Feats (System)

Listed below are the Feats available to characters.

Some have prerequisites relating to Origins .

Action Surge
Prerequisite: Engineered Human Origin.
Gain +2 to attack and damage rolls when spending an Action Point.

Aerodynamic
Prerequisite: Dexterity 16, Hawkoid Origin.
You do not take the -2 penalty to attack rolls while flying as described in your “Flight” trait. You may use your Flap Away utility power as a move action, at-will. You never take damage from falling.

Agile Hunter
Prerequisite: Dexterity 18, “Hunter’s Quarry” as a feat.
Your Quarry grants combat advantage to you when within a range of 5.

Already Over It
Prerequisite: Speedster Origin.
When rolling a saving throw against any condition, roll two die and take the better result.

Always Ready
Prerequisite: Hypercognitive Origin.
When making an attack roll for opportunity attacks or as reactions, roll two die and take the better result.

Anti-Matter Charge
Prerequisite: Anti-Matter Blaster Origin.
You may expend a move action, and when making your next Anti-Matter Blast attack, roll two die and take the better result.

Armor Proficiency
Prerequisite: Strength 17, Constitution 17.
Speed is unaffected by heavy armor.

Back To The Wall
Prerequisite: Constitution 16.
Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack rolls, melee damage rolls, and AC.

Blind-Fighter
Prerequisite: Wisdom 16
Adjacent creatures do not gain the benefit of concealment or invisibility against you. This means you can make opportunity attacks against creatures you can’t see.

Blood In The Water
Prerequisite: Sharkoid Origin.
When taking your move action, you may move 2 spaces more than your move speed allows if you are moving toward a busted up enemy. The same applies to all other modes of movement.

Bloody Good Teamwork!
Prerequisite: Two-Headed Origin.
When making a Chain attack, roll two die and take the better result.

Bon Apetite
Prerequisite: Cockroach Origin.
When using your Opportunistic Meal power, you gain back hit points equal to the amount of damage you dealt.

Brawler’s Boon
Prerequisite: Strength 18.
When making attack rolls with any improvised weapon, roll two die and take the better result.

Combat Anticipation
Prerequisite: Wisdom 18.
Gain a +1 feat bonus to all defenses against area and close burst attacks.

Counter
Prerequisite: Dexterity 20.
You may make a basic melee attack as an immediate reaction to an enemy making an attack on you. This feat power can be used once per encounter.

Crash of Thunder
Prerequisite: Electrokinetic Origin.
Any electricity damage you deal from origin powers can be electricity and sonic damage instead.

Danger Sense
Prerequisite: Wisdom 15.
Upon rolling Initiative, roll two die and take the better result.

Dark Sunder
Prerequisite: Constitution 13, Wisdom 13.
+2 damage bonus when dealing psychic, chaotic or necrotic damage.

Dazzling Light
Any time you deal 10 or more laser damage, the target is also dazed (save ends).

Defender Aura
Prerequisite: Constitution 15.
You have an aura of 1. All allies in that aura may use a minor action on their turn to gain a +1 bonus to their AC until the end of their next turn.

Defensive Mobility
+2 to AC against opportunity attacks.

De-Rezzed
Prerequisite: AI Origin.
When adjacent to a prone creature of mechanical origin (androids, robots, etc.) that is busted up, you can reduce their hit points to zero.

Distract Shield
Prerequisite: Charisma 15.
You can use a minor action while wielding a shield and a one-handed weapon to gain combat advantage over any enemies adjacent to you until the end of your next turn.

Divide and Conquer
Prerequisite: Doppelganger Origin, Intelligence 20.
You can use the ‘Double Trouble’ power as a minor action, once per round, but your duplicate’s statistics all take a -2 penalty, including defenses, attack & damage bonuses, and skill checks.

Dodge The Giants
Prerequisite: Cannot be of ‘Giant’ origin.
Gain +1 to all defenses against attacks made by Large or larger creatures.

Durable
Get a +5 to your hit points whenever you take a Short Rest or use your Second Wind.

Earthlink
Prerequisite: Seismic Origin or Plant Origin.
You have tremorsense up to 30ft.

Electric Heat
Prerequisite: Electrokinetic Origin.
Any electricity damage you deal from origin powers can be electricity and fire damage instead.

Escape Artist
Prerequisite: Dexterity 14.
You can attempt to escape a grab as a minor action rather than a move action.

Everything Ends
Prerequisite: Wisdom 18, Entropic Origin.
Instead of your ‘Disrupting Touch’ novice power and your ‘Creation Undone’ expert power dealing necrotic damage, once per encounter you can choose a different type of damage for those attacks to deal.

Eye of the Collector
Prerequisite: d10 or higher in Perception.
Upon making a successful Perception check in an environment, you instantly notice any Omega Tech, Salvageable Items, Chemicals, Samples, or otherwise, that you could carry.

Far Shot
Prerequisite: d8 or higher in Perception.
When using a ranged weapon, increase the range by 5.

Fast Runner
Prerequisite: Constitution 18.
Increase your speed by 10 ft. when charging.

Favored Enemy
Choose a specific type of creature (raider, undead, robot, ghost, beast, aberration, etc). Whenever making checks to identify specific details or weaknesses about this enemy, roll two die and take the better result.

Fear of the Unknown
Prerequisite: Nightmare Origin.
When attacking with ‘Fear Manifested’ or ‘Fears Revealed’ in dark or poorly lit environments, roll two die and take the better result.

Flanking Maneuver
Prerequisite: Dexterity 16, d4 in Knowledge: Tactics.
You can move diagonally even if a wall corner normally blocks such movement. You can move through enemies’ spaces. You provoke opportunity attacks for this movement. You can’t end your move in an enemy’s space.

Fungal Growth
Prerequisite: Fungoid Origin.
You or others can collect a Fungal Sample from you after every Short or Extended Rest.

Ghostly
Prerequisite: Ectoplasmic Origin, Wisdom 17.
You may spend a minor action to pass through blocking terrain up to half your movement speed.

Great Fortitude
Gain a +2 bonus to Fortitude.

Habitual Teleporter
Prerequisite: Dexterity 18, any origin featuring (learned) powers that allow the user to teleport. As a move action, you may now teleport half your speed at will.

Heavy-Handed
Prerequisite: Constitution or Strength 15.
If you hit an enemy who’s moving, and provoking an attack opportunity of you, the enemy ends the movement in the space that they provoked from.

Hive Mind Coordinated
Prerequisite: Intelligence 18, Rat Swarm Origin.
Once per turn, using an item counts as a free action. With a -5 penalty to attack and damage rolls, you can make basic melee attacks as minor actions.

Human Perseverance
Prerequisite: Engineered Human Origin.
Gain +2 to all Saving Throws.

Hunter’s Quarry
Prerequisite: Dexterity 16.
Once per turn as a minor action, you may target the enemy closest to you. You gain a +2 to attack rolls against the marked enemy. If you choose to mark another target with this effect, your mark is removed from the previous target.

In A Jam
Prerequisite: Constitution 16, Gelatinous Origin.
When rolling to grapple an enemy, roll two die and take the better result.

Indomitable Will
Gain a +2 bonus to Will.

Intimidating Air
Prerequisite: Strength 18.
You have an aura of 1. Any enemy who ends their turn in that aura is weakened until the end of their next turn.

It’s a Trap!
Prerequisite: d12 or higher in Perception.
Upon making a successful Perception check in an environment, you instantly notice any traps, special terrain, potential dangers, enemies hiding in wait, and add +5 to your Initiative if there is an encounter within the immediate environment.

Jack of All Trades
Prerequisite: Intelligence 18.
Gain a +1 bonus in all skills without skill die.

Kick Back
Prerequisite: Charisma 16.
When using your Second Wind in an encounter, you are instantly at your busted up value in hit points, by spending a move action.
Lethal Hunter
Prerequisite: Strength 15, “Hunter’s Quarry” as a feat.
You deal an extra 2d4 when hitting an enemy who’s marked as your Quarry.

Level With Me
Prerequisite: Empathic Origin or Mind Coercer Origin.
If you make an Persuasion check and dislike the result, you can take a 10 instead.

Life Support
Prerequisite: Wisdom 18.
You and allies adjacent to you gain a +2 bonus to all saving throws for status ailments and ongoing damage.

Light ‘Em Up!
Prerequisite: Pyrokinetic Origin.
You can mark one enemy per encounter. They are vulnerable 5 fire damage.

Lockdown
Prerequisite: Gravity Controller Origin.
As a reaction, you can completely stop a creature’s ranged weapon attack, and prevent them from moving for the remainder of a turn. You can do this once per encounter.

Loyal Following
Prerequisite: Charisma 18, Mythic Origin.
Within any settlement, you have followers equal to your level + 1d4. These followers are Level 0 commoners, and will act under any orders that compliment your alignment. Out of every 6 followers, there will be 1 with a specific, special job.

Luck Of The Blunt
Prerequisite: Constitution 15.
When wielding a bludgeoning weapon, rolling a 19 or 20 on the d20 is considered a critical hit.

Luck Of The Sharp
Prerequisite: Dexterity 15.
When wielding a piercing weapon, rolling a 19 or 20 on the d20 is considered a critical hit.

Merry Presence
Prerequisite: Charisma 18.
You have an aura of 1. Once per encounter, all allies in that aura may use a minor action on their turn to gain back 1d4 + their Charisma modifier in Hit points.

Minor Husk
Prerequisite: Reanimator Origin, Wisdom 20.
You can use the ‘Graveyard Summons’ power as a minor action, once per round, but the corpse’s statistics all take a -2 penalty, including defenses, attack & damage bonuses, and skill checks.

Monkey See, Monkey Do
Prerequisite: Intelligence 16, Simian Origin.
When someone other than you makes an unsuccessful skill check, you may try this check, rolling two die and taking the better result.

Mount Adept
Prerequisite: Charisma 16.
You have full access to all abilities that the mount confers to the rider. The mount uses your Ability Score modifiers on Strength, Constitution, and Dexterity checks rather than their own, if yours is higher.

Multi-linguist
Prerequisite: Intelligence 16, Wisdom 16.
You can speak most languages, and when rolling a check relating to interaction, roll two die and take the better result.

Natural Camouflage
Prerequisite: Octopoid Origin or Yeti Origin.
When in environments that correspond to your hide’s color and rolling Sneak checks, roll two die and take the better result.

Night of the Demon
Prerequisite: Demon Origin.
Increase the burst distance of ‘Reeking Night’ by one or two, if you so choose.

Not So Big Anymore, Huh?
Prerequisite: Giant Origin.
When in an encounter against a Large creature, they take disadvantage to attack rolls and in contests of Strength against you.

Obstacle
Prerequisite: Constitution 20.
You are considered blocking terrain in combat. You act as complete cover to anyone behind you. Allies must use a move and a minor action to move through you.

Otherworldly Tech
Prerequisite: Alien Origin.
The melee range of your ‘Alien Engineering’ novice power and your ‘Beam Me Up’ utility power are increased by 1.

Pact With Death
Gain a +2 bonus to death saving throws.

Perceptive Hunter
Prerequisite: Intelligence 18, “Hunter’s Quarry” as a feat.
When attempting to learn or deduce information about your Quarry with a skill check, roll two die and take the better result.

The Perfect Storm
Prerequisite: Storm-Bringer Origin, Charisma 17.
You may change the damage type of your “Sudden Gust” novice power and your “Tornado Warning” expert power to electricity, cold, piercing, or bludgeoning.

Photosynthesis
Prerequisite: Plant Origin.
You gain back your level +1d6 Hit points for every 30 minutes in sunlight.

Powerful Charger
Prerequisite: Constitution 18.
Twice per encounter when making a charge attack, roll two die and take the better result.

Psionic Protection
Prerequisite: Mind Breaker Origin.
You may use your “Psychic Shield” utility power on an ally, an object, or another creature of your choosing.

Psion’s Lock
Prerequisite: Wisdom 16.
Any target you hit with a power that has the psychic keyword rolls two die and takes the lower result on its next attack roll.

Quick Draw
Prerequisite: Dexterity 15.
You may stow and draw a weapon within the same action that you use to attack with it. Gain a +2 to Initiative.

Radiation Aura
Prerequisite: Radioactive Origin.
You have an aura of 1. All enemies in the aura are considered weakened until they leave the radiation aura.

Refractor
Prerequisite: Constitution 16, Photonic Origin.
When an enemy makes an attack that would deal laser damage to a target within 2 spaces of you, as an immediate reaction their attack is redirected at them.

Reptilian Hide
Prerequisite: Saurian
You automatically succeed Constitution checks related to arid or hot temperatures. You molt your skin twice an age. Molting removes all status conditions.

Restore Factory Settings
Prerequisite: Android Origin.
You may expend a minor action to remove all conditions on yourself. However, you will automatically fail all Recall checks relating to lore or knowledge learned before using this feat.

Reverse the Polarity
Prerequisite: Magnetic Origin.
When using “Lodestone Lure”, you can push your target as well.

Road-Master
Prerequisite: d6 or higher in Knowledge: Mechanics.
When rolling checks to operate a ground-based vehicle, roll two die and take the better result.

Rogue’s Advantage
Prerequisite: Dexterity 18.
At the start of an encounter, in the first round, you automatically have combat advantage over anyone who rolled lower on Initiative than you.

Sense & Sight
Prerequisite: Wisdom 18, Telekinetic Origin or Prescient Origin.
Upon entering an enclosed area, you gain a +10 bonus to Perception or Spot any objects or creatures within 3 squares.

Scientific Mind
You may roll your Knowledge: Sciences skill die alongside any other skill check, and add that value to the total result to the check. You can do this a number of times per day equal to your Intelligence modifier.

Shared Vitals
Prerequisite: Charisma 16, Regenerator Origin.
You may use a minor action once per turn to lose 1d12 hitpoints and have an adjacent ally heal back that many hit points.

Sharp Eyes
Prerequisite: Felinoid Origin.
You have dark-vision up to 60ft.

Shield Proficiency
Prerequisite: Dexterity 14, Strength 14.
Gain a +1 bonus to AC and Fortitude when using a shield.

Shield Push
Prerequisite: Constitution 14.
When making a successful attack using a shield, you may slide your target 5 ft. If you- critically hit the target, you slide the target up to your Strength modifier in squares.

Shifting Aficionado
Prerequisite: Any origin featuring (learned) powers that allow the user to shift.
As a move action, you may now shift half your speed at will.

Sickness Spreading
Prerequisite: Plaguebearer Origin.
You can increase the radius of your zone of pestilence by 1 square, if you so choose. You also have the option to remain as a cloud of disease for one turn longer than usual. While in this form, you may move the cloud 1 space per turn, and take no other actions.

Skill Focus
While rolling a particular skill of your choice, roll two die and take the better result.
You may choose this feat more than once, but you must choose a different skill.

Speedy Reflexes
Gain a +2 bonus to Reflex.

Spider Sense
Prerequisite: Arachnoid Origin.
When rolling to Perception or Investigate, roll two die and take the better result.

Stand Together
Prerequisite: Constitution 15.
You gain a +1 to all defenses for each ally adjacent to you.

Stretch Armstrong
Prerequisite: Plastic Origin.
You may do a Dexterity check in place of any Strength check.

Supplemental Assistance
Prerequisite: Wisdom 18, Constitution 16.
By expending a minor action, you can increase the hitpoints of a creature you summoned on this turn by 1d10 + your level.

Time Out
Prerequisite: Temporal Origin.
When using the Temporal Jaunt utility power, you gain back your level + 1d12 hit points by the time you return.

Tinkerer’s Touch
Prerequisite: d10 or higher in Knowledge: Design or Knowledge Mechanics.
You may mark an adjacent creature of mechanical origin (androids, robots, etc.) once per encounter as a minor action. That creature is slowed and dazed (save ends both).

Top Gun
Prerequisite: d6 or higher in Knowledge: Mechanics.
When rolling checks to operate a air-based vehicle, roll two die and take the better result.

Toughness
Gain +6 rather than +5 to your Hit points at each level. You may choose this feat more than once. This feat only applies to levels you have yet to reach and the level at which you’ve gained this feat, not previous levels achieved.

Tune-Up
Prerequisite: Wheeled Origin, Android Origin or A.I. Origin.
When taking an extended rest, gain back an extra 10 hit points if you expend a set of mechanical remains.

Two-Weapon Defense
Prerequisite: “Two-Weapon Fighting” as a feat.
Gain +1 to AC, Fortitude and Reflex if wielding two melee weapons.

Two-Weapon Fighting
Prerequisite: Dexterity 16.
You may attack with 2 equipped weapons as your standard action, though you cannot add your attack or damage bonus to either.

Uncanny Dodge
Prerequisite: Dexterity 18.
Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.

Undead Sleep
Prerequisite: Reanimated Origin
While taking an extended rest, you are completely aware of your surroundings.

Unsettling Aura
Prerequisite: Shapeshifter Origin.
Enemies must make a DC15 Charisma saving throw to grab you or a DC 10 Charisma saving throw to make a melee attack on you.

Vampyric Gaze
Prerequisite: Vampire Origin.
As a minor action, you can pull an enemy within 25 ft. up to 10 ft. closer to you.

Weapon Proficiency; Bludgeoning
Gain +1 to attack rolls while wielding a melee weapon that bludgeons.

Weapon Proficiency; Piercing
Gain +1 to attack rolls while wielding a melee weapon that pierces.

Winter-born
Prerequisite: Cryokinetic Origin.
In cold environments, when rolling any Strength, Constitution or Dexterity checks, roll two die and take the better result.

You’re The Bomb
Prerequisite: Exploding Origin.
Increase the burst distance of ‘Controlled Demolition’, ‘Chain Reaction’ and ‘Nuclear Option’ by one, if you so choose.

Feats (System)

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