General Feats



Compiled by Darkgolem and Ralsu


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Acrobatic


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Jump and Tumble checks
Adamantine Body


Pre-requisites: warforged, must be selected at Level 1

Type: passive

Cooldown: n/a

Effect: +8 to armor class and +2 to damage reduction; 35% chance of
arcane spell failure, -5 penalty to some skill checks, and maximum DEX
bonus of +1
Alertness


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Listen and Spot checks
Athletic


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Balance and Swim checks Attack


Pre-Requisites: None

Type: active

Cooldown: varies depending on weapon

Effect: the basic auto attack standard to all Level 1 characters
Bullheaded


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 Intimidation checks and +1 on Willpower saves
Cleave


Pre-Requisites: Power Attack

Type: active

Cooldown: 5 seconds

Effect: enemies in a wide arc; has a better chance to hit more enemies
at once than a basic attack Combat
Casting


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +4 to Concentration checks when spellscasting during combat Combat
Expertise


Pre-Requisites: Intelligence 13+

Type: active

Cooldown: 30 seconds

Effect: converts attack bonus to armor class; casting a spell ends this
mode
Discipline


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Concentration checks and +1 to all Will saving throws Dodge


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +1 to armor class
Empower Healing


Pre-requisites: Able to cast heal spells

Type: active

Cooldown: 1 second

Effect: gives healing spells a greater effect for an increased cost in
spell points
Empower Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: causes spells to deal more damage for an increased cost in spell
points
Enlarge Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: gives spells a greater range for an increased cost in spell
points Eschew
Materials


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: allows the caster to cast a spell without its material
component(s) for an increased cost in spell points Extend
Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: spells last longer for an increased cost in spell points Exotic
Weapon Proficiency


Pre-requisites: STR 13, BAB +1 or higher

Type: passive

Cooldown: n/a

Effect: negates the penalty from using an exotic weapon untrained; can
be taken multiple times for different weapons



The following weapons are considered exotic:



• Bastard Sword

• Dwarven Axe

• Great Crossbow

• Kama

• Khopesh

• Repeating Heavy Crossbow

• Repeating Light Crossbow

• Shuriken
Great Cleave


Pre-Requisites: Cleave, BAB +4 or higher

Type: active

Cooldown: 10 seconds

Effect: attacks enemies in a wider arc than Cleave; has a greater chance
to hit more enemies and Cleave Great
Fortitude


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to fortitude saving throws
Hamstring


Pre-Requisites: Sneak Attack

Type: active

Cooldown: 15 seconds

Effect: has a chance to reduce the target's movement rate for a short
time; some creatures may be immune
Heighten Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: spells are harder for monsters to resist for an increased cost
in spell points Heroic
Durability


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: increases maximum hit points by 20; standard to all Level 1
characters Heavy
Armor Proficiency


Pre-requisites: Medium Armor Proficiency

Type: passive

Cooldown: n/a

Effect: negates the penalties from wearing heavy armor
Improved Critical


Pre-requisites: BAB +8 or higher

Type: passive

Cooldown: n/a

Effect: doubles the threat range for critical hits with a certain weapon
type (thrown, ranged, bludgeoning, piercing or slashing)
Improved Damage Reduction


Pre-requisites: Warforged

Type: passive

Cooldown: n/a

Effect: grants damage reduction +1/adamantine or improves existing
damage reduction by 1

Improved Feint

Pre-requisites: Combat Expertise, Sneak Attack

Type: passive

Cooldown: n/a
Effect: An attack which also Bluffs the enemy, enabling a sneak attack.
Improved Mental Toughness


Pre-requisites: Mental Toughness, able to cast Level 3 spells

Type: passive

Cooldown: n/a

Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level
thereafter; stacks with Mental Toughness
Improved Shield Bash


Pre-requisites: Shield Proficiency

Type: passive

Cooldown: n/a

Effect: retain the shield bonus to armor class when using Shield Bash
Improved Shield Mastery


Pre-requisites: Shield Mastery

Type: passive

Cooldown: n/a

Effect: increases the amount of damage the character can absorb with a
shield
Improved Sunder


Pre-Requisites: Sunder, Power Attack

Type: active

Cooldown: 15 seconds

Effect: has a chance to reduce the target's armor class for a longer
period of time than Sunder; some creatures may be immune
Improved Trip


Pre-Requisites: Combat Expertise

Type: active

Cooldown: 10 seconds

Effect: has a chance to trip the target, rendering it prone for a longer
period of time than Trip; some creatures may be immune
Improved Two-handed Fighting


Pre-requisites: Strength 17+, Two-handed Fighting, BAB +6 or higher

Type: passive

Cooldown: n/a

Effect: increases the damage when fighting with a two-handed weapon
Improved Two-weapon Fighting


Pre-requisites: Dexterity 17+, BAB +6 or higher, Two-weapon Fighting

Type: passive

Cooldown: n/a

Effect: allows more attacks with a two-weapon Iron
Will


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Willpower saving throws
Light Armor Proficiency


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: negates the penalties from wearing light armor; standard to all
Level 1 characters
Lightning Reflexes


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Reflex saving throws Luck
of Heroes


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +1 to all saving throws
Many Shot


Pre-Requisites: DEX 17, BAB +6 or higher, Point Blank, Shot, Rapid Shot


Type: active

Cooldown: 120 seconds

Effect: fire two arrows at once for a limited amount of time
Martial Weapon Proficiency


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: negates the penalty for using martial weapons untrained; can be
taken multiple times for different weapons



The following weapons are considered martial:



• Battleaxe

• Falchion

• Greataxe

• Great Club

• Greatsword

• Hand Axe

• Heavy Pick

• Kukri

• Light Hammer

• Light Pick

• Longbow

• Maul

• Scimitar

• Throwing Axe

• War Hammer
Maximize Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: spells always deal maximum damage for an increased cost in spell
points Medium
Armor Proficiency


Pre-requisites: Light Armor Proficiency

Type: passive

Cooldown: n/a

Effect: negates the penalties from wearing medium armor Mental
Toughness


Pre-requisites: Able to cast spells

Type: passive

Cooldown: n/a

Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level
thereafter
Mithral Body


Pre-requisites: Warforged, must be selected at Level 1

Type: passive

Cooldown: n/a

Effect: counts as light armor grants +5 to armor class; 15% arcane spell
failure, -2 armor check penalty to certain skills, and +5 maximum DEX
bonus
Mithral Fluidity


Pre-requisites: Warforged, Mithral Body

Type: passive

Cooldown: n/a

Effect: increases maximum DEX bonus by +1 and it decreases the armor
check penalties by 1
Mobility


Pre-requisites: Dodge

Type: passive

Cooldown: n/a

Effect: +4 Armor Class bonus tumbling
Negotiator


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Diplomacy and Haggle checks
Point Blank Shot


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +1 to ranged attacks against enemies who are within 30 feet Power
Attack


Pre-Requisites: STR 13+

Type: active

Cooldown: 10 seconds

Effect: converts attack bonus to damage, casting a spell ends this mode
Precision


Pre-Requisites: DEX 13+, BAB +1 or higher

Type: active

Cooldown: 30 seconds

Effect: converts half of damage to attack bonus
Quick Draw


Pre-requisites: BAB +1 or higher

Type: passive

Cooldown: n/a

Effect: switch weapons and armor faster than normal in combat
Quicken Spell


Pre-requisites: Able to cast spells

Type: active

Cooldown: 1 second

Effect: able to cast spells quicker and without interruption for an
increased cost in spell points
Rapid Reload


Pre-requisites: Proficiency with light crossbows

Type: passive

Cooldown: n/a

Effect: reload crossbows faster Rapid
Shot


Pre-requisites: Dexterity 13+, Point Blank Shot

Type: active

Cooldown: unknown

Effect: faster attack speed but penalty to attack rolls
Resilience


Pre-Requisites: CON 13+, BAB +1 or higher

Type: active

Cooldown: 30 seconds

Effect: converts attack bonus and half damage to bonuses on all saving
throws
Sap


Pre-Requisites: None

Type: active

Cooldown: 15 seconds

Effect: has a chance to render the target briefly senseless, though it
will become active if damaged again; some creatures may be immune Self
Sufficient


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to Heal and Repair checks Shield
Mastery


Pre-requisites: Shield Proficiency: General

Type: passive

Cooldown: n/a

Effect: increases the amount of damage absorbed when defending with a
shield Shield
Proficiency
(General)

Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: negates the penalties from using a shield untrained Shot
on the Run


Pre-requisites: DEX 13+, Point Blank Shot, Mobility, BAB +4 or higher


Type: passive

Cooldown: n/a

Effect: allows the character to move while firing missile weapons or
throwing ranged weapons Simple
Weapon Proficiency


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: negates the penalty from using simple weapons untrained;
standard to all Level 1characters

Skill Focus

Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +3 bonus to the chosen skill when making skill checks; can be
taken multiple times for different skills



Available Skill Focus feats are:



• Listen

• Jump

• Haggle

• Concentration

• Repair

• Bluff

• Intimidate

• Balance

• Heal

• Swim

• Diplomacy

• Disable Device

• Move Silently

• Open Lock

• Perform

• Use Magic Device

• Spot

• Hide

• Search

• Tumble
Slicing Blow


Pre-Requisites: None

Type: active

Cooldown: 15 seconds

Effect: when successful, the attack deals its initial damage plus
additional damage as the target bleeds; some creatures may be immune Snake
Blood


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to saves vs. poison and +1 to reflex saving throws

Spell Focus

Pre-requisites: Able to cast spells

Type: passive

Cooldown: n/a

Effect: adds +1 to the difficulty of spells from the school of magic
chosen



The available choices are:



• Abjuration

• Conjuration

• Divination

• Enchantment

• Evocation

• Illusion

• Necromancy

• Transmutation Spring
Attack


Pre-Requisites: Mobility, BAB +4 or higher

Type: active

Cooldown: varies depending on weapon

Effect: negates penalty to attacks made on the move Sneak


Pre-Requisites: None

Type: active

Cooldown: 2 seconds

Effect: uses Hide and Move Silently to avoid detection by enemies;
standard to all Level 1 characters
Stealthy


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +2 to the Hide and Move Silently checks
Stunning Blow


Pre-Requisites: None

Type: active

Cooldown: 15 seconds

Effect: has a chance to stun the target for a few seconds; some
creatures may be immune
Toughness


Pre-requisites: None

Type: passive

Cooldown: n/a

Effect: +3 hit points at Level 1 and +1 per level thereafter Tower
Shield Proficiency


Pre-requisites: Shield Proficiency: General

Type: passive

Cooldown: n/a

Effect: negates the penalties from using a tower shield untrained
Two-handed Fighting


Pre-requisites: Strength 15+

Type: passive

Cooldown: n/a

Effect: increases chances of scoring glancing blows when fighting with a
two-handed weapon
Two-weapon Blocking


Pre-requisites: Two-weapon Fighting

Type: passive

Cooldown: n/a

Effect: increases the amount of damage blocked when defending with two
weapons
Two-weapon Defense


Pre-requisites: Two-weapon Fighting

Type: passive

Cooldown: n/a

Effect: +1 armor class when fighting with two weapons
Two-weapon Fighting


Pre-requisites: Dexterity 15+

Type: passive

Cooldown: n/a

Effect: reduces the penalty to using two weapons at the same time
Weapon Finesse


Pre-requisites: BAB +1 or higher

Type: passive

Cooldown: n/a

Effect: uses DEX bonus instead of STR bonus when making melee attacks
with certain weapons Weapon
Focus


Pre-requisites: BAB +1 or higher

Type: passive

Cooldown: n/a

Effect: grants a +1 bonus on attack rolls with the chosen weapon type
(thrown, ranged, bludgeoning, piercing or slashing); can be taken
multiple times for different weapons
Whirlwind Attack


Pre-Requisites: Combat Expertise, Spring Attack, BAB +4 or higher

Type: active

Cooldown: 15 seconds

Effect: attacks all enemies in a 360 degree arc around the character



Send updates or corrections to Shayalyn AT TenTonHammer DOT com



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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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