level, the red dragon disciple gains the ability to breate a cone of fire that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the red dragon disciple's class level + the disciple's Charisma bonus).

Use: Selected. This ability may be used once per day.

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Dual-Wield

Type of Feat: Class

Prerequisite: Ranger level 1.

Specifics: Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits.

Use: Automatic.

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Dwarven Defender DR

Type of Feat: Defensive

Specifics: At 6th level, the dwarven defender gains the ability to shrug off 3 points of damage from each blow or attack. At 10th Level the damage reduction increases to 6 points of damage per attack or blow.

Epic Progression: For each 4 levels after 10, the damage reduction increases by 3 points.

Use: Automatic.

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Earth Domain

Clerics of the Earth domain are as tough as old stones and are granted spells that protect against melee and energy damage.

Domain Special Ability and Bonus Spells

- Toughness: The cleric gains the Toughness feat, gaining an additional hit point for every character level he has, and an additional hit point each time he gains a level.

- The cleric gains access to the following spells at the specified spell level: stoneskin (4), energy immunity (5).

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Earth Domain Powers

Clerics of the Earth domain are as tough as old stones and are granted spells that protect against melee and energy damage.

Domain Special Ability and Bonus Spells

- Toughness: The cleric gains the Toughness feat, gaining an additional hit point for every character level he has, and an additional hit point each time he gains a level.

- The cleric gains access to the following spells at the specified spell level: stoneskin (4), energy immunity (5).

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Elaborate Parry

Type of Feat: Class

Prerequisite: Duelist level 7.

Specifics: Starting at 7th level, the duelist adds her class level to her parry skill.

Use: Automatic.

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Eldritch Blast

Type of Feat: Class

Prerequisite: Warlock level 1.

Specifics: A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell).

Use: Selected. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.

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Eldritch Knight Spellcasting (Bard)

Type of Feat: Class

Prerequisite: Eldritch Knight

Specifics: At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

Use: Automatic.

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Eldritch Knight Spellcasting (Sorcerer)

Type of Feat: Class

Prerequisite: Eldritch Knight

Specifics: At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

Use: Automatic.

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Eldritch Knight Spellcasting (Wizard)

Type of Feat: Class

Prerequisite: Eldritch Knight

Specifics: At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

Use: Automatic.

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Eldritch Lore

Type of Feat: Class

Prerequisite: Warlock level 2.

Specifics: Beginning at 2nd level, a warlock gains a +2 competence bonus on Lore and Spellcraft checks.

Use: Automatic.

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Elemental Shape

Type of Feat: Class

Prerequisite: Druid level 16.

Specifics: The character with this ability can take the shape of an elemental (a huge elemental at 16th level, and an elder elemental at 20th level). The ability may be used once per day at level 16, twice per day at level 18, and three times per day at level 20. The transformation has a duration of 1 hour per class level.

Use: Selected. After choosing the ability, the character must choose one of four elemental types (earth, air, fire or water) to become.

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Empty Body

Type of Feat: Class

Prerequisite: Monk level 19.

Specifics: The monk is given 50% concealment for a number of rounds equal to his class level.

Use: Selected. This ability may be used twice per day.

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Enhance Arrow

Type of Feat: Class

Prerequisite: Arcane archer level 1.

Specifics: With this feat, every nonmagical arrow an arcane archer nocks and lets fly gets a +1 enhancement bonus. This bonus only works for the arcane archer. For every two levels of arcane archer past 1st, the enhancement goes up by +1.

Use: Automatic.

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Enhanced Mobility

Type of Feat: Class

Prerequisite: Duelist level 3.

Specifics: When wearing no armor and not using a shield, a duelist gains an additional +4 to AC against attacks of opportunity provoked by movement.

Use: Automatic.

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Enhanced Power Attack

Type of Feat: Class

Prerequisite: Frenzied berserker level 5.

Specifics: At 5th level, the frenzied berserker gains a +5 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +10 damage bonus (instead of +6).

Use: Selected.

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Epic Character

Your training and arduous ordeals have finally brought you to the threshold that divides the realms of mortal from those of the divine. You are an epic character, capable of choosing legendary feats and raising your skills to god-like levels. Please refer to your epic class feat(s) for specific information on class benefits derived from becoming an epic character.

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Evasion

Type of Feat: Class

Prerequisite: Cleric with the Water domain, monk level 2, rogue level 2, ranger level 9, or shadowdancer level 2.

Specifics: Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.

Use: Automatic.

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Evil Domain

Clerics who take the Evil domain are masters of the vile creatures that lurk beyond the Material Plane and are granted spells that manipulate negative energy.

Domain Special Ability and Bonus Spells

- Turn Outsider: The cleric's turn undead ability functions against outsiders, such as demons, devils, and bladelings.

- The cleric gains access to the following spells at the specified spell level: Evard's black tentacles (4), weird (9).

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Evil Domain Powers

Clerics who take the Evil domain are masters of the vile creatures that lurk beyond the Material Plane and are granted spells that manipulate negative energy.

Domain Special Ability and Bonus Spells

- Turn Outsider: The cleric's turn undead ability functions against outsiders, such as demons, devils, and bladelings.

- The cleric gains access to the following spells at the specified spell level: Evard's black tentacles (4), weird (9).

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Familiar Bluff Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Spider Familiar is summoned, the master gains a +3 to Bluff checks.

Use: Automatic with Familiar.

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Familiar Diplomacy Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Pig Familiar is summoned, the master gains a +3 to Diplomacy checks.

Use: Automatic with Familiar.

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Familiar Fortitude Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Rat Familiar is summoned, the master gains a +2 bonus to Fortitude Saves.

Use: Automatic with Familiar.

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Familiar Hearing Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Bat Familiar is summoned, the master gains a +3 to Listen checks.

Use: Automatic with Familiar.

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Familiar HitPoints Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Beetle Familiar is summoned, the master gains +1 Hit Point per level.

Use: Automatic with Familiar.

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Familiar Luck Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Rabbit Familiar is summoned, the master gains a +1 bonus to all Saves.

Use: Automatic with Familiar.

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Familiar Reflex Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Weasel Familiar is summoned, the master gains a +2 bonus to Reflex Saves.

Use: Automatic with Familiar.

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Familiar Stealth Ability

Type of Feat: Class

Prerequisite: Wizard or Sorcerer level 1.

Specifics: While the Cat Familiar is summoned, the master gains a +2 to Move Silently and Hide checks.

Use: Automatic with Familiar.

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Fascinate

Type of Feat: Class

Prerequisite: Bard level 1, Perform 3 ranks

Specifics: Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down of 10 rounds before this ability can be used again.

Fascinate effects up to one enemy per level of the bard.

Use: Selected

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Favored Enemy

Type of Feat: Class

Prerequisite: Ranger level 1.

Required for: Improved Favored Enemy of the same creature type

Specifics: The character gains a +1 bonus to damage rolls against their favored enemy. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy. Every 5 levels, the ranger may choose an additional Favored Enemy and all bonuses against all favored enemies increase by +1.

Use: Automatic.

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Fear Aura

Type of Feat: Class

Prerequisite: Warpriest level 3

Specifics: At 5th level, a warpriest can create an aura of fear that affects all enemies within 20' once per day. Foes must make a Will save (DC 10 + warpriest class level + Cha modifier) or be affected by the fear spell.

Use: Selected, usable once per day.

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Fiendish Resilience

Type of Feat: Class

Prerequisite: Warlock level 8.

Specifics: Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.

Use: Selected.

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Fiendish Servant

Type of Feat: Class

Prerequisite: Blackguard level 5.

Specifics: Starting at 5th level, a blackguard may summon a fiendish dire rat to serve him. At 9th level, this ability improves and the fiendish dire rat becomes more powerful. The fiendish servant remains for 24 hours.

Use: Selected.

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Fire Domain

Clerics who take the Fire domain are resistant to the searing heat of the flame, and are granted spells that call down fire against their foes.

Domain Special Ability and Bonus Spells

- Fire Resistance: The cleric gains fire resistance 5.

- The cleric gains access to the following spells at the specified spell level: fireball (3), wall of fire (5).

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Fire Domain Powers

Clerics who take the Fire domain are resistant to the searing heat of the flame, and are granted spells that call down fire against their foes.

Domain Special Ability and Bonus Spells

- Fire Resistance: The cleric gains fire resistance 5.

- The cleric gains access to the following spells at the specified spell level: fireball (3), wall of fire (5).

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Flourish

Type of Feat: Class

Prerequisite: Duelist level 6.

Specifics: Periodically in combat, the duelist can prepare a special attack. If this Flourish attack connects with an opponent, it does an additional 2d6 piercing damage. This ability has a cooldown of 30 seconds.

Use: Selected. This ability modifies your next attack. It does not add an additional attack.

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Flurry of Blows

Type of Feat: Class

Prerequisite: Monk level 1.

Specifics: Monks receive an extra attack per round when fighting with unarmed attacks, quarterstaves, shuriken, or kamas. However, all attacks in that round suffer a -2 attack penalty at levels 1-4, and a -1 attack penalty at levels 5-9. At level 9 or higher, there is no penalty.

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Frantic Reactions

Type of Feat: Class

Prerequisite: Neverwinter Nine level 3

Specifics: At 3rd level, the Nine can rush across the battlefield and defeat enemies plaguing his allies. This translates to a +10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.

Use: Automatic.

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Frenzy

Type of Feat: Class

Prerequisite: Frenzied Berserker level 1

Specifics: The frenzied berserker gains this ability at 1st level. Frenzy works like a modified version of the barbarian's rage ability. It adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 6 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day.

Special: Bonuses and penalties (including fatigue penalties) from Frenzy and Barbarian Rage stack.

Use: Selected. This ability cannot be re-used until the fatigue effects have expired.

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Furious Assault

Type of Feat: Class

Prerequisite: Neverwinter Nine level 5.

Specifics:At 5th level, the Nine can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain.

Use: Selected, this ability can be used once per day.

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Fury Domain

Clerics who take the Fury domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.

Domain Special Ability and Bonus Spells

- Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifer.

- The cleric gains access to the following spells at the specified spell level: enlarge person(1), Tenser's transformation (6).

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Fury Domain Powers

Clerics who take the Fury domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.

Domain Special Ability and Bonus Spells

- Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifer.

- The cleric gains access to the following spells at the specified spell level: enlarge person(1), Tenser's transformation (6).

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Ghostly Visage

Type of Feat: Class

Prerequisite: Assassin level 2.

Specifics: Starting at 2nd level, an assassin gains the ability to cast ghostly visage.

Use: Selected.

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Good Domain

Clerics who take the Good domain inspire their allies to heroism and are granted spells that protect against and bind evil creatures.

Domain Special Ability and Bonus Spells

- Aura of Courage: The cleric is immune to fear and all allies receive a +4 saving throw bonus against fear.

- The cleric gains access to the following spells at the specified spell level: magic circle against evil (2), lesser planar binding (5).

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Good Domain Powers

Clerics who take the Good domain inspire their allies to heroism and are granted spells that protect against and bind evil creatures.

Domain Special Ability and Bonus Spells

- Aura of Courage: The cleric is immune to fear and all allies receive a +4 saving throw bonus against fear.

- The cleric gains access to the following spells at the specified spell level: magic circle against evil (2), lesser planar binding (5).

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Grace

Type of Feat: Class

Prerequisite: Duelist level 4.

Specifics: At 4th level, a duelist gains an additional +2 competence bonus to all Reflex saves.

Use: Automatic.

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Greater Flurry

Type of Feat: Class

Prerequisite: Monk level 11.

Specifics: Monks receive a second extra attack per round when using Flurry of Blows and fighting with unarmed attacks or a kama.

Use: Automatically takes effect when Flurry of Blows ability is activated.

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Greater Frenzy

Type of Feat: Class

Prerequisite: Frenzied berserker level 8.

Specifics: At 8th level, the frenzied berserker gets a +10 Strength bonus when using the Frenzy ability instead of +6.

Use: Automatic.

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Greater Invisibility

Type of Feat: Class

Prerequisite: Assassin level 9.

Specifics: Starting at 9th level, an assassin gains the ability to cast greater invisibility.

Use: Selected.

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Greater Rage

Type of Feat: Class

Prerequisite: Barbarian.

Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is fatigued and suffers a -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Use: Selected. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter. The feat has a cooldown timer that lasts as long as the length of the rage and fatigue (if any).

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Greater Two-Weapon Fighting

Type of Feat: General

Prerequisite: Dex 19, Two Weapon Fighting, Improved Two Weapon Fighting, base attack bonus +11

Specifics: This feat grants a third attack with your off-hand weapon with a -10 attack penalty.

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

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Group Spell Resistance (10)

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 3.

Specifics: At 3rd level, the Neverwinter Nine Magus gains spell resistance 10 + Neverwinter Nine level which affects himself and anyone with 10' of him.

Use: Automatic.

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Guarding the Lord

Type of Feat: Class

Prerequisite: Neverwinter Nine level 3.

Specifics: At 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining).

Use: Selected, this ability can be used 3 times per day.

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Hail of Arrows

Type of Feat: Class

Prerequisite: Arcane archer level 8.

Specifics: In lieu of a regular attack, once per day an 8th level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level they have.

Use: Selected.

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Harper Spellcasting (Bard)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Cleric)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Druid)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Paladin)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Ranger)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Sorcerer)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Harper Spellcasting (Wizard)

Type of Feat: Class

Prerequisite: Harper agent

Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.

Use: Automatic.

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Haven Song

Type of Feat: Class

Prerequisite: Bard level 3, Perform 6 ranks

Specifics: This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard for 10 rounds, or until the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.

Use: Selected

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Healing Domain

Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.

Domain Special Ability and Bonus Spells

- Empower Healing: The following healing spells are cast as if with the Empower Spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.

- The cleric gains access to the following spells at the specified spell level: cure serious wounds (2), heal (5).

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Healing Domain Powers

Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.

Domain Special Ability and Bonus Spells

- Empower Healing: The following healing spells are cast as if with the Empower Spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.

- The cleric gains access to the following spells at the specified spell level: cure serious wounds (2), heal (5).

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Hide in Plain Sight

Type of Feat: Class

Prerequisite: Shadowdancer level 1.

Specifics: The shadowdancer is able to use the Hide skill even while being observed. Note: This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.

Use: Automatic.

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Hide In Plain Sight (outdoors)

Type of Feat: Class

Prerequisite: Ranger level 17.

Specifics: When in an outdoor setting, the ranger is able to use the Hide skill even while being observed. Note: This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.

Use: Automatic.

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Hit Die Increase

Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive

Level

1 - d6

4 - d8

6 - d10

Use: Automatic

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Imbue Arrow

Type of Feat: Class

Prerequisite: Arcane archer level 2.

Specifics: At 2nd level, an arcane archer gains the ability to summon a magical arrow and fire it at an enemy. If it hits, it explodes as a fireball spell, doing fire damage to everyone in the area of effect. This ability can be used three times per day.

Use: Selected.

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Immunity to Fire

Type of Feat: Class

Prerequisite: Red Dragon Disciple level 10.

Specifics: The character gains immunity to fire.

Use: Automatic

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Immunity to Paralysis

Type of Feat: Race

Prerequisite: Duergar or Red Dragon Disciple level 10.

Specifics: This feat grants immunity to paralysis.

Use: Automatic.

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Implacable Foe

Type of Feat: Class

Prerequisite: Warpriest level 10

Specifics: At 10th level, a warpriest can bestow all allies within 30' (though not himself) an extra +20 hit points once per day. This ability halves the warpriest's movement for 10 rounds. After ten rounds, all recipients lose 20 hit points.

Use: Selected, usable once per day.

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Impromptu Sneak Attack

Type of Feat: Class

Prerequisite: Arcane trickster level 3.

Specifics: At 3rd level, once per day, the arcane trickster can use this ability to deny his targeted opponent their DEX mod in the next round and this additionally allows the arcane trickster to sneak attack that opponent (unless the creature is immune to sneak attacks). At 7th level they can use this ability twice per day.

Use: Selected.

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Improved Defense

Type of Feat: Class

Prerequisite: Dwarven defender 1.

Specifics: The dwarven defender gains a +1 dodge bonus to AC.

Use: Automatic.

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Improved Elemental Shape

Type of Feat: Class

Prerequisite: Druid level 16.

Specifics: The character with this ability can take the shape of an elemental (a huge elemental at 16th level, and an elder elemental at 20th level). The ability may be used once per day at level 16, twice per day at level 18, and three times per day at level 20. The transformation has a duration of 1 hour per class level.

Use: Selected. After choosing the ability, the character must choose one of four elemental types (earth, air, fire or water) to become.

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Improved Evasion

Type of Feat: Class

Prerequisite: Monk level 9, rogue level 10 or shadowdancer level 10.

Specifics: Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.

Use: Automatic.

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Improved Favored Enemy

Type of Feat: General

Prerequisite: Favored enemy ability, base attack bonus +5.

Specifics: You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.

Use: Automatic.

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Improved Rapid Shot

Type of Feat: General

Prerequisite: Manyshot, Point Blank Shot, Rapid Shot

Specifics: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.

Use: Automatic.

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Improved Reaction

Type of Feat: Class

Prerequisite: Duelist level 2.

Specifics: At 2nd level, the duelist can improve her reaction time and speed by triggering the equivalent of a haste spell cast by a caster of the duelist's class level. Every two levels after that, the duelist gains an additional use of this ability per day.

Use: Selected.

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Improved Two-Weapon Fighting

Type of Feat: General

Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6 or higher.

Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Automatic.

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Improved Uncanny Dodge

Type of Feat: Class

Prerequisite: Rogue level 8, assassin level 5, dwarven defender 6, shadow thief level 5 or shadowdancer level 5

Specifics: A character with this feat cannot be the victim of a sneak attack unless the attacker performing the sneak attack has 4 or more levels in classes that give sneak attack bonuses (such as rogue or assassin) than character levels of the defender with this feat.

Use: Automatic.

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Increased Multiplier

Type of Feat: Class.

Prerequisite: Weapon of Choice, Weapon Master level 5.

Specifics: With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3.

Use: Automatic.

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Indomitable Will

Type of Feat: Class

Prerequisite: Barbarian level 14.

Specifics: While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Use: This bonus automatically takes effect when the barbarian uses rage.

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Inflame

Type of Feat: Class

Prerequisite: Warpriest level 2

Specifics: Starting at 2nd level, a warpriest can use this ability to grant himself and all allies with 40' a bonus to saving throws vs. fear and mind effects for five rounds once per day. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6 and +8 at level 10.

Use: Selected, usable once per day.

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Inflict Critical Wounds

Type of Feat: Class

Prerequisite: Blackguard level 8.

Specifics: Starting at 8th level, a blackguard may cast inflict critical wounds.

Use: Selected.

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Inflict Serious Wounds

Type of Feat: Class

Prerequisite: Blackguard level 6.

Specifics: Starting at 6th level, a blackguard may cast inflict serious wounds.

Use: Selected.

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Insidious Attack

Type of Feat: Class

Prerequisite: Neverwinter Nine Agent level 5.

Specifics: At 5th level, the Neverwinter Nine Agent can spend a full found action and launch a set of insidious attacks. These attacks allow the Agent to do sneak attacks for three rounds even if the opponent isn't denied their DEX bonus. If the Agent's opponent is immune to critical attacks, they are similarly immune to this ability. This ability can be used once per day.

Use: Selected.

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Inspiration

Type of Feat: Class

Prerequisite: Bard.

Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:

* Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

* Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

* Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.

* Inspire Regeneration (7th level): This heals all party members a certain number of hit points every round. This starts at 2 hit points per round, becomes 4 at 12th level, and 6 at 17th level.

* Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.

* Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + 1/2 Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.

* Inspire Jarring (14th level): All enemies within 20' of the bard suffer a -4 penalty to all Discipline and Concentration checks and -2 to all Will saves.

Use: Select the particular form of Inspiration to turn that power on (and turn off any Inspiration already in effect).

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Inspire Competence

Type of Feat: Class

Prerequisite: Bard level 2, Perform 3 ranks

Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a skill bonus to all allies. It starts at +2, becomes +4 at 11th level and gains a +2 bonus every 8 levels thereafter.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Courage

Type of Feat: Class

Prerequisite: Bard level 1, Perform 3 ranks

Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a bonus to hit and damage. It starts at +1, becomes +2 at 8th level and gains a +1 bonus every 6 levels thereafter.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Defense

Type of Feat: Class

Prerequisite: Bard level 5, Perform 3 ranks

Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a dodge bonus to AC to all allies. It starts at +2 and gains a +1 bonus every 5 levels thereafter.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Frenzy

Type of Feat: Class

Prerequisite: Frenzied berserker level 6.

Specifics: At 6th level, the frenzied berserker can inspire Frenzy in all allies. This ability has no effect on the frenzied berserker, only the berserker's allies. The Frenzy effect adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the subjects a single extra attack at their highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the subjects takes 6 points of damage. The effects last 2 rounds, after which the subjects are fatigued for 2 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. The frenzied berserker can use this ability once per day at 6th level, twice at 8th level, and three times at 10th level.

Special: Bonuses from Inspire Frenzy and Barbarian Rage do not stack, though penalties do. If both abilities are used, only the highest modifiers are applied and all penalties take effect.

Use: Selected. The frenzied berserker must wait at least four rounds between uses of this ability.

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Inspire Jarring

Type of Feat: Class

Prerequisite: Bard level 14, Perform 3 ranks

The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

When you use this inspiration, all enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Regeneration

Type of Feat: Class

Prerequisite: Bard level 7, Perform 3 ranks

Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration heals all party members a certain number of hit points every two rounds. This inspiration heals one hit point and an additional 1 hit point every 5 levels thereafter. Undead and constructs do not gain any benefit from the healing effect.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Slowing

Type of Feat: Class

Prerequisite: Bard level 11, Perform 3 ranks

The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

When you use this inspiration, all enemies that come within 20 feet of the bard have to make a Will save (DC 13 + 1/2 Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement - unlike the slow spell.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Inspire Toughness

Type of Feat: Class

Prerequisite: Bard level 8, Perform 3 ranks

The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a bonus to saving throws for all allies. It starts at +1 and gains a +1 bonus every 5 levels thereafter.

Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.

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Invisibility

Type of Feat: Class

Prerequisite: Harper Scout level 5.

Specifics: A harper scout at 5th level is able to cast the spell Invisibility once per day.

Use: Selected.

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Ironskin Chant

Type of Feat: Class

Prerequisite: Bard level 9, Perform 12 ranks

Specifics: This song grants you and your party damage reduction 5/- for four rounds.

Use: Selected

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Knowledge Domain

Clerics who take the Knowledge domain gain access to an improved list of bonus spells.

Domain Special Ability and Bonus Spells

- The cleric gains access to the following spells at the specified spell level: identify (1), knock (2), clairvoyance/clairaudience (3), true seeing (4), legend lore (5).

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Knowledge Domain Powers

Clerics who take the Knowledge domain gain access to an improved list of bonus spells.

Domain Special Ability and Bonus Spells

- The cleric gains access to the following spells at the specified spell level: identify (1), knock (2), clairvoyance/clairaudience (3), true seeing (4), legend lore (5).

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Lay on Hands

Type of Feat: Class

Prerequisite: Paladin level 2, Divine Champion level 1.

Specifics: With this feat, characters can heal damage equal to their class level multiplied by their Charisma modifier.

Use: Selected. When used against undead creatures, it is treated as a touch attack spell that delivers damage instead of healing.

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Legionnaire's March

Type of Feat: Class

Prerequisite: Bard level 18, Perform 21 ranks

Specifics: This song rallies all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again.

Use: Selected

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Lliira's Heart

Type of Feat: Class

Prerequisite: Harper agent level 2.

Specifics: The harper agent receives a +2 saving throw bonus against mind-affecting spells.

Use: Automatic.

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Lurue's Voice

Type of Feat: Class

Prerequisite: Harper agent level 4

Specifics: The Harper agent may use this ability to cast dominate animal as per the spell, three times a day.

Use: Selected.

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Magic Domain

Clerics who take the Magic domain gain access to an improved list of bonus spells.

Domain Special Ability and Bonus Spells

- The cleric gains access to the following spells at the specified spell level: mage armor (1), Melf's acid arrow (2), assay resistance (3), greater dispel magic (5), spell mantle (6), blackstaff (8).

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Magic Domain Powers

Clerics who take the Magic domain gain access to an improved list of bonus spells.

Domain Special Ability and Bonus Spells

- The cleric gains access to the following spells at the specified spell level: mage armor (1), Melf's acid arrow (2), assay resistance (3), greater dispel magic (5), spell mantle (6), blackstaff (8).

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Manyshot

Type of Feat: General

Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Specifics: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.

Note: Rangers who select the Archery Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.

Use: Selected.

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Merchant Discount (Neverwinter Nine)

Type of Feat: Class

Prerequisite: Neverwinter Nine level 1.

Specifics: A member of the Neverwinter Nine gets a 10% discount from any lawful merchant in Neverwinter (or Crossroad Keep). Illicit merchants may not honor this.

Use: Automatic.

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Mighty Rage

Type of Feat: Class

Prerequisite: Barbarian.

Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is fatigued and suffers a -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.

Use: Selected. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter. The feat has a cooldown timer that lasts as long as the length of the rage and fatigue (if any).

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Monk AC Bonus

Type of Feat: Class

Prerequisite: Monk level 1.

Specifics: Monks add their Wisdom modifier to their Armor Class. Monks gain an additional +1 AC bonus every five levels.

Use: Automatic.

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Monk Speed

Type of Feat: Class

Prerequisite: Monk level 3.

Specifics: Monks move more quickly than other classes, and this ability improves with experience.

Use: Automatic.

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Monster Uncanny Reflex

The monster cannot be caught flat footed for any reason.

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Multiattack

Type of Feat: Class

Prerequisite: Animal Companion.

Specifics: Animal Companions gain the Multiattack ability at 9th level. If they have 3 or more natural attacks a round, each of the secondary attacks will be at -2 instead of -5. If instead they have less than 3 attacks per round, they automatically gain an extra attack per round.

Use: Automatic.

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Mystic Theurge Spellcasting Class (Bard)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Cleric)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Druid)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Paladin)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Ranger)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Sorcerer)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Theurge Spellcasting Class (Wizard)

Type of Feat: Class

Prerequisite: Mystic theurge level 1.

Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Use: Automatic.

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Mystic Union

Type of Feat: Class

Prerequisite: Contemplative level 10.

Specifics: At 10th level the contemplative gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.

Use: Automatic.

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Mystra's Boon

Type of Feat: Class

Prerequisite: Harper agent level 5

Specifics: At 5th level, Harper agents receive a +2 sacred bonus on all spell saving throws.

Use: Automatic.

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Natural Armor Increase

Type of Feat: Class

Prerequisite: Red Dragon Disciple.

Specifics: A dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible. This provides increasing natural armor bonuses to his base Armor Class (+1 at 1st, +2 at 4th, +3 at 7th and +4 at 10th level).

Use: Automatic

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Nature Sense

Type of Feat: Class

Prerequisite: Druid level 1.

Specifics: The druid gains a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas.

Use: Automatic.

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Neverwinter Nine Spellcasting Class (Cleric)

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 1.

Specifics: Each time you gain a Neverwinter Nine Magus level, you also gain new spells per day (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). If you had multiple spellcasting classes prior to becoming a Neverwinter Nine Magus, you choose which one to advance.

Use: Automatic.

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Neverwinter Nine Spellcasting Class (Druid)

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 1.

Specifics: Each time you gain a Neverwinter Nine Magus level, you also gain new spells per day (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). If you had multiple spellcasting classes prior to becoming a Neverwinter Nine Magus, you choose which one to advance.

Use: Automatic.

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Neverwinter Nine Spellcasting Class (Sorcerer)

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 1.

Specifics: Each time you gain a Neverwinter Nine Magus level, you also gain new spells per day (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). If you had multiple spellcasting classes prior to becoming a Neverwinter Nine Magus, you choose which one to advance.

Use: Automatic.

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Neverwinter Nine Spellcasting Class (Wizard)

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 1.

Specifics: Each time you gain a Neverwinter Nine Magus level, you also gain new spells per day (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). If you had multiple spellcasting classes prior to becoming a Neverwinter Nine Magus, you choose which one to advance.

Use: Automatic.

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Opportunist

Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: The rogue gains a +4 competence bonus to attack rolls when making attacks of opportunity.

Use: Automatic.

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Pale Master Spellcasting (Bard)

Type of Feat: Class

Prerequisite: Pale Master.

Specifics: When a pale master gains an odd-numbered level, he gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any arcane spellcasting classes that give you access to 3rd-level spells when you first become a pale master, and all pale master levels only improve spells per day progression in that one class.

Use: Automatic.

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Pale Master Spellcasting (Sorcerer)

Type of Feat: Class

Prerequisite: Pale Master.

Specifics: When a pale master gains an odd-numbered level, he gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any arcane spellcasting classes that give you access to 3rd-level spells when you first become a pale master, and all pale master levels only improve spells per day progression in that one class.

Use: Automatic.

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Pale Master Spellcasting (Wizard)

Type of Feat: Class

Prerequisite: Pale Master.

Specifics: When a pale master gains an odd-numbered level, he gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any arcane spellcasting classes that give you access to 3rd-level spells when you first become a pale master, and all pale master levels only improve spells per day progression in that one class.

Use: Automatic.

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Perfect Self

Type of Feat: Class

Prerequisite: Monk level 20.

Specifics: The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.

Use: Automatic.

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Pilfer Magic

Type of Feat: Class

Prerequisite: Arcane trickster level 1.

Specifics: At 1st level, once per day, the arcane trickster can dispel a magical effect on a target and receive statistical bonuses from it. The ability is a touch attack "lesser" dispel that affects the most powerful effect currently on the target. If successful, the effect vanishes from the target and the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds. He can use this ability twice per day at 5th level and three times per day at 9th level.

Use: Selected.

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Plant Domain

Clerics who take the Plant domain are able to move swiftly through the wilderness and have spells that call upon the power of nature to protect and destroy.

Domain Special Ability and Bonus Spells

- Woodland Stride: The cleric's movement rate is increased by 10% in outdoor, natural areas.

- The cleric gains access to the following spells at the specified spell level: entangle (1), barkskin (2), poison (3), mass camouflage (4), vine mine (5).

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Plant Domain Powers

Clerics who take the Magic domain gain access to an improved list of bonus spells.

Domain Special Ability and Bonus Spells

- The cleric gains access to the following spells at the specified spell level: mage armor (1), Melf's acid arrow (2), assay resistance (3), greater dispel magic (5), spell mantle (6), blackstaff (8).

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Poison Save

Type of Feat: Class

Prerequisite: Assassin.

Specifics: Starting at 2nd level, an Assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.

Use: Automatic.

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Potent Casting

Type of Feat: Class

Prerequisite: Neverwinter Nine Magus level 5.

Specifics: At 5th level, the Neverwinter Nine Magus can spend a full round action and then begin potent casting. Every spell cast for the next three rounds automatically is treated as if effected by the Empower or Extend metamagic feat (depending on the type of spell cast). This ability can be used once per day.

Use: Selected.

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Precise Strike

Type of Feat: Class

Prerequisite: Duelist level 5.

Specifics: At 5th level the duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining 1d6 piercing damage. This only works against enemies vulnerable to critical hits. Precise Strike is automatically in effect when the duelist has no off-hand weapon or shield. At 10th level the damage increases to 2d6.

Use: Automatic.

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Protection Domain

Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.

Domain Special Ability and Bonus Spells

- Divine Protection: Once per day, the cleric is able to cast an improved sanctuary spell-like ability that sets the save DC at 10 + Charisma modifier + cleric level. The effect has a duration of 1 round per caster level + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: lesser globe of invulnerability (4), energy immunity (5).

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Protection Domain Powers

Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.

Domain Special Ability and Bonus Spells

- Divine Protection: Once per day, the cleric is able to cast an improved sanctuary spell-like ability that sets the save DC at 10 + Charisma modifier + cleric level. The effect has a duration of 1 round per caster level + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: lesser globe of invulnerability (4), energy immunity (5).

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Protective Aura

Type of Feat: Class

Prerequisite: Neverwinter Nine level 1

Specifics: At 1st level, the Nine gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.

Use: Automatic, this aura is always in effect and automatically improves at 4th level.

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Purity of Body

Type of Feat: Class

Prerequisite: Monk level 5.

Specifics: The monk is immune to all diseases.

Use: Automatic.

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Quivering Palm

Type of Feat: Class

Prerequisite: Monk level 15.

Specifics: This ability may be used once per day to instantly kill an opponent. If the monk makes a successful attack after activating the ability, the target must make a Fortitude save (DC 10 + half the monk's level + the monk's Wisdom modifier) or die.

Use: Selected. Quivering Palm may only be used on creatures at a lower level than the monk. Creatures of the construct and undead types are immune to this effect, as are any creatures that are immune to critical hits.

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Rapid Shot

Type of Feat: General

Prerequisite: Dex 13+, Point Blank Shot.

Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Note: Rangers who select the Archery Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: Selected.

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Remove Disease

Type of Feat: Class

Prerequisite: Paladin level 6.

Specifics: A character with this feat may remove disease once per day. At 9th level, and every 3 levels thereafter, the paladin can remove disease one additional time per day.

Use: Selected.

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Resist Acid Energy (Improved)

Type of Feat: Class

Prerequisite: Warlock level 10.

Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored). The resistances previously selected increase by 5 points (to 10 points) at 20th level and by 5 additional points every ten levels thereafter (15 at 30th, 20 at 40th, and so on).

Use: Automatic.

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Resist Cold Energy (Improved)

Type of Feat: Class

Prerequisite: Warlock level 10.

Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored). The resistances previously selected increase by 5 points (to 10 points) at 20th level and by 5 additional points every ten levels thereafter (15 at 30th, 20 at 40th, and so on).

Use: Automatic.

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Resist Electrical Energy (Improved)

Type of Feat: Class

Prerequisite: Warlock level 10.

Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored). The resistances previously selected increase by 5 points (to 10 points) at 20th level and by 5 additional points every ten levels thereafter (15 at 30th, 20 at 40th, and so on).

Use: Automatic.

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Resist Fire Energy (Improved)

Type of Feat: Class

Prerequisite: Warlock level 10.

Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored). The resistances previously selected increase by 5 points (to 10 points) at 20th level and by 5 additional points every ten levels thereafter (15 at 30th, 20 at 40th, and so on).

Use: Automatic.

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Resist Nature's Lure

Type of Feat: Class

Prerequisite: Druid level 4.

Specifics: This feat grants a +2 insight bonus on saving throws against fear spells and effects.

Use: Automatic.

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Resist Sonic Energy (Improved)

Type of Feat: Class

Prerequisite: Warlock level 10.

Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored). The resistances previously selected increase by 5 points (to 10 points) at 20th level and by 5 additional points every ten levels thereafter (15 at 30th, 20 at 40th, and so on).

Use: Automatic.

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Sacred Defense

Type of Feat: Class

Prerequisite: Divine Champion level 2.

Specifics: Sacred Defense adds a +1 bonus to all saving throws for every 2 levels of Divine Champion.

Use: Automatic

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Sacred Fist AC Bonus

Type of Feat: Class

Prerequisite: Sacred Fist level 1.

Specifics: At first level when unencumbered and wearing light or no armor, a sacred fist gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.

Use: Automatic.

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Sacred Fist Fast Movement

Type of Feat: Class

Prerequisite: Sacred Fist level 1.

Specifics: If the sacred fist has levels of monk, his sacred fist level stacks with his monk level for purposes of determining Monk Speed. If the sacred fist has no levels of monk he gains the equivalent of Monk Speed at 3rd level, and it progresses identically to the 3rd level monk ability Monk Speed.

Use: Automatic.

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Sacred Fist Inner Armor

Type of Feat: Class

Prerequisite: Sacred fist level 10.

Specifics: At 10th level, the sacred fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance of 25 for a number of rounds equal to his Wisdom modifier.

Use: Selected.

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Sacred Fist Sacred Flames

Type of Feat: Class

Prerequisite: Sacred Fist level 4.

Specifics: At 4th level, a sacred fist may invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level plus his Wisdom modifier (if any). Half the damage is fire damage (round up), and the rest is divine energy and thus not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th level, a sacred fist can invoke sacred flames twice per day.

Use: Selected.

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Sacred Fist Spellcasting Class (Cleric)

Type of Feat: Class

Prerequisite: Sacred fist level 1.

Specifics: Every level except 4th and 8th level, the sacred fist progresses in one selected divine spellcasting class. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.

Use: Automatic.

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Sacred Fist Spellcasting Class (Druid)

Type of Feat: Class

Prerequisite: Sacred fist level 1.

Specifics: Every level except 4th and 8th level, the sacred fist progresses in one selected divine spellcasting class. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.

Use: Automatic.

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Sacred Fist Spellcasting Class (Paladin)

Type of Feat: Class

Prerequisite: Sacred fist level 1.

Specifics: Every level except 4th and 8th level, the sacred fist progresses in one selected divine spellcasting class. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.

Use: Automatic.

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Sacred Fist Spellcasting Class (Ranger)

Type of Feat: Class

Prerequisite: Sacred fist level 1.

Specifics: Every level except 4th and 8th level, the sacred fist progresses in one selected divine spellcasting class. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.

Use: Automatic.

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Sacred Fist Unarmed Damage

Type of Feat: Class

Prerequisite: Sacred Fist level 1.

Specifics: A sacred fist's class levels stack with his monk levels (if any) for the purpose of determining his unarmed damage. If a sacred fist doesn't have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for determining his unarmed damage.

Use: Automatic.

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Seeker Arrow

Type of Feat: Class

Prerequisite: Arcane archer level 4.

Specifics: At 4th level, an arcane archer gains the ability to launch an arrow once per day that cannot miss its target. At 6th level this ability can be used twice per day. This arrow is magically created at the moment the archer uses this ability.

Use: Selected.

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Shadow Daze

Type of Feat: Class

Prerequisite: Shadowdancer 3.

Specifics: Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.

Use: Selected.

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Shadow Evade

Type of Feat: Class

Prerequisite: Shadowdancer level 4.

Specifics: Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/magic and a +1 dodge AC. This improves to 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus at level 6. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and a +4 dodge AC bonus. The effects last for 3 rounds, regardless of level.

Use: Selected.

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Shadow Thief of Amn Reputation

Type of Feat: Class

Prerequisite: Shadow thief level 3.

Specifics: At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of his reputation.

Use: Automatic.

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Shadow Thief of Amn Sneak Attack

Type of Feat: Class

Prerequisite: Shadow thief level 1.

Specifics: Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.

Use: Automatic.

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Skill Mastery

Type of Feat: Class

Prerequisite: Rogue level 10.

Specifics: When using the Disable Trap, Open Lock, and Set Trap skills, the rogue cannot roll less than 5 on any skill checks, even if in combat.

Use: Automatic.

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Slippery Mind

Type of Feat: Class

Prerequisite: Rogue level 10 or shadowdancer level 7 or Cleric Domain: Chaos.

Specifics: Characters failing their Will save versus mind-affecting spells get an automatic reroll.

Use: Automatic.

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Smite Evil

Type of Feat: Class

Prerequisite: Paladin level 1.

Specifics: This feat allows the character to make a special attack against evil creatures. Paladins apply their Charisma modifier to their attack roll, and their class level to the damage delivered. Smite Evil may be used once per day at 1st level. At 5th level and every five levels after that, the paladin gains an additional use per day.

Use: Selected. Smite Evil only affects evil creatures.

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Smite Good

Type of Feat: Class

Prerequisite: Blackguard level 2.

Specifics: Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.

Use: Selected. 1/day.

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Smite Infidel

Type of Feat: Class

Prerequisite: Divine Champion level 3 or cleric with the Destruction domain.

Specifics: This feat allows the character to make a special attack against creatures of differing Good/Evil alignments. Divine Champions apply their Charisma modifier to their attack roll, and their class level to the damage delivered. Smite Infidel may be used once per day.

Use: Selected. Smite Infidel only affects creatures that differ in Good/Evil alignment from the user.

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Sneak Attack

Type of Feat: Class

Prerequisite: Rogue level 1

Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.

Use: Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.

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Song of Freedom

Type of Feat: Class

Prerequisite: Bard level 12, Perform 15 ranks

Specifics: This song targets an ally within 25 feet and disrupts enchantments on the target and all allies within 20 feet of the target. Any curse or effect from the enchantment or transmutation schools on the targets will be dispelled if the bard makes a successful caster level check against the spell (DC 11 + effect's caster level).

Use: Selected

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Song of Heroism

Type of Feat: Class

Prerequisite: Bard level 15, Perform 18 ranks

This song rallies either the bard or a single targeted ally. For 5 rounds, the rallied creature gains +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the rallied creature gains +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again.

Use: Selected

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Spontaneous Conversion

Type of Feat: Class

Prerequisite: Cleric or Druid level 1

Specifics: Clerics and Druids may used stored spell energy to spontaneously cast a spell of equal level. Good and neutral clerics may spontaneously cast healing spells, evil clerics may spontaneously cast harming spells, and druids may spontaneously cast summoning spells. For example, a chaotic good cleric could use up a casting of the 1st level spell detect undead to cast cure light wounds, a 1st level healing spell.

Use: Selected. Use the F key to access the Quick Cast menu and select the Spontaneous Conversion button in the upper-right corner of the menu. Select which spell you wish to convert into a healing, harming, or summoning spell as applicable to the character.

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Stealth Run

Type of Feat: Class

Prerequisite: Neverwinter Nine Agent level 3.

Specifics: Beginning at 3rd level, the Neverwinter Nine Agent can move faster when sneaking than normal. They move at 75% of their base speed instead of 50%. If they have the Swift and Silent feat, then they can move at 100% speed while in Stealth Mode.

Use: Automatic.

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Still Mind

Type of Feat: Class

Prerequisite: Monk level 3.

Specifics: The monk gains a +2 competence bonus on saving throws against mind-affecting spells.

Use: Automatic.

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Strength Domain

Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient.

Domain Special Ability and Bonus Spells

- Divine Strength: Once per day, the cleric may gain a bonus to Strength equal to 2 + 1 per 3 class levels. This effect has a duration of 5 rounds + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: bull's strength (1), divine power (3).

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Strength Domain Powers

Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient.

Domain Special Ability and Bonus Spells

- Divine Strength: Once per day, the cleric may gain a bonus to Strength equal to 2 + 1 per 3 class levels. This effect has a duration of 5 rounds + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: bull's strength (1), divine power (3).

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Summon Familiar

Type of Feat: Class

Prerequisite: Wizard or sorcerer level 1.

Specifics: A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.

Use: Selected.

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Summon Greater Undead

Type of Feat: Class

Prerequisite: Pale Master level 9.

Specifics: At 9th level, a pale master may summon a greater undead once per day as a spell-like ability. The creature remains for 1 hour per pale master level, or until destroyed. The pale master's level determines the type of undead summoned:

Level 9: Vampire

Level 10: Elite Vampire

Use: Selected

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Summon Shadow

Type of Feat: Class

Prerequisite: Shadowdancer level 3.

Specifics: Once per day, the shadowdancer can summon in a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels. The shadow remains for 24 hours.

Use: Selected.

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Summon Undead(Palemaster Only)

Type of Feat: Class

Prerequisite: Pale Master level 4.

Specifics: The pale master can summon an undead creature twice per day as a spell-like ability. The creature remains for 1 hour per pale master level, or until destroyed. The level of the pale master determines the type of undead that is summoned:

Level 4: Ghoul

Level 5-6: Ghast

Level 7-8: Mummy

Level 9-10: Mummy Lord

Use: Selected.

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Sun Domain

Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead.

Domain Special Ability and Bonus Spells

- Exceptional Turning: The cleric has a greater chance of turning more powerful undead creatures, as well as being able to turn a larger number of undead at once.

- The cleric gains access to the following spells at the specified spell level: searing light (2), sunbeam (7).

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Sun Domain Powers

Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead.

Domain Special Ability and Bonus Spells

- Exceptional Turning: The cleric has a greater chance of turning more powerful undead creatures, as well as being able to turn a larger number of undead at once.

- The cleric gains access to the following spells at the specified spell level: searing light (2), sunbeam (7).

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Superior Weapon Focus

Type of Feat: Class

Prerequisite: Weapon of Choice, weapon master level 5.

Specifics: The weapon master gains a +1 bonus to all attack rolls with their weapon of choice.

Use: Automatic.

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Supreme Cleave

Type of Feat: Class

Prerequisite: Frenzied berserker level 2

Specifics: At 2nd level, if the frenzied berserker triggers a Cleave, they gain two additional attacks against a nearby foe instead of one.

Use: Automatic.

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Supreme Power Attack

Type of Feat: Class

Prerequisite: Frenzied berserker level 10.

Specifics: At 10th level, the frenzied berserker gains a +6 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +12 damage bonus (instead of +6).

Use: Automatic.

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Swift and Silent

Type of Feat: General

Prerequisite: Stealthy

Specifics: In Stealth Mode, the character now moves at 75% speed instead of 50% speed.

Use: Automatic.

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Swift Tracker

Type of Feat: Class

Prerequisite: Ranger level 8.

Specifics: At 8th level, a ranger is always tracking and does not suffer a movement penalty for doing so.

Use: Automatic.

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Tireless Rage

Type of Feat: Class

Prerequisite: Barbarian level 17

Specifics: You are no longer fatigued after your rage effects expire and can ignore the -2 penalty to Strength and Dexterity.

Use: Automatic.

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Tough as Bone

Type of Feat: Class

Prerequisite: Pale Master level 7.

Specifics: The pale master becomes immune to stun, hold, and paralyzation.

Use: Automatic

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Trackless Step

Type of Feat: Class

Prerequisite: Ranger level 1 or druid level 3.

Specifics: This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

Use: Automatic.

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Trap Sense

Type of Feat: Class

Prerequisite: Barbarian level 3, rogue level 3, or dwarven defender level 4.

Specifics: A level 3 barbarian or rogue or level 4 dwarven defender gains a +1 bonus on Reflex saves made to avoid traps. For barbarians and rogues, this ability rises by +1 at 6th level and every 3 levels after that. For dwarven defenders, this ability rises to +2 at 8th level.

Use: Automatic.

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Trapfinding

Type of Feat: Class

Prerequisite: Rogue level 1

Specifics: Rogues are the only character class that can use the Disable Device skill to overcome traps with a DC of 20 or more. Characters without any levels in the rogue class will fail their Disable Device checks against these traps, regardless of how skilled they are.

Use: Automatic.

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Travel Domain

Clerics who take the Travel domain gain an increase in movement speed and access to spells related to movement.

Domain Special Ability and Bonus Spells

- Fast Movement: The cleric's speed is increased by 10% in light or medium armor.

- The cleric gains access to the following spells at the specified spell level: freedom of movement (3), haste (5).

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Travel Domain Powers

Clerics who take the Travel domain gain an increase in movement speed and access to spells related to movement.

Domain Special Ability and Bonus Spells

- Fast Movement: The cleric's speed is increased by 10% in light or medium armor.

- The cleric gains access to the following spells at the specified spell level: freedom of movement (3), haste (5).

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Trickery Domain

Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.

Domain Special Ability and Bonus Spells

- Feint: The cleric gains Feint as a bonus feat.

- The cleric gains access to the following spells at the specified spell level: grease (1), invisibility (2), confusion (4).

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Trickery Domain Powers

Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.

Domain Special Ability and Bonus Spells

- Feint: The cleric gains Feint as a bonus feat.

- The cleric gains access to the following spells at the specified spell level: grease (1), invisibility (2), confusion (4).

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Turn Undead

Type of Feat: Class

Prerequisite: Cleric level 1, paladin level 4 or blackguard level 3.

Required for: Divine Might and Divine Shield.

Specifics: With this feat, the character can force undead to cower in terror or destroy them outright. This ability may be activated three times per day, plus the cleric's Charisma modifier. Paladins are treated as clerics of three levels lower than their actual paladin level for purposes of turning undead, while blackguards are treated as clerics of two levels lower than their actual blackguard level.

Use: Selected.

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Two-Weapon Fighting

Type of Feat: General

Prerequisite: Dex 15+.

Required For: Improved Two-Weapon Fighting.

Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.

Use: This feat is used automatically during combat.

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Tymora's Smile

Type of Feat: Class

Prerequisite: Harper agent level 3.

Specifics: Once per day, the harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns.

Use: Selected.

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Unarmed Strike

Type of Feat: Class

Prerequisite: Monk level 1.

Specifics: Monks deal more damage with their unarmed attacks than other classes do. This damage increases as they progress in levels of the class.

Use: Combat.

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Uncanny Dodge

Type of Feat: Class

Prerequisite: Barbarian level 2, cleric with the Air domain, rogue level 4, assassin level 2, dwarven defender level 2, sacred fist level 6, shadowdancer level 2, or shadow thief of Amn level 2.

Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Use: Automatic.

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Undead Graft

Type of Feat: Class

Prerequisite: Pale Master level 6.

Specifics: Two times per day a Pale Master may use their undead arm to paralyze foes. At level 8 this may be used three times per day.

Use: Selected.

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Venom Immunity

Type of Feat: Class

Prerequisite: Druid level 9.

Specifics: The druid is immune to all poisons.

Use: Automatic.

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War Glory

Type of Feat: Class

Prerequisite: Warpriest level 1

Specifics: All allies within 10' of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect).

Use: Automatic. This aura is always in effect.

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Warpriest Spell (Battletide)

Type of Feat: Class

Prerequisite: Warpriest level 6

Specifics: Upon reaching 6th level, a warpriest may cast battletide once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.

Use: Selected, usable once per day.

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Warpriest Spell (Haste)

Type of Feat: Class

Prerequisite: Warpriest level 7

Specifics: Upon reaching 7th level, a warpriest may cast haste three times per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.

Use: Selected, usable three times per day.

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Warpriest Spell (Mass Cure Light)

Type of Feat: Class

Prerequisite: Warpriest level 3

Specifics: Upon reaching 3rd level, a warpriest may cast mass cure light wounds once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.

Use: Selected, usable once per day.

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Warpriest Spell (Mass Heal)

Type of Feat: Class

Prerequisite: Warpriest level 9

Specifics: Upon reaching 9th level, a warpriest may cast mass heal once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.

Use: Selected, usable once per day.

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Warpriest Spell (Remove Fear)

Type of Feat: Class

Prerequisite: Warpriest level 1

Specifics: A warpriest may cast the remove fear spell once per day per level of warpriest.

Use: Selected.

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Warpriest Spellcasting (Cleric)

Type of Feat: Class

Prerequisite: Warpriest

Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

Use: Automatic.

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Warpriest Spellcasting (Druid)

Type of Feat: Class

Prerequisite: Warpriest

Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

Use: Automatic.

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Warpriest Spellcasting (Paladin)

Type of Feat: Class

Prerequisite: Warpriest

Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

Use: Automatic.

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Warpriest Spellcasting (Ranger)

Type of Feat: Class

Prerequisite: Warpriest

Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

Use: Automatic.

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Water Domain

Clerics who take the Water domain flow like water to avoid danger and are granted spells that weaken or kill opponents.

Domain Special Ability and Bonus Spells

- Evasion: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage.

- The cleric gains access to the following spells at the specified spell level: poison (3), ice storm (5).

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Water Domain Powers

Clerics who take the Water domain flow like water to avoid danger and are granted spells that weaken or kill opponents.

Domain Special Ability and Bonus Spells

- Evasion: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage.

- The cleric gains access to the following spells at the specified spell level: poison (3), ice storm (5).

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Weapon of Choice

Type of Feat: Class.

Prerequisite: Weapon Focus (with weapon to be chosen).

Specifics: The weapon chosen to be a weapon of choice by a Weapon Master becomes the focus for all of their special abilities.

Use: Automatic.

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Wholeness of Body

Type of Feat: Class

Prerequisite: Monk level 7.

Specifics: The monk can heal damage equal to twice their class level, once per day.

Use: Selected.

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Wild Shape

Type of Feat: Class

Prerequisite: Druid

Specifics: The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. The transformation has a duration of 1 hour per class level. Available shapes include bear, wolf, boar and badger. At 12th level, the druid may assume the dire form of any of these animals.

Use: Selected. After choosing the ability, the character must choose an animal form to take.

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Woodland Stride

Type of Feat: Class

Prerequisite: Druid level 2, cleric with the Plant domain, or ranger level 7.

Specifics: The character is capable of moving through wilderness terrain at an increased rate. In any outdoor, natural area, the character's speed is increased by 10%.

Use: Automatic.