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Feats for Midnight
The Complete Reference

All of the feats listed herein are available for the Midnight campaign setting.
Some core feats have been modified to be used properly within the Midnight campaign setting.

General Feats

Acrobatic Extra Turning Investigator Sense Power
Agile Fallen Courtier Iron Will Shield Mate
Alertness Fanatic Knack for Charms Shield Proficiency
Animal Affinity Far Shot Leadership Shadow Cipher
Armor Proficiency (Heavy) Flexible Recovery Legate of the Bluff Shadow Killer
Armor Proficiency (Light) Giant Fighter Lightning Reflexes Shot on the Run
Armor Proficiency (Medium) Gnome Fighting Initiate Living Talisman Simple Weapon Proficiency
Athletic Great Cleave Lucky Skill Focus
Augment Summoning Great Fortitude Magical Aptitude Snatch Arrows
Blind-Fight Greater Spell Focus Manyshot Spell Focus
Blood Channeler Greater Spell Penetration Martial Weapon Proficiency Spell Knowledge
Canny Strike Greater Two-Weapon Fighting Mobility Spell Penetration
Caste Status Greater Weapon Focus Mounted Archery Spirited Charge
Cleave Greater Weapon Specialization Mounted Combat Spring Attack
Clever Fighting Halfling Fighting Initiate Natural Healer Stealthy
Combat Casting Hardy Natural Spell Stealthy Rider
Combat Expertise Human Fighting Initiate Negotiator Stunning Fist
Combat Reflexes Huntsman Nimble Fingers Subtle Caster
Concealed Spellcasting Improved Bull Rush Orc Fighting Initiate Toughness
Deceitful Improved Counterspell Orc Slayer Tower Shield Proficiency
Deflect Arrows Improved Critical Persuasive Track
Deft Hands Improved Disarm Pikeman Trample
Devastating Mounted Assault Improved Feint Plains Warfare Trapsmithing
Diehard Improved Flexible Recovery Point Blank Shot Tunnel Fighting
Diligent Improved Grapple Power Attack Two-Weapon Defense
Dodge Improved Initiative Power Reservoir Two-Weapon Fighting
Draw on Earth Power: Greater Improved Overrun Powerful Throw Urban Intrigue
Draw on Earth Power: Lesser Improved Precise Shot Precise Shot Warrior of Shadow
Draw on Earth Power: Minor Improved Shield Bash Quick Draw Weapon Finesse
Drive It Deep Improved Sunder Quickened Donning Weapon Focus
Dwarven Fighting Initiate Improved Trip Rapid Reload Weapon Specialization
Elven Fighting Initiate Improved Turning Rapid Shot Well-Aimed Strike
Endurance Improved Two-Weapon Fighting Resigned to Death Whirlwind Attack
Energy Focus Improved Unarmed Strike Ride-By Attack Whirlwind Charge
Exotic Weapon Proficiency Improvised Weapon Self-Sufficient Whispering Awareness
Extra Gift Inconspicuous Sense Nexus

Item Creation Feats

Aruun's Bounty Craft Magic Arms and Armor Craft Spell Talisman Herbalist
Brew Potion Craft Rod Craft Wand Knack for Charms
Craft Charm Craft Rune of Power Craft Wondrous Item Scribe Scroll
Craft Greater Spell Talisman Craft Staff Forge Ring Willow Schooled

Channeling Feats

Greater Spellcasting Magecraft Ritual Magic Spellcasting

Metamagic Feats

Empower Spell Maximize Spell Sister Trained Witch Sight
Enlarge Spell Quicken Spell Still Spell
Extend Spell Scentless Spell Swamp Taught
Heighten Spell Silent Spell Widen Spell

Racial Feats

Born of Duty Friendly Agent Sarcosan Pureblood Touched by Magic
Born of the Grave Innate Magic Slow Learner
Clear-Eyed Knife Thrower Stalwart
Defiant Magic-Hardened Thick Skull

Acrobatic [General]

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Source: PHB, p. 89

 

Agile [General]

Benefit: You get a +2 bonus on all Balance checks and Escape Artist Checks.

Source: PHB, p. 89

 

Alertness [General]

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.

Source: PHB, p. 89

 

Animal Affinity [General]

Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Source: PHB, p. 89

 

Armor Proficiency (Heavy) [General]

Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium).

Benefit: See Armor Proficiency (Light).

Source: PHB, p. 89

 

Armor Proficiency (Light) [General]

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble Checks.

Source: PHB, p. 89

 

Armor Proficiency (Medium) [General]

Prerequisites: Armor Proficiency (Light).

Benefit: See Armor Proficiency (Light).

Source: PHB, p. 89

 

Aruun's Bounty [Item Creation]

Prerequisites: Brew Potion, one other metamagic feat.

Benefit: By using the incredible bounty of the Aruun Jungle, you may create potions of unsurpassed power and skill. Whenever you brew a potion within the Aruun using components gathered in the jungle, you may create potions for half the normal XP cost. You must spend one day in the Aruun for every potion made in this manner.

Source: Fury of Shadow, p. 148

 

Athletic [General]

Benefit: You get a +2 bonus on all Swim checks and Climb checks.

Source: PHB, p. 89

 

Augment Summoning [General]

Prerequisites: Spell Focus (Conjuration, Greater).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Source: PHB, p. 89

 

Blind-Fight [General/Fighter]

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Source: PHB, p. 89

 

Blood Channeler [General]

Prerequisites: Con 15, Magecraft.

Benefit: The first two points of Constitution you lose to spell damage in a given day yield two points of spell energy each, for a total of four spell energy points. If you only use one of these extra points to cast a spell, you store the other point as temporary spell energy. You lose temporary spell energy when you recover your regular spell energy.

Source: Sorcery and Shadow, p. 40

 

Blood Channeler [General]

Prerequisites: Con 15, Magecraft.

Benefit: The first two points of Constitution you lose to spell damage in a given day yield two points of spell energy each, for a total of four spell energy points. If you only use one of these extra points to cast a spell, you store the other point as temporary spell energy. You lose temporary spell energy when you recover your regular spell energy.

Source: Sorcery and Shadow, p. 40

 

Born of Duty [Dorn]

Prerequisites: Dorn, lawful alignment.

Benefit: Once per day as a full-round action, you can loose a fearsome cry. Undead within 100 ft. must succeed in a Will save or suffer penalties as if shaken. Dorns who hear the cry receive a +2 morale bonus to saving throws against fear and enchantment effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. This is a sonic, extraordinary ability.

Additionally, your caster level is considered one higher for the Call Tadulos class ability of the spirit speaker prestige class.

Special: This feat can only be chosen at 1st character level.

Source: Honor and Shadow, p. 61

 

Born of the Grave [Dorn]

Prerequisites: Dorn, non-good alignment, 1st level only.

Benefit: You sense death's claim on others. You benefit from a permanent deathwatch effect, but you must concentrate as a full-round action to use it, and it can only reveal information about a target within 15 ft. to which you have line of sight. This is an extraordinary ability.

Additionally, your caster level is considered one higher for the Call Meruros class ability of the spirit speaker prestige class.

Special: This feat can only be chosen at 1st character level.

Source: Honor and Shadow, p. 61

 

Brew Potion [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 3+.

Benefit: .You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x 50gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with an XP cost also carries a commensurate cost. In addition to costs derived from the base price, you must pay the XP when creating the potion.

Source: PHB, p. 89

 

Canny Strike [General]

Prerequisites: Int 13, Clever Fighting, Weapon Finesse, base attack bonus +6.

Benefit: When using either a light weapon or any weapon that can be used with Weapon Finesse, such as a rapier or whip, you deal an extra 1d4 points of damage with each attack per point of your Intelligence bonus. For example, a fighter with an Intelligence of 15 and wielding a cedeku deals an extra 2d4 points of damage with each successful hit. As with other bonus damage dice, this damage is not multiplied when a critical hit is confirmed. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Canny Strike.

Source: Star and Shadow, p. 51

 

Caste Status [General]

Prerequisites: You must be sworn to and in good standing with a sussar (whether directly or indirectly through an individual of a higher caste than you).

Benefit: You have achieved next level in the Sarcosan caste system. You receive all the social benefits of your new rank when dealing with other Sarcosans.

Normal: Most Sarcosans characters begin play as members of the asara caste.

Special: You may take this feat multiple times. Each time you take this feat you increase in social rank by one step. This feat must be approved by the DM before it can be taken. A character may take this feat even if he did not have an opportunity to perform the appropriate acts in-character; the commitment to his place in Sarcosan society and the time spent performing the appropriate deeds is represented by the character taking this feat at the expense of another feat that would improve his capabilities during play. Under very rare circumstances, the DM may choose to award Caste Status as a bonus feat to PCs who prove themselves worthy of advancing in rank through some dramatic event during play.

Source: Star and Shadow, p. 51

 

Clear-Eyed [Erenlander]

Prerequisites: Erenlander, must be taken at character creation.

Benefit: When you roll a Spot check in bright light to determine at what distance you notice approaching creatures, you suffer half the normal penalties for distance. Additionally, when on the open plains, you are considered to have low-light vision. Finally, Spot is always a class skill for you, regardless of what character classes you choose.

Source: Destiny and Shadow, p. 56

 

Cleave [General/Fighter]

Prerequisites: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with he same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Source: PHB, p. 92

 

Clever Fighting [General]

Prerequisites: Dex 13, Weapon Finesse, base attack bonus +2.

Benefit: You are able to place finesse attacks where they deal greater damage. You may apply your Dexterity bonus instead of your Strength bonus to damage rolls when using any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or whip. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Clever Fighting.

Source: Star and Shadow, p. 51

 

Combat Casting [General]

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Source: PHB, p. 92

 

Combat Expertise [General/Fighter]

Prerequisites: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Source: PHB, p. 92

 

Combat Reflexes [General/Fighter]

Benefit: When foes leave themselves open, you make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round--the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opponent.

With this feat, you may also make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Source: PHB, p. 92

 

Concealed Spellcasting [General]

Prerequisites: Dexterity 13+.

Benefit: When casting a spell, the channeler may make a Bluff skill check (opposed by a Spot check from anyone observing) to disguise the source of a spell. Somatic, verbal, and material components are still required; their use is simply disguised as normal gestures and sounds. Note that some spells (such as fireball) cannot be concealed, at the referee’s discretion.

Special: Use of the Still Spell or Silent Spell feat grants a +2 synergy bonus to Bluff skill checks when using this feat. (These bonuses stack, granting a +4 bonus to Bluff checks when using a silent and still spell.)

 

Craft Charm [Item Creation]

Prerequisites: Craft (any) 4 ranks.

Benefit: You can create charms, beneficial items that use the innate magic of Aryth. Charms can take any shape, so long as you have ranks in Craft that allow you to produce a mundane version of that item. Most are innocuous, every day items with hints of their creator's tribal, clan, or cultural origins. Creating a charm does not require the expenditure of XP.

Source: Midnight 2nd Edition, p. 121

 

Craft Greater Spell Talisman [Item Creation]

Prerequisites: Magecraft, any three Spellcasting feats, character level 12th+.

Benefit: You can create a greater spell talisman for any school for which you have the Spellcasting feat. Like spell talismans, greater spell talismans can be of any size, shape, or material. Creating a greater spell talisman takes one day for each 1,000vp in its base price. To craft a greater spell talisman, you must spend 1/25 of its base price in XP.

Spell talismans are magical. The caster level (such as for the purposes of astirax detection, saving throws, dispelling, etc.) for greater spell talismans is 3rd for those that cost 25,000gp, 5th for those that cost 40,000gp, and 8th for those that cost 75,000gp.

Source: Midnight 2nd Edition, p. 121

 

Craft Magic Arms and Armor [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 5th.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or a shield takes one day for each 1,000vp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its feature's total price in XP.

The weapon, armor, or shield to be enhanced must be a masterwork item that you could make.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you cold make. Doing so costs half the XP and half the time it would take to craft that item in the first place.

Source: PHB, p. 92

 

Craft Rod [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 9th.

Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000vp in its base price. To craft a rod, you must spend 1/25 of its base price in XP.

Some rods incur extra costs in XP, as noted in their description. These costs are in addition to those derived from the item's base price.

Source: PHB, p. 92

 

Craft Rune of Power [Item Creation]

Prerequisites: Magecraft, Spellcasting, Character level 3rd.

Benefit: You can inscribe runes imbued with any spell you know. Runes of power can be used to record spells for learning by others and left as useable spells in their own right.

Source: Sorcery and Shadow, p. 40

 

Craft Spell Talisman [Item Creation]

Prerequisites: Magecraft, Spellcasting, character level 3rd+.

Benefit: You can create a spell talisman for any spell that you know. A spell talisman can be of any shape, size, or material. Each is a unique creation and often reflects either the purpose of the spell for which it is being created or the personality of its creator. Creating a spell talisman takes one day for each 1,000vp in its base price. To craft a spell talisman, you must spend 1/25 of its base price in XP.

Spell talismans are magical. The caster level (such as for the purposes of astirax detection, saving throws, dispelling, etc.) for spell talismans is equal to the minimum caster level required to cast the spell for which the talisman is designed.

Source: Midnight 2nd Edition, p. 122

 

Craft Staff [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 12th.

Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000vp in its base price. To craft a staff, you must spend 1/25 of its base price in XP. A newly created staff has 50 charges

Some staffs incur extra costs in XP, as noted in their description. These costs are in addition to those derived from the item's base price.

Source: PHB, p. 92

 

Craft Wand [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 5th.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000vp in its base price. The base price of a wand is its caster level x the spell level x 750gp. To craft a wand, you must spend 1/25 of its base price in XP. A newly created wand has 50 charges.

Any wand that stores a spell with an XP cost also carries a commensurate cost. In addition to cost derived from the base price, you must pay fifty times the XP cost.

Source: PHB, p. 92

 

Craft Wondrous Item [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 3rd.

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000vp in its base price. The base price of a wand is its caster level x the spell level x 750gp. To craft a wand, you must spend 1/25 of its base price in XP.

You can also mend a broken wondrous item if it is one that you cold make. Doing so costs half the XP and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Source: PHB, p. 92

 

Deceitful [General]

Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

Source: PHB, p. 93

 

Defiant [Erenlander]

Prerequisites: Erenlander.

Benefit: When you fail a Fortitude or Will saving throw against something that will have some negative or incapacitating effect on you other than hit point damage (such as an enchantment effect, fear effect, sickening effect, or poison), you may ignore the negative effects of the attack for long enough to perform a single round's worth of actions. As soon as your turn is finished, however, you are subjected to the effect, but it has become even stronger. If it inflicted numerical penalties to ability scores, checks, attack rolls, or the like, those penalties are doubled. If the attack has some non-numerical effect, such as causing you to become dominated or panicked, the duration of the effect instead doubles. Either the numerical penalties or the duration are doubled, but not both. The DM is the final arbiter of which occurs.

This feat does not stave off the effects of an attack that instantly kills you, such as a death effect.

Normal: The effects of an attack occur immediately upon the failure of the saving throw.

Source: Destiny and Shadow, p. 56

 

Deflect Arrows [General/Fighter]

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf's Acid Arrow, can't be deflected.

Source: PHB, p. 93

 

Deft Hands [General]

Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Source: PHB, p. 93

 

Devastating Mounted Assault [General]

Prerequisites: Mounted Combat, Ride 10 ranks.

Benefit: When riding a mount that makes a single move or charge during the round, you may still take a full attack action. The mount must move 5 feet between each attack, and each attack after the first suffers a cumulative -5 penalty (in addition to the mornal -5 penalty on all iterative attacks in a full attack action).

Source: Midnight 2nd Edition, p. 122

 

Diehard [General]

Prerequisites: Endurance.

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon a you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Source: PHB, p. 93

 

Diligent [General]

Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

Source: PHB, p. 93

 

Dodge [General/Fighter]

Prerequisites: Dex 13+.

Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against orcs) stack with each other, unlike most other types of bonuses.

Source: PHB, p. 93

 

Draw on Earth Power: Greater [General]

Prerequisites: Wisdom 17+, Concentration, Draw on Earth Power: Minor, Draw on Earth Power: Lesser.

Benefit: While within its sphere of influence, you may tap the arcane energy from any ancient monolith and utilize up to three times your Wisdom bonus worth of spell energy from these sources each day.

Source: Fury of Shadow, p. 149

 

Draw on Earth Power: Lesser [General]

Prerequisites: Wisdom 15+, Concentration, Draw on Earth Power: Minor.

Benefit: While within their sphere of influence, you may tap the arcane energy that is concentrated by ancient menhirs, dolmens, and tumuli. You may utilize up to twice your Wisdom bonus worth of spell energy from these sources each day. The arcane flows of the mighty stone circles are still beyond your reach.

Source: Fury of Shadow, p. 148

 

Draw on Earth Power: Minor [General]

Prerequisites: Wisdom 13+, Concentration.

Benefit: While within the sphere of influence of an ancient menhir or dolmen, you may tap the arcane energy that is concentrated by the old stones. You may utilize up to your Wisdom bonus worth of spell energy from this source each day. You may not access the arcane energy collected by more powerful monoliths (tumuli and standing stones), which you find overwhelming and dangerous.

Source: Fury of Shadow, p. 148

 

Drive It Deep [Fighter, General]

Prerequisites: Base attack bonus +1.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: This feat can only be used with light or one-handed weapons, including both ends of a double weapon. It cannot be used to increase the damage dealt by two-handed weapons, and wielding a light or one-handed weapon in two hands grants no additional benefit.

This feat may not be used in conjunction with Power Attack.

Source: Midnight 2nd Edition, p. 122

 

Dwarven Fighting Initiate [General] (OPTIONAL)

Prerequisites: Dwarf, dwarrow, dworg; or base attack bonus +5.

Benefit: You can learn any of the dwarf fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Elven Fighting Initiate [General] (OPTIONAL)

Prerequisites: Elf, elfling; or base attack bonus +5.

Benefit: You can learn any of the elf fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Empower Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell seals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. An empowered spell uses up two spell energy points more than the spell's actual level.

Source: PHB, p. 93

 

Endurance [General]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist non-lethal damage, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid non-lethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Source: PHB, p. 93

 

Energy Focus [General]

Prerequisites Magecraft.

Benefit: The character gains 1 extra point of spell energy. Can be taken a maximum of three times, each time gaining a number of spell energy points equal to the previous Energy Focus gain +1. For instance, a channeler takes the feat three times, the first time receiving 1 extra point, the second time receiving 2 extra points, the third time 3 extra for a total of 6 extra points of spell energy.

Source: Tome of Sorrows Vol. 1 (pdf), p. 17

 

Enlarge Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up one spell energy point more than the spell's actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long do not have increased ranges.

Source: PHB, p. 94

 

Exotic Weapon Proficiency [General/Fighter]

Prerequisites: Base attack bonus +1 (plus Str 13 for bastard sword)

Benefit: You make attack rolls with the weapon normally.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword has an additional prerequisite of Str 13.

Source: PHB, p. 95

 

Extend Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses one spell energy point more than the spell's actual level.

Source: PHB, p. 94

 

Extra Gift [General]

Prerequisites: Channeler level 4th.

Benefit: When you gain this feat, you can use your channeler gift four more times per day than normal.

Normal: Without this feat, a character can typically use his channeler gift a number of times equal to 3 + his Charisma or Wisdom score.

Special: You can gain Extra Gift multiple times. Its effects stack.

Source: Midnight 2nd Edition, p. 122

 

Extra Turning [General]

Prerequisites: Ability to turn or rebuke creatures.

Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

If you have the ability to turn or rebuke more than one kind of creature (such as a spiritual channeler/legate, who can turn animals and rebuke undead), each of your turning or rebuking abilities gains four additional uses per day.

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Source: PHB, p. 94

 

Fallen Courtier [General]

Benefit: You may attempt to find a Baden cache or safehouse as described in Under the Shadow, on page 41. You gain a +2 bonus to Sense Motive checks to determine character's allegiances and a +2 bonus to any saving throw or skill check made to resist a spell, effect, or skill check that would cause you to betray knowledge of the Fallen Court.

Source: Under the Shadow, p. 59

 

Fanatic [General/Fighter]

Prerequisites: Must worship the dark god, but be unable to cast divine spells.

Benefit: You gain a +1 morale bonus to atack rolls while you are within 60 feet of a legate or other holy servant of the dark god. Also when you receive bonuses from beneficial divine spells, the numerical bonuses from those spells are increased by one point.

Source: Destiny and Shadow, p. 56

 

Far Shot [General/Fighter]

Prerequisites: Point Blank Shot.

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

Source: PHB, p. 94

 

Flexible Recovery [General]

Prerequisites: Con 13, Magecraft.

Benefit: You regain spell energy when you rest, regardless of interruptions. For every hour you spend asleep, you regain one point of spell energy, even if those periods of rest come hours apart. If you gat at least six hours of uninterrupted sleep in a single day, you recover all your spell energy.

Source: Sorcery and Shadow, p. 40

 

Forge Ring [Item Creation]

Prerequisites: Magecraft, Spellcasting, Caster level 12th.

Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000vp in its base price. To craft a ring, you must spend 1/25 of its base price in XP.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in XP, as noted in their descriptions. For example, a ring of three wishes costs 15,000XP in addition to costs derived from its base price (as many XP as it costs to cast wish three times). You must pay such a cost to forge such a ring or to mend a broken one.

Source: PHB, p. 94

 

Friendly Agent [Gnome, Human]

Prerequisites: Must be a gnome or human, must be good-aligned.

Benefit: When interacting with agents of Izrador, you gain a +4 circumstance bonus to Sense Motive checks made to determine their allegiance (DM will secretly add the bonus). When interacting with enemies of Izrador and folk that actively resist his reign, you gain a +4 circumstance bonus to Diplomacy checks made to convince them of your allegiances.

Source: Midnight 2nd Edition, p. 122

 

Giant Fighter [General]

Prerequisites: Dodge, Weapon Focus.

Benefit: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). Additionally, when using a melee weapon or a ranged weapon against a creature with the giant type within 30 ft., the critical threat range for your weapon is doubled. These bonuses represent special training that you've undergone, during which you've learned tricks that everyone from dwarves to snow elves have passed down over the generations.

Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus as well.

Source: Midnight 2nd Edition, p. 122

 

Gnome Fighting Initiate [General] (OPTIONAL)

Prerequisites: Gnome, dwarrow; or base attack bonus +5.

Benefit: You can learn any of the gnome fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Great Cleave [General/Fighter]

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Source: PHB, p. 94

 

Great Fortitude [General]

Prerequisites: None.

Benefit: You get a +2 bonus on all Fortitude saving throws

Source: PHB, p. 94

 

Greater Spellcasting [Channeling]

Prerequisites: Character level 5th, Magecraft, Spellcasting (Lesser Conjuration or Lesser Evocation).

Benefit: When this feat is selected, choose either Conjuration (greater) or Evocation (greater). You must have access to the lesser form of any greater school you choose with this feat. You immediately learn one spell from this school or its lesser version, and you may now learn spells from this school. Note that spells from these schools have spell energy costs as if they were two spell levels higher.

Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.

Source: Midnight 2nd Edition, p.123

 

Greater Spell Focus [General]

Prerequisites: Magecraft, Spellcasting with selected school, Spell Focus with selected school.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Source: PHB, p. 94

 

Greater Spell Penetration [General]

Prerequisites: Magecraft, Spell Penetration.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Source: PHB, p. 94

 

Greater Two-Weapon Fighting [General/Fighter]

Prerequisites: Dex 19, Improved Two Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.

Source: PHB, p. 95

 

Greater Weapon Focus [General/Fighter]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Source: PHB, p. 95

 

Greater Weapon Specialization [General/Fighter]

Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Source: PHB, p. 95

 

Halfling Fighting Initiate [General] (OPTIONAL)

Prerequisites: Halfling, elfling; or base attack bonus +5.

Benefit: You can learn any of the halfling fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Hardy [General]

Prerequisites: Con 13+, Endurance.

Benefit: You only need half as much food as a normal character of your size category, and only four hours of sleep every day in order to become rested. If you have spell energy, you only recover half of your spell energy points if you rest for four hours.

Source: Destiny and Shadow, p. 56

 

Heighten Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Source: PHB, p. 95

 

Herbalist [Item Creation]

Prerequisites: Profession (herbalist) 4 ranks.

Benefit: You can create herbal concoctions, invaluable tools to the resistance in a world in which potions and scrolls are as much a burden as a boon. Creating an herbal concoction does not require the expenditure of XP.

Source: Midnight 2nd Edition, p. 123

 

Human Fighting Initiate [General] (OPTIONAL)

Prerequisites: Dorn, Erenlander, Sarcosan; or base attack bonus +5.

Benefit: You can learn any of the human fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Huntsman [General]

Prerequisites: Survival 5 ranks, Track.

Benefit: If you exceed the Survival check DC to track a creature or group of creatures by 5 or more, and have been tracking the creatures for at least five miles, you discover some defining trait about your prey. This discovery grants you a +1 insight bonus to attack and damage rolls against the tracked creature for one day. If you are tracking multiple creatures, for every 5 points past the first be which you exceed the Survival check DC, you gain the attack and damage bonus against an additional creature in the group.

Source: Destiny of Shadow, p. 56

 

Improved Bull Rush [General/Fighter]

Prerequisites: Str 13, Power Attack.

Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus to the opposed Strength check you make to push back the defender.

Source: PHB, p. 95

 

Improved Counterspell [General]

Prerequisites: Magecraft, Spellcasting.

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Source: PHB, p. 95

 

Improved Critical [General/Fighter]

Prerequisites: Proficient with selected weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17-20 (four numbers).

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell).

Source: PHB, p. 95

 

Improved Disarm [General/Fighter]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Source: PHB, p. 95

 

Improved Feint [General/Fighter]

Prerequisites: Int 13, Combat Expertise.

Benefit: You can make a Bluff check to feint in combat as a move action.

Source: PHB, p. 95

 

Improved Flexible Recovery [General]

Prerequisites: Con 15, Flexible Recovery, Magecraft.

Benefit: With just an hour of focused meditation and a Concentration check (DC 30), you are able to regain spell energy equal to your spellcasting ability modifier. You may attempt this focused recovery every hour. This feat doesn't prevent fatigue stemming from insufficient sleep.

Source: Sorcery and Shadow, p. 40

 

Improved Grapple [General/Fighter]

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Source: PHB, p. 95

 

Improved Initiative [General/Fighter]

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

Source: PHB, p. 96

 

Improved Overrun [General/Fighter]

Prerequisites: Str 13, Power Attack.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Source: PHB, p. 96

 

Improved Precise Shot [General/Fighter]

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to target by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Source: PHB, p. 96

 

Improved Shield Bash [General/Fighter]

Prerequisites: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Source: PHB, p. 96

 

Improved Sunder [General/Fighter]

Prerequisites: Str 13, Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

Source: PHB, p. 96

 

Improved Trip [General/Fighter]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus to your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

Source: PHB, p. 96

 

Improved Turning [General]

Prerequisites: Ability to turn or rebuke creatures.

Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Source: PHB, p. 96

 

Improved Two-Weapon Fighting [General/Fighter]

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Source: PHB, p. 96

 

Improved Unarmed Strike [General/Fighter]

Benefit: You are considered to be armed even when unarmed--that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against an opponent who makes an unarmed attack on you.

In addition, your unarmed attacks can deal lethal or non-lethal damage, at your option.

Source: PHB, p. 96

 

Improvised Weapon [Fighter,General]

Benefit: You do not take the usual -4 penalty on attack rolls when using an improvised weapon. Further, because of your flexibility, you only take a -2 penalty to attack rolls when using a weapon with which you are not proficient.

Source: Midnight 2nd Edition, p. 123

 

Inconspicuous [General]

Benefit: You gain a +2 bonus to all Bluff, Diplomacy, Hide, and Sense Motive checks against members of the dark god's forces.

Source: Midnight 2nd Edition, p. 123

 

Innate Magic [Elf, Halfling]

Prerequisites: Elf or halfling.

Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells fromt he Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell-like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting.

If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).

Source: Midnight 2nd Edition, p. 123

 

Investigator [General]

Benefit: You get a 2 bonus to all Gather Information checks and Search checks.

Source: PHB, p. 97

 

Iron Will [General]

Benefit: You get a +2 bonus on all Will saving throws.

Source: PHB, p. 97

 

Knack for Charms [General, Item Creation]

Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (nature) 4 ranks.

Benefit: You gain a +4 bonus to Craft skill checks to make charms.

Special: This feat may be taken as a general feat or as an item creation feat.

Source: Sorcery and Shadow, p. 40

 

Knife Thrower [Fighter, Elf]

Prerequisites: Must be a snow elf (fighting knife or orc slitter) or jungle elf (sepi).

Benefit: You may use your racial fighting knife as a thrown weapon with a range increment of 20 ft. Further, you receive a +1 circumstance bonus on ranged attack rolls made with your chosen weapon and are considered to have the Quick Draw feat with that weapon only.

Source: Midnight 2nd Edition, p. 123

 

Leadership [General]

Prerequisites: Character level 6th.

Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. Your DM has information on what sort of cohort and how many followers you can recruit.

Source: PHB, p. 97

 

Legate of the Bluff [General]

Prerequisites: Legate level 3rd, Cha 12.

Benefit: Once per day, you may make a DC 10 Gather Information check to find a resident of your district who owes you a lesser favor, and a DC 10 Diplomacy check to convince him to repay the lesser favor without having to resort to harsher measures. The DM is the final arbiter of who does and does not owe you favors. Lesser favors include: a day of public service, information about the doings of one person, an agreement to attend the Dark God's rituals on a date determined by you, or an offering of food/items/equipment no greater than your needs for one week.

A number of times per month equal to your Charisma modifier, you may make a DC 25 Gather Information check to find a resident of your district who owes you a greater favor, and a DC 25 Diplomacy check to convince him to repay the greater favor without having to resort to harsher measures. The DM is the final arbiter of who does and does not owe you favors. Greater favors include: one week of public service, an offering of food/items/equipment no greater than your needs for one month, long-term information (one year or longer) about one person of your choosing, or the betrayal of a friend.

Special: When you select this feat you must select one ward in Baden's Bluff. In order to maintain your ability to call on lesser favors, you must spend at least 10 hours per week helping the ward's residents; additionally, you must use half of your 0-level and 1st-level spells each day assisting residents. There is a 25% chance each day that you must use one additional spell of a randomly determined level to assist your residents. Finally, in order to maintain your ability to call on greater favors, you must spend three full days each month helping residents, using up all of your available spells for those days except one for each level.

If you fail to perform either duty, the DCs to find residents who owe you favors and to convince them to repay you increase by +10 per week missed (for lesser favors) until the time and effort are made up.

Source: Under the Shadow, p. 59

 

Lightning Reflexes [General]

Benefit: You get a +2 bonus on all Reflex saving throws.

Source: PHB, p. 97

 

Living Talisman [General]

Prerequisites: Magecraft, Spellcasting, Knowledge (arcana) 6 ranks, character level 5th.

Benefit: Select a spell you know. You pay one less point of spell energy when casting that spell, exactly as though you were always wearing a spell talisman attuned for it.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.

Source: Sorcery and Shadow, p. 41

 

Lucky [General]

Benefit: All numerical luck bonuses provided by charms, supernatural effects, or spell effects are increased by one for you.

Source: Midnight 2nd Edition, p. 123

 

Magecraft [Channeling]

Prerequisites (Hermetic only): Literacy in at least one language in which you are fluent.

Benefit: When you gain this feat, you must choose the magical tradition with which you are connected. You then become a channeling spellcaster and gain benefits and abilities as described below. Regardless of the tradition chosen, the character gains knowledge of prestidigitation, three other 0-level spells of his choice, and one 1st-level spell of his choice. He may then cast a number of those 0-level spells per day equal to 3 + his spellcasting ability modifier. If the caster exceeds this limit, treat all 0-level spells as 1st-level spells for purposes of spell energy and spell damage.

In addition, he gains a number of spell energy points equal to his spellcasting ability modifier. The spell energy can be used to cast the 1st-level spell he selected, as well as later learned spells.

Note that when selecting your 1st-level spell, you may not select spells from the greater schools of magic.

Until a character learns a Spellcasting feat, he can only cast the spells that he learned from the Magecraft feat. Once a character gains a Spellcasting feat, he may learn and cast any channeled spells he wishes within the limits of the rules for channeled spellcasting.

Source: Midnight 2nd Edition, p. 123

The Three Traditions

Charismatic
Spellcasting Ability: Based on Charisma.
Spell List: Magecraft spells must be chosen from the core rules bard spell list. Spellcasting spells must be chosen from the Midnight spell list.

Hermetic
Spellcasting Ability: Based on Intelligence.
Spell List: Magecraft spells must be chosen from the core rules sorcerer/wizard spell list. Spellcasting spells must be chosen from the Midnight spell list.

Spiritual
Spellcasting Ability: Based on Wisdom.
Spell List: Magecraft spells must be chosen from the core rules druid spell list. Spellcasting spells must be chosen from the Midnight spell list.

 

Magical Aptitude [General]

Prerequisites: None.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Source: PHB, p. 97

 

Magic-Hardened [Dwarf, Dworg, Orc]

Prerequisites: Dwarf, dworg, or orc.

Benefit: Your racial bonus against spells and spell-like effects increases by +2.

Source: Midnight 2nd Edition, p. 124

 

Manyshot [General/Fighter]

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

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Source: PHB, p. 97

 

Martial Weapon Proficiency [General]

Benefit: You make attack rolls with the selected weapon normally.

Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Source: PHB, p. 97

 

Maximize Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example a maximized fireball deals six points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spell without random variables. A maximized spell uses three spell energy points more than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat, the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 15th level wizard deals points of damage equal to 60 plus one-half 10d6.

Source: PHB, p. 97

 

Mobility [General/Fighter]

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose you Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against orcs) stack with each other, unlike most types of bonuses.

Source: PHB, p. 98

 

Mounted Archery [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Source: PHB, p. 98

 

Mounted Combat [General/Fighter]

Prerequisites: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC).

Source: PHB, p. 98

 

Natural Healer [General]

Benefit: When you succeed at a Heal skill check to render first aid to a character with negative hit points, you restore the character to 1 hit point. When providing long-term care, all characters under your care recover at three times the normal rate (3 hit points per level for a full 8 hours of rest in a day, 6 hit points per level for each day of complete rest, 3 ability score points for a full 8 hours of rest in a day, 6 ability score points for each full day of rests.)

Source: Midnight 2nd Edition, p. 124

 

Natural Spell [General]

Prerequisites: Wis 13, wild shape ability.

Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Source: PHB, p. 98

 

Negotiator [General]

Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Source: PHB, p. 98

 

Nimble Fingers [General]

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

Source: PHB, p. 98

 

Orc Fighting Initiate [General] (OPTIONAL)

Prerequisites: Orc, dworg; or base attack bonus +5.

Benefit: You can learn any of the orc fighting techniques. You must still find a teacher and spend the necessary time and experience to learn each technique

Source: Steel and Shadow, p. 11

 

Orc Slayer [Fighter, General]

Benefit: +1 dodge bonus to Armor Class and +1 to all melee damage rolls against orcs or dworgs. These bonuses represent special training and a personal hatred or orcs. Individuals with this feat must also suffer a -4 circumstance penalty to any Charisma-based skill checks when interacting with orcs.

Source: Midnight 2nd Edition, p. 124

 

Persuasive [General]

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

Source: PHB, p. 98

 

Pikeman [General]

Prerequisites: Proficiency with a hafted reach weapon.

Benefit: When wielding a hafted reach weapon that can be set against a charge, you may set to receive a charge as a move action rather than as a ready action. This only allows you to attack charging foes that provoke attacks of opportunity by moving out of one of your threatened squares, however, since you did not ready an actual attak. For instance, if you are Medium and wielding a longspear, you would gain an attack (and inflict double damage, if you hit) against an orc that charges through your reach to attack you with a vardatch, but not against an ogre that charges and attacks you from 10 feet away.

Normal: You must use a ready action to set to receive a charge in order to deal double damage against him on a successful hit.

Source: Destiny and Shadow, p. 56

 

Plains Warfare [General]

Prerequisites: Int 13, Mounted Combat.

Benefit: While mounted and on the plains, you gain a +1 dodge bonus to your AC, a +1 competence bonus to Reflex saving throws, and a +2 bonus on all Listen checks and Spot checks to avoid surprise.

Source: Star and Shadow, p. 51

 

Point Blank Shot [General/Fighter]

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Source: PHB, p. 98

 

Power Attack [General/Fighter]

Prerequisites: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, you can't add the bonus from power attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Source: PHB, p. 98

 

Power Reservoir [General]

Prerequisites: Magecraft.

Benefit: You may store an amount of additional spell energy--above that granted by the Magecraft feat and any character levels--equal to your spellcasting modifier. Thus you can store spell energy siphoned off a power nexus or other arcane source. This extra energy is not recovered once it's been spent, though it may be replaced with more siphoning.

Source: Sorcery and Shadow, p. 41

 

Powerful Throw [General]

Prerequisites: Str 13, Power Attack, Weapon Focus (light hammer, throwing axe, or urutuk hatchet).

Benefit: Increase the range increment of any hammer or axe with a range (light hammer, throwing axe, or urutuk hatchet) by 10 ft. You may add your Strength bonus instead of your Dexterity bonus to ranged attack rolls with these weapons.

Source: Hammer and Shadow, p. 49

 

Precise Shot [General/Fighter]

Prerequisites: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Source: PHB, p. 98

 

Quick Draw [General/Fighter]

Prerequisites: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Source: PHB, p. 98

 

Quicken Spell [Metamagic]

Prerequisites: Magecraft, Spellcasting.

Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses four more spell energy points than the spell's actual level. Casting a quickened spell does not provoke an attack of opportunity.

Source: PHB, p. 98

 

Quickened Donning [General]

Benefit: You can don your armor hastily (see Getting Into and Out of Armor, PHB) without suffering the normal penalties. In addition, you can remove your armor in half the listed time, although having help does not further reduce the time.

Source: Midnight 2nd Edition, p. 124

 

Rapid Reload [General/Fighter]

Prerequisites: Weapon proficiency (crossbow type chosen).

Benefit: The time required to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

Source: PHB, p. 99

 

Rapid Shot [General/Fighter]

Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Source: PHB, p. 99

 

Resigned to Death [General]

Prerequisites: Wis 13.

Benefit: You gain a +4 bonus to saving throws against fear effects. Further, any fear effect you suffer from is lessened by one step. For instance, if you would normally be panicked, you are instead frightened; if you would normally be frightened, you are instead shaken; and if you would normally by shaken, you suffer no ill effects.

Source: Steel and Shadow, p. 12

 

Ride-By Attack [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Source: PHB, p. 99

 

Ritual Magic [Channeling]

Prerequisites: Magecraft, any one Spellcasting.

Benefit: You can learn and lead rituals.

Source: Midnight 2nd Edition, p. 124

 

Run [General]

Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Source: PHB, p. 99

 

Sarcosan Pureblood [Sarcosan]

Prerequisites: Human of Sarcosan descent.

Benefit: You gain wild empathy as the wildlander class ability) with all horses. Additionally, you gain a +2 dodge bonus to AC when riding a horse and a +2 bonus on all Charisma-based skill checks when dealing with horses or with other Sarcosans.

Source: Midnight 2nd Edition, p. 124

 

Scentless Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: Spells cast using this feat cannot be detected by an astirax. A scentless spell costs an additional 3 points of spell energy. In addition, the caster must be able to cast spells of a level three higher than the spell he applies this feat to.

Source: Tome of Sorrows Vol. 1 (pdf), p. 17

 

Scribe Scroll [Item Creation]

Prerequisites: Magecraft, Spellcasting, ability to read and write at least one language.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000vp in its base price. The base price of a scroll is its spell level x its caster level x 25vp. To scribe a scroll, you must spend 1/25 of this base price in XP.

Any scroll that stores a spell with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when scribing the scroll.

Source: PHB, p. 99

 

Self-Sufficient [General]

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Source: PHB, p. 100

 

Sense Nexus [General]

Prerequisites: This feat is incredibly rare in Midnight. No more than one character in any party should possess it, and it may only be acquired with DM permission.

Benefit: When you come within 5 miles of a nexus, you are allowed a Wisdom check (DC 15) to detect it. If you detect the nexus, you may spend an entire day attempting to pinpoint its exact location, which requires another Wisdom check (DC 15).

Source: Midnight 2nd Edition, p. 124

 

Sense Power [General]

Prerequisites: Wis 15.

Benefit: You may cast detect magic a number of times per day equal to your Wisdom modifier, in addition to any daily uses granted by Magecraft. Any time you pass within 20 feet of a magical aura, you're allowed a free Wisdom check (DC 13) to detect the aura.

Source: Sorcery and Shadow, p. 41

 

Shadow Cipher [General]

Prerequisites: Fallen Courtier, 2 ranks in Decipher script, literacy in the appropriate language.

Benefit: You can take 10 or take 20 on any Decipher Script skill check to decipher coded text used by Izrador's forces. Taking 10 requires 5 minutes per page of script and taking 20 requres 30 minutes per page of script.

Source: Under the Shadow, p. 60

 

Shadow Killer [General]

Prerequisites: Fallen Courtier, sneak attack +1d6.

Benefit: Whenever you do sneak attack damage to a servant of Izrador, you may add an additional +1d6 points of damage.

Source: Under the Shadow, p. 60

 

Shield Mate [General]

Prerequisites: Dex 13, Shield Proficiency.

Benefit: While using a shield and either fighting defensively or taking a penalty of at least -2 with Combat Expertise, allies adjacent to you gain a +2 cover bonus to AC. This bonus to AC only applies against foes that threaten both you and the ally in question.

Source: Hammer and Shadow, p. 49

 

Shield Proficiency [General]

Benefit: You can use a shield and take only the standard penalties.

Source: PHB, p. 100

 

Shot on the Run [General/Fighter]

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Source: PHB, p. 100

 

Silent Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up one spell energy point more than the spell's actual level.

Source: PHB, p. 100

 

Simple Weapon Proficiency [General]

Benefit: You make attack rolls with simple weapons normally.

Source: PHB, p. 100

 

Sister Trained [Metamagic]

Prerequisites: Female spellcaster, any two metamagic feats.

Benefit: You may use any metamagic feat, even if you have not yet acquired it, for twice its normal cost as long as any other prerequisites for that feat are met. For example, a metamagic feat that normally costs +2 spell energy would cost the sister trained character +4 spell energy. Feats that the sister-trained character has acquired as part of normal character development have the normal spell energy costs.

Source: Fury of Shadow, p. 149

 

Skill Focus [General]

Benefit: You get a +3 bonus on all checks involving a chosen skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Source: PHB, p. 100

 

Slow Learner [Erenlander]

Prerequisites: Erenlander, must be taken at character creation.

Benefit: This feat takes the place of one of the bonus feats you would otherwise take at character creation, and is effectively an "empty feat slot" that you may fill at any time you wish. For instance, a character may start out with a Dexterity of 12 but eventually wish to learn the Dodge feat; by taking this feat, the character may hold off on using one of his bonus feat slots until 4th level, when his ability score increase fives him a Dexterity of 13, allowing him to take the Dodge feat.

This feat may only be taken once.

Normal: You must use bonus feats as soon as they become available.

Source: Destiny and Shadow, p. 57

 

Snatch Arrows [General/Fighter]

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

Source: PHB, p. 100

 

Spellcasting [Channeling]

Prerequisites: Magecraft.

Benefit: When this feat is selected, choose one school of magic from the list below. You may now learn and cast spells from this school. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules.

The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation.

Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.

Source: Midnight 2nd Edition, p. 124

 

Spell Focus [General]

Prerequisites: Magecraft, Spellcasting.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Source: PHB, p. 100

 

Spell Knowledge [General]

Prerequisites: Magecraft, Spellcasting.

Benefit: You may immediately learn two new spells of any school and level you can cast.

Source: Midnight 2nd Edition, p. 124

 

Spell Penetration [General]

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Source: PHB, p. 100

 

Spirited Charge [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Source: PHB, p. 100

 

Spring Attack [General/Fighter]

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Source: PHB, p. 100

 

Stalwart [Erenlander]

Prerequisites: Erenlander, Defiant.

Benefit: Any time you reach -1 hit points or lower, or any time you would die, you may choose to act normally for long enough to perform one round's worth of actions before succumbing to unconsciousness or death. The soon-to-occur state may be due to hit point loss, a death effect, level loss, and so on. Regardless, once your turn is complete, you succumb to the effect as normal.

Between the moment that you would normally fall unconscious or die and the moment that you actually fall unconscious or die, no beneficial effects may prevent your fate. healing spells, dispel magic effects, and the like are all useless, only coming into effect after you perform your actions and subsequently fall. Characters who use this feat and are reduced to -1 to -9 hit points can be healed or revived, but require twice the normal healing until they reach 0 hit points. For instance, a character who was at -4 hit points would require 8 points of healing to reach 0 hit points, at which point healing begins to affect him normally.

Characters may choose not to use the benefits of this feat at the moment they reach -1 hit points or lower, or at the moment of their death.

Source: Destiny and Shadow, p. 57

 

Stealthy [General]

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

Source: PHB, p. 101

 

Stealthy Rider [General]

Prerequisites: Ride 1 rank.

Benefit: Your mount may use your skill ranks in Hide and Move Silently checks instead of its own. The mount still uses its own Dex modifier, armor check penalties, size modifier, and so on. This feat may be used even when you are leading your mount on foot and are not actually mounted.

Source: Destiny and Shadow, p. 57

 

Still Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses one spell energy point more than the spell's actual level.

Source: PHB, p. 101

 

Stunning Fist [General/Fighter]

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Source: PHB, p. 101

 

Subtle Caster [General]

Prerequisites: Magecraft.

Benefit: You can make free Bluff and Sleight of Hand checks with a +2 bonus to disguise the verbal and somatic components of your spells from onlookers. Without a successful opposing Sense Motive or Spot check, onlookers mistake your spellcasting for coughs, mumbles, or some other mundane act. Your check results also become the DCs for Spellcraft checks to identify the spells you cast, such as for counterspelling.

Source: Sorcery and Shadow, p. 41

 

Swamp Taught [Metamagic]

Prerequisites: Must be an elfkin or somehow opened to the Whispering Wood.

Benefit: By spending one spell point, you may roll on the table below in order to gain wisdom, lore, or gossip from the Whisper. You may add your class level plus your Wisdom or Intelligence modifier to the result of the roll.

DC Type of Knowledge
10 Common, known through light scouting or tracking
20 Uncommon, known through dangerous scouting or amazing tracking
25 Obscure, known through infiltrating the Shadow's forces
30 Extremely obscure, known only through extensive spying or ancient tomes

Source: Fury of Shadow, p. 149

 

Thick Skull [Dworg, Dwarf]

Prerequisites: Constitution 13+, must be a dwarf or dworg.

Benefit: Whenever an attack would reduce you to zero or fewer hit points, you may make a Fortitude save (DC 10 + damage caused by the attack). If this save succeeds, you are reduced to 1 hit point by the attack, but no lower. If the save fails, however, you suffer damage as normal. You may not use this ability if you are currently at 1 hit point or less.

Source: Midnight 2nd Edition, p. 125

 

Touched by Magic [Dwarf, Orc]

Prerequisites: Dwarf or orc, must be taken at character creation.

Benefit: You start with the normal amount of spell energy for a character of your level, but you do not possess the +2 racial bonus to saving throws versus spells and spell-like abilities normally granted to your race.

Normal: Dwarves and orcs normally start with two fewer points of spell energy, but gain a +2 racial bonus to saving throws versus spells and spell-like abilities.

Source: Hammer and Shadow, p. 49

 

Toughness [General]

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times. Its effects stack.

Source: PHB, p. 101

 

Tower Shield Proficiency [General]

Prerequisites: Shield Proficiency.

Benefit: You can use a tower shield and suffer only the standard penalties.

Source: PHB, p. 101

 

Track [General]

Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below.

Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard grond: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) while searching.

Special: This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Source: PHB, p. 101

 

Trample [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Source: PHB, p. 101

 

Trapsmith [General]

Benefit: You get a +2 bonus on all Craft (trapmaking) checks, Disable Device checks, and Search checks made to find traps.

Source: Hammer and Shadow, p. 49

 

Tunnel Fighting [General]

Benefit: You take no penalty to your Armor Class while squeezing, and you take no penalty on attack rolls while squeezing if you are wielding a one-handed or light weapon.

Normal: You take a -4 penalty to Armor Class and attack rolls while squeezing.

Source: Hammer and Shadow, p. 49

 

Two-Weapon Defense [General/Fighter]

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shiled bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Source: PHB, p. 102

 

Two-Weapon Fighting [General/Fighter]

Prerequisites: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Source: PHB, p. 102

 

Urban Intrigue [General]

Prerequisites: Urban Sarcosan, 1st level only, Bluff 1 rank.

Benefit: You may use the Gather Information skill to counter attempts to learn about you, your location at any given time, or your allies and their whereabouts. The DC of the attempt to learn of you is set to the base DC, or your skill check, whichever is higher. If your opponent succeeds against the DC, he gathers the correct information, but should he fail, he acquires the false information planted by you. If he exceeds the DC by 10 or more, he discovers not only the true information, but also the false information and the specific time and place that the false information was planted.

To use Gather Information in this way takes 1d4+1 hours and plants false information that may be found for the next 24 hours.

Modifier Variable

Normal: Gather Information is used to find specific information.

Source: Star and Shadow, p. 51

 

Warrior of Shadow [General]

Prerequisites: Legate level 5th, Charisma 12.

Benefit: You may use a rebuke undead attempt as a free action to gain a profane bonus to your weapon damage equal to your Charisma modifier. This bonus lasts for a number of rounds equal to your Charisma modifier.

Source: Midnight 2nd Edition, p. 125

 

Weapon Finesse [General/Fighter]

Prerequisites: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are always considered light weapons.

Source: PHB, p. 102

 

Weapon Focus [General/Fighter]

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon.

Source: PHB, p. 102

 

Weapon Specialization [General/Fighter]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon.

Source: PHB, p. 102

 

Well-Aimed Strike [General]

Prerequisites: Canny Strike, Clever Fighting, Weapon Finesse, base attack bonus +9.

Benefit: You apply the bonus damage from Canny Strike and Clever Fighting against all foes, even those immune to sneak attacks or critical hits.

Normal: Targets immune to sneak attacks or critical hits are immune to damage from Canny Strike and Clever Fighting.

Source: Star and Shadow, p. 52

 

Whirlwind Attack [General/Fighter]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

Source: PHB, p. 102

 

Whirlwind Charge [General]

Prerequisites: Str 15, Cleave, base attack bonus +6.

Benefit: When you perform a charge action and move at least 10 ft., you can make one melee attack at your full base attack bonus against each opponent within reach at the end of your charge. You do not gain the normal +2 bonus on attack rolls for charging, but you do suffer the normal -2 penalty to AC until your next action.

Unlike Whirlwind Attack and similar abilities, you do not give up any additional attacks (such as from the Cleave feat) when using Whirlwind Charge.

Normal: When you charge you make a single attack at the end of the charge with a +2 bonus on your attack roll, but you suffer a -2 penalty on AC until your next action.

Source: Steel and Shadow, p. 12

 

Whispering Awareness [General]

Prerequisites: Non-elf, Wisdom 15+.

Benefit: You are able to hear the Whisper as if you were an elf (Wisdom check, DC 12).

Normal: Elfling character can hear the Whisper with a Wisdom check (DC 16), and a very few others can hear the Whisper with a Wisdom check (DC 20).

Source: Midnight 2nd Edition, p. 125

 

Widen Spell [Metamagic]

Prerequisites: Magecraft.

Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a fireball spell (which normally produces a 20-foot-radius spread) that is widened now fills a 40-foot-radius spread. A widened spell uses up three spell energy points more than the spell's actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Source: PHB, p. 102

 

Willow Schooled [Item Creation]

Prerequisites: Any two item creation feats.

Benefit: You may create a magic item that emulates a legendary item from history. If you have a scroll that describes the item in detail, or if you have access to the item itself, you may create an item that is inspired by this legend with the same effect or school of magic used to create the new item for half of the spell energy cost.

Source: Fury of Shadow, p. 149

 

Witch Sight [Metamagic]

Prerequisites: Spell Focus (Divination).

Benefit: While in Erethor you may cast any divinatory magics while using running water as a focus for half of the spell energy cost.

Source: Fury of Shadow, p. 149