Professional Documents
Culture Documents
adept DMG 107 This NPC class possesses a combination of arcane and divine skills.
Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow
archivist HH 82 scholars.
ardent CP 5 An ardent's pursuit of various cosmic philosophies gives her access to psionic power in a unique way: through psionic mantles.
aristocrat DMG 108 This NPC class contains people who are usually educated, wealthy individual who were born into high position.
artificer ECS 29 Artificers are perhaps the ultimate magical dabblers.
barbarian ECS 33 A ferocious warrior who uses fury and instinct to bring down foes.
barbarian FRCS 22 A ferocious warrior who uses fury and instinct to bring down foes.
barbarian PH* 24 A ferocious warrior who uses fury and instinct to bring down foes.
barbarian PlH 28 Planar substitution levels.
barbarian Sa 44 A ferocious warrior who uses fury and instinct to bring down foes.
bard ECS 34 A performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades.
bard FRCS 22 A performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades.
bard PH* 26 A performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades.
bard PlH 29 Planar substitution levels.
bardic sage UA 49 A variant bard who focues his efforts on learning, research, and the power of knowledge.
battle sorcerer UA 56 A variant sorcerer who is a capable physical combatant.
beguiler PH2 6 If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you.
By drawing their seals and speaking words of power, the binder summons strange entities, bargains with them, and binds them to his service.
binder TM 9
cleric ECS 34 A master of divine magic and a capable warrior as well.
cleric FRCS 22 A master of divine magic and a capable warrior as well.
cleric PH* 30 A master of divine magic and a capable warrior as well.
cleric PlH 30 Planar substitution levels.
cleric Sa 45 A master of divine magic and a capable warrior as well.
cloistered cleric UA 50 A variant cleric who spends more time than other clerics in study and prayer and less in martial training.
commoner DCS 46 This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk.
commoner DMG 108 This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk.
Devoted knight, divine agent, instrument of vengeance, peerless fighting machine -- the crusader is a warrior dedicated to good, evil, law,
crusader ToB 8 chaos, or some other cause.
divine bard UA 50 A variant bard who derives his special power from a divine tradition.
divine mind CP 9 A divine mind is a psionic character who channels the power of the divine through pisonic talent instead of faith.
domain wizard UA 57 A variant wizard who uses the arcane domain system and selects a specific domain of spells.
dragon shaman PH2 11 If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you.
dragonfire adept DM 24 Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are
imposing figures who command the magic of dragonkind.
A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her
dread necromancer HH 84 obscene spells.
druid ECS 36 One who draws energy from the natural world to cast divine spells and gain strange magical powers.
druid FRCS 23 One who draws energy from the natural world to cast divine spells and gain strange magical powers.
Classes 1 of 279
Class Source Page Description
druid PH* 33 One who draws energy from the natural world to cast divine spells and gain strange magical powers.
druid PlH 31 Planar substitution levels.
druid Sa 47 One who draws energy from the natural world to cast divine spells and gain strange magical powers.
druidic avenger UA 51 A variant druid who channels her inner fury to wreak vengeance upon those who injure the natural world.
duergar racial class CP 144 The duergar, or gray dwarves, lead lives of neverending toil in great underground foundry-cities.
If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line
duskblade PH2 19 melee character who lays them low with a sword, the duskblade is the perfect class for you.
dwarf cleric RS 146 Racial substitution levels.
dwarf fighter RS 146 Racial substitution levels.
dwarf sorcerer RS 147 Racial substitution levels.
eidolon Gh 16 This variant class for ghosts emphasizes fighting abilities.
eidoloncer Gh 17 This variant class for ghosts emphasizes spellcasting abilities.
elf paladin RW 155 Racial substitution levels.
elf ranger RW 155 Racial substitution levels.
elf wizard RW 157 Racial substitution levels.
epic barbarian EL 8 An epic ferocious warrior who uses fury and instinct to bring down foes.
epic bard EL 9 An epic performer whose music works magic -- a wanderer, a tale-teller, and a jack-of-all trades.
epic cleric EL 10 An epic master of divine magic and a capable warrior as well.
epic druid EL 10 An epic druid draws energy from the natural world to cast divine spells and gain strange magical powers.
epic fighter EL 11 An epic warrior with exceptional combat capability and unequaled skill with weapons.
epic monk EL 12 An epic martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers.
epic paladin EL 13 An epic champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
epic psion EL 22 An epic seeker after psionic secrets; a master of the mind and the thoughts of others.
epic psychic warrior EL 23 An epic warrior who combines combat skill with psionic powers.
epic ranger EL 14 An epic cunning, skilled warrior of the wilderness.
epic rogue EL 14 An epic tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
epic sorcerer EL 15 An epic spellcaster with inborn magical ability.
epic wizard EL 16 An epic potent spellcaster schooled in the arcane arts.
As an alternative to the standard psion class, the erudite is a psionic character who follows a scholarly and self-reflective road to power,
erudite (variant psion) CP 153 instead of a merely self-conscious path like the psion follows.
expert DCS 46 This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors.
expert DMG 109 This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors.
expert UA 77 A generic class that can be a jack-of-all-trades or a master of a limited area of expertise.
factotum Du 14 The factotum can mimic the abilities of others and fill in when the need is greatest.
Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection
favored soul CD 6 is natural rather than learned.
favored soul MH 5 The favored soul follows the path of the cleric but can channel divine power with surprising ease.
fighter ECS 38 A warrior with exceptional combat capability and unequaled skill with weapons.
fighter FRCS 24 A warrior with exceptional combat capability and unequaled skill with weapons.
fighter PH* 37 A warrior with exceptional combat capability and unequaled skill with weapons.
Classes 2 of 279
Class Source Page Description
fighter PlH 32 Planar substitution levels.
githyanki racial class CP 146 Githyanki are an ancient race of martial humanoids residing on the Astral Plane.
The githzerai are attuned to the mysteries of the inner self and are considered a race of ascetics who harness the power of the mind and the
githzerai racial class CP 147 spirit.
gnome bard RS 147 Racial substitution levels.
gnome illusionist RS 148 Racial substitution levels.
gnome ranger RS 149 Racial substitution levels.
goliath barbarian RS 150 Racial substitution levels.
goliath druid RS 151 Racial substitution levels.
goliath rogue RS 152 Racial substitution levels.
half-elf barbarian RD 158 Racial substitution levels.
half-elf bard RD 157 Racial substitution levels.
half-elf druid RD 159 Racial substitution levels.
half-elf fighter RD 157 Racial substitution levels.
half-elf paladin RD 160 Racial substitution levels.
half-elf ranger RD 158 Racial substitution levels.
half-giant racial class CP 148 Human-giant hybrids, half-giants were bred by cruel sorcerer-kings who used them as warriors and laborers in a dry land.
halfling druid RW 157 Racial substitution levels.
halfling monk RW 158 Racial substitution levels.
halfling rogue RW 159 Racial substitution levels.
healer MH 8 A healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts.
Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such
hexblade CW 5 a foe.
Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an
incarnate MoI 20 ideal.
The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate
knight PH2 24 your foes.
lurk CP 13 A lurk is a psionic character who has honed her mental talents to a deadly focus.
marshal MH 11 Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor.
monk ECS 38 A martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers.
monk FRCS 24 A martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers.
monk PH* 39 A martial artist whose unarmed strikes hit fast and hard -- a master of exotic powers.
monk PlH 32 Planar substitution levels.
mystic DCS 47 Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity.
ninja CAd 5 Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques.
Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in day-to-day
noble DCS 50 lives.
paladin ECS 39 A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
paladin FRCS 25 A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
paladin PH* 42 A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
Classes 3 of 279
Class Source Page Description
paladin PlH 33 Planar substitution levels.
paladin Sa 48 A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
paladin of freedom UA 53 A variant paladin who is dedicated to liberty and free thought.
paladin of slaughter UA 53 A variant paladin who is a brutal champion of chaos and evil, and who leaves only destruction trailing in his wake.
paladin of tyranny UA 54 A variant paladin who is a lawful evil villain bent on dominating those weaker than she.
paladin variant CW 13 A variant paladin class.
planar ranger UA 55 A variant ranger who roams the multiverse instead of the wilderness.
psion XPH 19 A seeker after psionic secrets; a master of the mind and the thoughts of others.
psionic artificer MoE 42 Psionic artificers are similar to artificers, but they craft psionic items instead of magic items.
psychic warrior XPH 24 A warrior who combines combat skill with psionic powers.
ranger ECS 41 A cunning, skilled warrior of the wilderness.
ranger FRCS 26 A cunning, skilled warrior of the wilderness.
ranger PH* 46 A cunning, skilled warrior of the wilderness.
ranger PlH 34 Planar substitution levels.
ranger Sa 48 A cunning, skilled warrior of the wilderness.
ranger variant CW 13 A variant ranger class.
raptoran cleric RW 160 Racial substitution levels.
raptoran fighter RW 161 Racial substitution levels.
raptoran sorcerer RW 157 Racial substitution levels.
rogue ECS 41 A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
rogue FRCS 26 A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
rogue PH* 49 A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
rogue PlH 34 Planar substitution levels.
Wielding their signature katana and wakizashi simultaneously, samurai are as potent in melee as a fighter, although they are less versatile.
samurai CW 8
samurai OA 20 Samurai are professional warriors.
savage bard UA 50 A variant bard who is a warrior at heart and whose arcane powers strike fear into the enemies of his tribe.
scout CAd 10 A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.
The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries
shadowcaster TM 111 the equal of any mundane spell.
shaman OA 22 Shamans are intermediaries between the mortal world and the realm of spirits.
The shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through
shugenja CD 10 his body to produce magical effects.
shugenja OA 24 Shugenjas are divine spellcasters who cast spells by attuning themselves to the elements around them.
sohei OA 27 Sohei are warrior monks.
sorcerer ECS 42 A spellcaster with inborn magical ability.
sorcerer FRCS 27 A spellcaster with inborn magical ability.
sorcerer PH* 51 A spellcaster with inborn magical ability.
sorcerer PlH 35 Planar substitution levels.
sorcerer Sa 49 A spellcaster with inborn magical ability.
Classes 4 of 279
Class Source Page Description
soulborn MoI 25 As a soulborn, you use incarnum to enhance your natural combat ability.
soulknife XPH 26 A warrior who fights with an idealized blade of personal mental energy.
Each variant specialized class gives up one of the standard specialist's class abilities in exchange for a new ability unique to the variant
specialized wizard variants UA 59 specialist.
spellcaster UA 77 A generic class that has an array of magical effects at her beck and call.
spellthief CAd 13 Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them.
spirit shaman CD 14 By bargaining with living spirits, the spirit shaman gains power over the natural world and mighty divine magic.
swashbuckler CW 11 The swashbuckler embodies the concepts of daring and panache.
A master of martial maneuvers, the sword sage is a physical adept -- a blade wizard whose knowledge of the Sublime Way lets him unlock
swordsage ToB 15 potent abilities, many of which are overtly supernatural or magical in nature.
thri-kreen racial class CP 149 Fierce hunters and faultless trackers, the thri-kreen are a race of insectfolk sometimes known as mantis warriors.
thug UA 51 A variant fighter who is a street fighter and a survivor who learns to mix brute force with a bit of craftiness.
totem barbarian UA 48 A variant barbarian who dedicates himself to a totem creature.
You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power.
totemist MoI 29
truenamer TM 198 If you want to understand the secret language of the universe, the truenamer class is for you.
urban adept Sh 167 A variant adept for Sharn.
urban ranger UA 55 A variant ranger who stalks the treacherous streets of the city.
The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy
warblade ToB 20 foes.
warlock CAr 5 A supernatural character whose sinister powers are inborn abilities, not spells.
warmage CAr 10 A militant spellcaster whose training focuses on battlefield magic.
warmage MH 14 Warmages access their magic peculiarly, at least compared to the way wizards, sorcerers, and cleric do.
warrior DCS 53 This NPC class contains people such as soldiers, guards, and militia.
warrior DMG 109 This NPC class contains combatants such as soldiers, guards, and militia.
warrior UA 78 A generic class that is a basic combatant.
wilder XPH 29 A passionate, reckless talent who wields uncontrolled psionic power.
wilderness rogue UA 56 A variant rogue who prefers to put her skills to use in the great outdoors.
wizard ECS 42 A potent spellcaster schooled in the arcane arts.
wizard FRCS 27 A potent spellcaster schooled in the arcane arts.
wizard PH* 55 A potent spellcaster schooled in the arcane arts.
wizard PlH 36 Planar substitution levels.
wizard Sa 49 A potent spellcaster schooled in the arcane arts.
wu jen CAr 14 A mysterious wizard of the eastern world, whose arcane lore revolves around mastery of the elements.
wu jen OA 30 Wu jen are spellcasters with mysterious powers.
Classes 5 of 279
Class Source Page Description
abolisher LoM 182 The abolisher is a crusader against that which taints, usurps, and replaces the ordered nature of things with alien desires and monstrous
needs.
acolyte of the skin CAr 19 Acolytes of the skin seek to gain power by replacing their skin with that of a demon's.
acolyte of the skin TB 43 Acolytes of the skin seek to gain power by replacing their skin with that of a demon's.
agent retriever EL 24 Finding items, especially long-lost ones, is an agent retriever's specialty.
Aglarondan griffonrider Una 18 Soaring above the Yuirwood and the coasts of Aglarond, the famed Aglarondan griffonriders are an elite force of aerial knights who serve the
Simbul and defend their homeland against attack.
Akodo champion OA 220 Akodo champions are the leaders of the mighty army of the Lion clan.
alienist CAr 21 Alienists deal with powers and entities from terrifyingly remote reaches of space and time.
alienist TB 45 Alienists deal with powers and entities from terrifyingly remote reaches of space and time.
ancient master SK 159 Those yuan-ti who grow mightier of mind and gain additional psionic powers are called ancient masters.
animal lord CAd 22 Each animal lord forms a bond with one group of animals.
animal lord MW 43 Each animal lord forms a bond with one group of animals.
anointed knight BE 49 The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable
combatant.
apostle of peace BE 51 The apostle of peace is an advocate for nonviolent resolution of conflict.
arachne FP 182 Arachnes are priestesses of Lolth who have risen to the pinnacle of drow society, worshiping Lolth only for the power she grants.
Arboreal Guardian Gh 19 Within the Spirit Wood are the Arboreal Guardians, men and women dedicated to protecting and ministering the living repositories of elf and
half-elf spirits.
arcachnomancer Und 28 Many creatures of the Underdark are drawn to the power of the spider and that of the master of spiders -- the arachnomancer.
arcane archer DMG 176 The arcane archer is a warrior skilled in using magic to supplement her combat prowess.
arcane devotee FRCS 40 Arcane devotees complement the divine magic of a church's clerical leaders and are among the most important and respected members of a
deity's following.
arcane devotee PG 48 Arcane devotees complement the divine magic of a church's clerical leaders and are among the most important and respected members of a
deity's following.
arcane hierophant RW 108 Arcane hierophants wield a blending of arcane magic and divine magic with a heavy emphasis on nature and the elements.
arcane trickster DMG 177 Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief.
arcane trickster TB 47 Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief.
archmage DMG 178 The most advanced practitioners of arcane magic are frequently archmages.
archmage FRCS 41 The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master
these arcane secrets.
ardent dilettante PlH 55 A diversity of interests and a moderate level of ability in one skill can lead one to become an ardent dilettante.
argent savant CAr 24 The argent savant regards spells that evoke or apply magical force as the noblest and most fascinating spells at her disposal.
ashworm dragoon Sa 66 Ashworm dragoons have formed a bond with a single ashworm that is so strong that it is almost an extension of their wills.
assassin DMG 180 The assassin is the master of dealing quick, lethal blows.
astral dancer PlH 63 A few skilled combatants learn to take advantage of conditions on the Astral Plane.
atavist RE 133 The discipline of an atavist strengthens his bond to the ancestral spirit and to all other kalashtar that have embraced their unique heritage.
auspician FP 184 Auspicians, who manipulate luck as if it were the strings of a worn mandolin, give credence to their claims.
bane of infidels MW 46 The bane of infidels is the leader of a xenophobic tribe.
battle maiden OA 34 Battle maidens are the stuff of wonder and legend, an order of mounted female samurai whose swift, fearless attacks are renowned throughout
the world.
battle scion UA 164 This prestige class is for the wielders of legendary weapons made for the hands of fighters, barbarians, rangers, monks, and the occasional
paladin.
battlerager Rac 178 Dwarven battleragers, or kuldjargh ("axe idiots"), are legendary berserker warriors who can enter a battle frenzy through ritualist singing.
battlesmith RS 97 A battlesmith is a skilled dwarf armorer and weaponsmith who uses her experience in battle, as well as her masterful weaponsmithing and
armorsmithing abilities, to create deadly items for her kinsmen to wield in defense of their homes.
Bayushi deceiver OA 225 The Bayushi are charged with the dirtiest work in the empire.
bear warrior CW 16 Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into
bears while they fight.
bear warrior OA 36 Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into
bears while they fight.
beastmaster CAd 26 A beastmaster feels more at home among the animals of nature than fellow sentient beings.
beholder mage LoM 42 Through ritual destruction of its central eye, a beholder can learn to channel and use magic much more quickly and efficiently than can almost
any other race.
berserk DD 201 Berserks are warriors who dress themselves in bearskins, taking advantage of the fear most people have for wild animals and inviting the wild
rage of the animal into the warrior's body.
Black Blood cultist CR 44 Black Blood cultists are savage fighters whose natural attacks become more fearsome as they increase in level.
black blood hunter PG 177 Malar grants exceptional power to those who supplement their bestial level of evil with truly vile acts.
black flame zealot CD 21 Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to
their god.
Black Flame zealot Una 21 Trained in the rites of Kossuth's temple, the Black Flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who
have given offense to the Lord of Flames.
blackguard DMG 181 The blackguard is the quintessential black knight.
blade bravo RS 99 Blade bravos are gnomes who learn the ways of the rapier.
blade dancer OA 37 To blade dancers, the sword is more than a weapon -- it is an ally, a friend, a spirit companion.
bladesinger CW 17 Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.
bladesinger Rac 179 Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.
bladesinger TB 49 Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.
blighter CD 23 Blighters bring desolation wherever they tread.
blighter MW 48 Blighters bring desolation wherever they tread.
blood magus CAr 26 Blood magi are deceased spellcasters who gain an understanding of blood's importance when returned to life.
blood magus TB 50 Blood magi are deceased spellcasters who gain an understanding of blood's importance when returned to life.
bloodhound CAd 28 A bloodhound tracks down wrongdoers and brings them to whatever justice awaits them.
bloodhound MW 49 A bloodhound tracks down wrongdoers and brings them to whatever justice awaits them.
bloodscaled fury Dr 86 A bloodscaled fury is a dragon whose rage surpasses that of a human barbarian as the barbarian's rage surpasses a child's tantrum.
bonded summoner MH 16 He who learns to leash the furies of the Elemental Planes is known as a bonded summoner.
bone collector Gh 21 A bone collector is a person who draws personal power from the destruction of undead.
breachgnome Rac 181 A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions.
cabinet trickster RE 139 Cabinet tricksters are the changeling agents of the Cabinet of Faces.
cancer mage BV 52 The cancer mage makes quick, poisonous attacks and then retreats.
candle caster TB 52 Also called "spell chandlers," these specialists fill their time fashioning candles, both for esthetics and for power.
Cannith wand adept Sh 162 The Cannith wand adept is an artificer or other spellcaster who specializes in mastering wands.
cavalier CW 19 Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor.
cavalier SF 12 Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor.
cavelord Und 30 A passion for the narrow, dim ways of the world burns in the breast of the cavelord.
celebrant of Sharess PG 178 Celebrants of Sharess are seducers and warriors, hedonists and pious champions of good.
celestial mystic BE 55 Celestial mystics seek to attain ultimate unity with the perfect good.
cerebremancer XPH 141 Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind.
chameleon RD 111 Chameleons are dilettantes in every class and masters of none.
champion of Corellon Larethian RW 113 The champion of Corellon Larethian is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior.
champion of Gwynharwyf BE 56 The champion of Gwynharwyf is a mortal barbarian who strives to emulate her sublime balance of fury and reserve while retaining a focus on
good.
chaotician PlH 61 Chaoticians seek to enjoy the beauty of the unpredictable, and by seeking to emulate the philosophy of chaos in their actions, they create a
fabulous journey through life in which nothing is a bore.
church inquisitor CD 26 The church inquisitor uncovers taint within the church and cuts it away.
church inquisitor DF 51 The church inquisitor uncovers taint within the church and cuts it away.
cipher adept PlH 58 Seamless integration brings the cipher adept bliss.
Citadel elite Sh 163 The elite agent of the Citadel is the best of the best, saved for the most dangerous, most important assignments or granted latitude to serve
the King and Crown as he sees fit.
cloud anchorite Fr 52 The cloud anchorite seeks a way to achieve immortality while maintaining life and awareness.
cognition thief PG 174 A cognition thief's subtle ability to worm her way into a target's very consciousness makes her the ultimate secret agent.
coiled cabalist SK 161 Standing apart from the priests of Sseth but careful never to draw their collective ire by openly opposing them, the members of the Coiled
Cabal pursue the arcane arts largely in secrecy.
combat medic HB 99 The combat medic keeps her allies alive and tends to the fallen on the front lines of battle.
consecrated harrier CD 28 The consecrated harrier acts as a bounty hunter for her religion or organization.
daggerspell shaper CAd 36 Daggerspell shapers work to perfect a unique fighting and spellcasting (druid) style that relies on wielding a pair of daggers at all times.
Daidoji bodyguard OA 215 The Daidoji concentrate on defensive maneuvers and a style of fighting that induces their opponents to defeat themselves.
dark hunter CW 20 Dark hunters specialize in hunting down and eliminating creatures in the dark, twisting caves of the Underdark.
Darkmask LD 33 Darkmasks strike a balance between their faith and their skills at stealth.
darkrunner LoM 186 Darkrunners devote their lives to traveling the haunted underground depths.
darkwood stalker CW 23 Some elves train as elite hunters of orcs; these hunters are called darkwood stalkers.
dawncaller RS 103 Dawncallers are goliath bards responsible for guarding their tribe throughout the night.
death's chosen LM 41 If chosen by his would-be undead master, a death's chosen serves as the master's living minion.
Deathwarden chanter Gh 23 The Deathwarden chanters are the most prestigious, respected, and mysterious members of the dwarven Deathwarden clan.
deep diviner Und 32 Deep diviners are intimates of the earth and all that it hides.
deepwarden RS 105 Deepwardens are dwarves who serve as a living early warning system against threats from both the environment and other creatures.
deepwood sniper MW 52 A deepwood sniper is patient, careful, quiet , and deadly accurate.
defender of Sealtiel BE 58 Defenders of Sealtiel are sworn to uphold the ideals of Sealtiel, which includes fighting off forces of evil when they assault good.
defiant PlH 44 Defiants take the teaching of the Athar to heart in a way that grants them tremendous powers against those who claim to wield divine might.
demonologist BV 54 A demonologist is a mortal who has devoted his life to the study of demons.
dervish CW 25 The dervish epitomizes speeds, quickness, and abandon.
devoted defender SF 13 The devoted defender is a professional guardian.
diabolist BV 56 A diabolist does not serve devils -- she wants to be one.
dirgesinger LM 43 Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief.
disciple of Ashardalon Dr 87 Disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves.
disciple of Asmodeus BV 57 A disciple of Asmodeus uses his power and influence to learn secrets, which in turn gains him more power.
disciple of Baalzebul BV 58 A disciple of Baalzebul uses deceit and trickery to get what she wants.
disciple of Dispater BV 60 A disciple of Dispater is a warlike general of evil.
disciple of Mammon BV 60 A disciple of Mammon takes what she wants any way she can.
disciple of Mephistopheles BV 62 A disciple of Mephistopheles wields hellfire as his weapon.
disciple of Thrym Fr 56 Aside from predictions of Ragnarok, disciples of Thrym spend a large portion of their time undermining those who serve Thor and Loki, the
deities who conspired against Thrym.
dispassionate watcher of Chronepsis Dr 89 Taking the role of observers rather than active participants, dispassionate watchers of Chronepsis remain aloof from the events of the world.
divine agent MP 24 The divine agent is a specially selected agent of her deity, and she acts in the service of that power or deity.
divine champion FRCS 42 Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the
church, and slaying mythical beasts and clerics of opposing faiths.
divine champion PG 49 Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the
church, and slaying mythical beasts and clerics of opposing faiths.
divine crusader CD 33 The divine crusader embodies devotion and dedication to a chosen deity.
divine disciple FRCS 43 Divine disciples interpret the divine will, act as teachers and guides to other members of the clergy, and arm lay followers of their deity with the
power of their patron.
divine disciple PG 51 Divine disciples interpret the divine will, act as teachers and guides to other members of the clergy, and arm lay followers of their deity with the
power of their patron.
divine emissary EL 27 Deities have need of powerful servants, many of whom are epic clerics, paladins, and other characters.
divine oracle CD 34 Some mortals hear the words of deities; these can be divine oracles.
emissary of Barachiel BE 59 The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.
enlightened fist CAr 34 Enlightened fists master the use of touch spells, creating new forms of combat with their fists.
entropomancer CD 36 Entropomancers gain attunement to the great nothingness they say lies at the center of the universe.
epic assassin EL 18 The epic assassin flits from shadow to shadow, lying in wait until his target is vulnerable, then striking like a cobra.
epic blackguard EL 19 The epic blackguard is a twisted reflection of the epic paladin, radiating evil power from every pore of his body.
epic dwarven defender EL 20 The epic dwarven defender becomes the very definition of immovable object.
epic infiltrator EL 28 The epic infiltrator is an agent of espionage, an undercover operative, and sometimes a saboteur.
epic loremaster EL 20 If the epic loremaster doesn't know something, it probably isn't worth knowing.
epic psion EL 22 The epic psion has evolved his inborn mental abilities, achieving mental mastery of lesser mentalities.
epic psychic warrior EL 23 The epic psychic warrior is a meld of mental and martial prowess.
epic shadowdancer EL 21 While the epic assassin udes the shadows, the epic shadowdancer becomes the shadows, indistinguishable from the darkness cloaking her.
eunuch warlock OA 38 Eunuch warlocks must be arcane spellcasters of significant ability, and they are often sorcerers rather than wu jen.
evangelist CD 39 Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine.
Evereskan tomb guardian PG 53 The Evereskan tomb guardians are on hand to ensure that the defenses of the tombs are very good indeed.
exalted arcanist BE 61 Exalted arcanists gain access to spells that channel celestial energy.
exemplar CAd 44 An exemplar focuses her energy on improving the skills she possesses until she can perform them with fluidity, grace, and art.
exorcist of the Silver Flame ECS 77 Exorcists of the Silver Flame lead the Church of the Silver Flame's efforts in combating extraplanar threats.
exotic weapon master CW 30 The only real requirement for exotic weapon master is commitment and perseverance.
exotic weapon master MW 53 The only real requirement for exotic weapon master is commitment and perseverance.
extreme explorer ECS 79 The extreme explorer is the iconic action hero of Eberron.
eye of Gruumsh CW 31 An orc or half-orc who heeds the call to serve Gruumsh in his image can become an eye of Gruumsh.
eye of Gruumsh MW 54 An orc or half-orc who heeds the call to serve Gruumsh in his image can become an eye of Gruumsh.
eye of Horus-Re PG 54 Eyes of Horus-Re are champions of good, sworn enemies of Set, and bane to undead.
faith scion UA 166 This prestige class is meant for characters who wield legendary weapons of divine power for claerics, druids, and paladins.
fang of Lolth SaS 8 Fangs of Lolth undergo a transformation that both provides them power and changes them in ways they may not necessarily want.
Fang of Sseth SK 162 The Fangs of Sseth constitute the strike force of the Vipers -- the stealthy killers who leave no trace.
fatemaker PlH 50 "There are two paths to take; one is easy, and that is its only reward."
fatespinner CAr 37 A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability.
fatespinner TB 58 A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability.
fiend of blasphemy FF 200 The fiend of blasphemy is a master of the infernal art of perverting the desire to worship and turning it toward the corrupt veneration of fiendish
masters.
fiend of corruption FF 202 Fiends of corruption are preoccupied with corrupting mortals to ensure that their souls end up on the Lower Planes after death.
fiend of possession FF 204 A fiend of possession is an invasive presence that taints the very soul, corrupting from within.
Fist of Hextor SF 18 Fists of Hextor are templars sworn to the service of their unforgiving master.
fist of Raziel BE 62 The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil.
Fist of Zuoken XPH 144 The Fists of Zuoken ore members of an order of martial artists devoted to mastering their own physical and mental development while
protecting psions and other psionic creatures.
fleshwarper LoM 189 The fleshwarper finds no greater canvas than flesh itself.
Fochlucan lyrist CAd 47 The Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the
keeper of lore long forgotten elsewhere.
foe hunter MW 56 The foe hunter has but one purpose in life: to kill creatures of the type she hates.
forest master FP 193 Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature.
forsaker MW 57 The forsaker rebels against the magic of the fantastic world around him.
frenzied berserker CW 34 The frenzied berserker is constantly seeking out more conflict to feed her craving for battle.
frenzied berserker MW 59 The frenzied berserker is constantly seeking out more conflict to feed her craving for battle.
frost mage Fr 58 Frost mages usually hail from lands of cold, snow, and ice: tundra, glaciers even outer planes perpetually shrouded in winter.
frostrager Fr 60 The frostragers are powerful and dangerous warriors believed by some to be gifted from (and others cursed by) the frost giant deity Thrym with
an unstable but powerful supernatural battle rage.
gatecrasher MP 26 Gatecrashers see themselves as cosmic free agents, independent forces who can influence the natives of the planes and even the dynamic
forces of magic itself.
geomancer CD 41 To the geomancer, all magic is the same.
geomancer MW 60 To the geomancer, all magic is the same.
geometer CAr 39 The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram.
ghostwalker SF 20 Ghostwalkers have abilities that point to some underlying, mysterious mysticism.
giant-killer SM 109 Giant-killers are great heroes so long as they are killing giants.
gladiator SF 21 Rich or poor, all gladiators face death whenever they step into the arena.
glorious servitor LE 13 Glorious servitors are exceptionally loyal and devout servants of the Mulhorandi gods.
gnome artificer Mag 23 Gnome artificers dabble in technology to create fantastic devices, delving into shadow magic when their mundane equipment is insufficient for
the task.
gnome giant-slayer CW 36 The gnome giant-slayer relies on a combination of agility, combat prowess, and pure craftiness to deal with foes.
goldeye FP 194 Goldeyes are agents and promulgators of commercial intercourse, seeking to increase the wealth of their communities and realms by
promoting the exchange of coins in trade.
goliath liberator RS 112 Goliath liberators are experts at infiltrating giant dwellings, freeing the captives within, then exacting revenge on the giants while the freed
goliaths escape.
Gray Hand enforcer CSW 77 Gray Hand enforcers are highly trained members of the Gray Hands, Waterdeep's elite, high-powered fighting force.
Great Rift deep defender ShS 24 The Great Rift deep defender has a keen understanding of the importance of making a stand.
Great Rift skyguard Rac 183 The hippogriff-mounted skyguards of the Great Rift patrol the skies, ever watchful for the enemies of the gold dwarves.
Great Sea corsair ShS 26 Adapt the dread pirate prestige class from Song and Silenceto create the Great Sea corsair prestige class.
Green Star adept CAr 41 A Green Star adept is the master of the strange and powerful magic derived from Alhazarde's glittering green starmetal.
guardian paramount EL 30 The guardian paramount is an extraordinary bodyguard, a protector of others who is skilled in preventing harm to his charge.
guild thief FRCS 45 Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild.
guild wizard of Waterdeep Mag 26 The wizards of the order study and exchange information, create magic items to help support the guild's financial independence, and offer their
services to others in the city as watch-wizards or fire guards.
halfling outrider CW 38 Halfling outriders are elite champions whose task is to warn their fellows of, and protect them from, danger.
halfling outrider SF 22 The halfling outrider is naturally skilled in the arts of riding and scouting.
Halruaan elder ShS 27 Halruaan elders are the epitomy of magic cast with panache, and their dazzling and unique displays of arcane force make them the most
respected practitioners in the land.
Halruaan magehound ShS 29 Magehounds are Halruaa's inquisitors.
hammer of Moradin PG 56 An elite order of warrior-priests stands ready to defend the dwarven people against the onslaught of fell giants, dark elves, and goblinoids.
hand of the Adama ShS 31 The hand of the Adama is a benign leader, judge and jury, and protector of the common folk all rolled into one.
Harper agent PG 58 Harper agents are the "field agents" of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good.
Harper mage Mag 28 The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass
on ancient lore.
Harper paragon PG 181 A Harper paragon actively promotes the welfare of other creatures while preventing evil forces from preying on innocents.
Harper priest Mag 29 Some Harpers choose to pursue a closer relationship to the deities who inspired the creation of the Harpers.
harper scout FRCS 46 Harper scouts are members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the
balance between civilization and the wild.
hathran FRCS 47 Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen.
hathran PG 59 Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen.
havoc mage MH 20 The havoc mage shares as much in common with a fighter as with a wizard.
heartwarder FP 196 Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things and who nurture the creation of beautiful
objects.
heir of Siberys ECS 80 The magic of a Siberys mark is undeniably powerful, and an heir of Siberys manifests one.
henshin mystic OA 39 Henshin mystics are members of a monastic order that teaches what they consider a great mystery of the universe: that humanity is capable of
a transformation (henshin) into divinity.
hexer MW 63 The hexer uses the power of his gaze.
Hida defender OA 212 Hida defenders train in great armor, a unique characteristic that fits in well with the Crab philosophy of strength and endurance.
hidecarved dragon Dr 94 Hidecarved dragons are members of an enigmatic order of dragons and half-dragons.
hierophant DMG 188 A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.
hierophant FRCS 48 A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.
high proselytizer EL 31 The high proselytizer is the holy inspiration that begins religious movements.
highland stalker CAd 54 Highland stalkers are consummate trackers with an instinctive knowledge of their mountainous territories.
hin fist ShS 32 Adapt the sacred fist prestige class from Complete Divineto create a hin fist.
illithid savant SS 77 The illithid savant is an academic who deals in applied science, acquiring new knowledge from the brains he consumes.
illithid slayer XPH 146 Illithid slayers have dedicated their lives to the eradication of the mind flayer "infection."
Imaskari vengeance taker Und 37 A secret society dedicated to righting wrongs, the Imaskari vengeance takers are trained by hidden masters in the rites and rituals of revenge.
incantatrix Mag 31 The incantatrixes are the practitioners of metamagic in Faerûn, studying spells that affect other spells and having a fondness for magic that
thwarts extraplanar beings.
incantatrix PG 61 The incantatrixes are the definitive practitioners of metamagic in Faerûn, devoting themselves to the study of spells and techniques that affect
other spells.
initiate of Pistis Sophia BE 64 The path of these initiates requires great sacrifices (in the form of at least three sacred vows), but brings great rewards of spiritual power.
Initiate of the Sevenfold Veil CAr 44 A master of defensive magic, the Initiate of the Sevenfold Veil approaches the prismatic barrier by mastering one by one its constituent veils or
layers.
inquisitor DCS 80 By definition, an inquisitor is one who inquires, someone who hunts for people, information, or answers.
inquisitor of the Drowning Goddess Und 39 Some kuo-toa monks go on to become inquisitors of the Drowning Goddess, who are tasked with protecting the community from inside threats.
invisible blade CW 44 Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat.
iron mind RS 114 Elite warriors trained to resist mental compulsions of all kinds, members of the iron mind prestige class defend dwarf and gnome kingdoms
against intrusions by mind flayers, dark elf enchanters, and the like.
Jordain vizier ShS 33 The Jordaini are a special servitor caste, though still upper class, in the magocracy of Halruaa.
justice of weald and woe CR 48 The justice of weald and woe is the go-to person when something unsavory -- usually involving the removal of humans -- needs doing.
justiciar CW 47 Justiciars make a living kicking the daylights out of criminals who desperately deserve it.
justiciar of Taiia DD 205 Justiciars of Taiia fulfill the role of carrying out Taiia's sentence against wrongdoers.
justiciar of Tyr PG 63 Justiciars are the very elite of Tyr's mortal servants, and they act as living embodiments of their god's portfolio.
Keeper of the Cerulean Sign LoM 194 The Cerulean Sign is an ancient rune of power, created untold eons ago by a race or deity long since vanished; now it has keepers.
legendary leader HB 107 Legendary leaders are the stuff of bards' tales come to life.
legendary tactician DCS 81 Legendary tacticians are respected (or feared) for their ability to inspire their troops.
lifedrinker BV 63 Lifedrinkers are vampires who have been undead for a very long time.
lion of Talisid BE 65 The lions of Talisid protect nature and emulate their patron in more concrete ways.
lord of tides Sa 70 A lord of tides can sense the movement of magma, summon beings of elemental might, and open portals to the Elemental Planes.
loredelver RD 117 Loredelvers are illumian spellcasters who find and explore ruins, disable the magical protections that guard them, and sift through the ancient
secrets found within.
loremaster DMG 191 Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold.
luckstealer RW 118 As a luckstealer, you're part spellcaster, part professional gambler -- and 100% mischief-maker.
Luiren marchwarden ShS 35 The Luiren marchwarden is the defender of the frontier in the land of the halflings.
lurking terror LM 54 Lurking terrors are the quintessential hunting undead, displaying great prowess with their special abilities and amazing powers of stealth.
maester CAd 56 Maesters are the master crafters of the gnome world.
mage of the Arcane Order CAr 48 Also called a "guildmage," a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order.
mage of the Arcane Order TB 60 Also called a "guildmage," a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order.
mage-killer Mag 32 Mage-killers master magic designed for combat against other spellcasters.
magelord LE 17 Quick to anger, haughty, and proud of his Art, the magelord is an arcane spellcaster who studies an ancient magical tradition known for
extremely fast and versatile spellcasting
maho-bujin OA 236 When Taint overcomes a character, she may find her way to the Festering Pit of Fu Leng and become a maho-bujin.
maho-tsukai OA 237 Maho (blood magic) wielders are called maho-tsukai.
maiden of pain PG 182 Loviatar's most dedicated servants, the maidens of pain, are depraved women who literally make pain their meat and drink.
Mantis mercenary OA 231 Mantis mercenaries make use of peasant weapons and a rolling motion.
Maquar crusader ShS 38 A Maquar crusader follows a strict code of conduct that not only limits what he can own or where he can live, but also limits the ways in which
merchants can influence him.
martyred champion of Ilmater PG 184 Having already offered his life in sacrifice once, the martyred champion of Ilmater perseveres in Ilmater's faith.
master alchemist Mag 34 The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher.
master inquisitive ECS 82 The master inquisitive takes the art of investigation and deduction to the ultimate level, rising to the top of the field.
master of chains SF 27 The master of chains is a combatant specializing in the use of chains -- specifically the spiked chain -- as a weapon.
master of flies SS 80 The master of flies is an intelligent swarm that can form a massive being at need, or a single creature that can dissolve into a cloud of vermin.
master of many forms CAd 58 A master of many forms has no shape that she calls her own.
master of radiance LM 44 Masters of radiance channel the pure, undiluted power of the sun.
master of shrouds DF 66 The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding.
master of shrouds LM 46 The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding.
master of the unseen hand CW 60 Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky, and disarming enemies with
a single thought.
master of the Yuirwood Una 24 The masters of the Yuirwood are an elite group of foresters who work to keep the ancient Yuirwood free of evil influence.
master of vipers SK 163 Outcast yuan-ti learn to hunt not only to feed themselves, but also to spread destruction far and wide for the pure pleasure of it.
master samurai SF 29 The master samurai is a military retainer of a feudal overlord; he practices a code of behavior that emphasizes the value of personal honor
over life itself.
master thrower CW 58 Master throwers depend on quick reflexes, good planning, and deadly aim.
master transmogrifist CAr 51 The master transmogrifist is a sorcerer or wizard who has chosen to specialize in spells that change his form.
master vampire LM 55 Any vampire can create spawn, but it takes a very special vampire to rule over an entire gang of minions.
menacing brute RD 123 The menacing brute takes advantage of how must humans fear half-orcs, playing on that dread to make his living.
metamind XPH 147 Metaminds know that accumulating the most power in the shortest time is the key to psionic superiority.
Mirumoto niten master OA 218 The Mirumoto school teaches a unique style of swordplay, rooted in this sense of duty.
monk of the long death PG 65 Monks of the long death are members of a macabre, secretive order of scholars seeking to understand the true nature of death.
moonspeaker RE 143 Bound to the magic of their lycanthrope ancestors, moonspeakers breathe the magic of the world, guided by the twelve moons of Eberron.
Moonstar agent CSW 84 Moonstar agents, also known as Teukiir, are members of the Tel Teukiira, a group founded by Khelben "Blackstaff" Arunsun when he broke
from the Harpers.
morninglord of Lathander PG 66 Morninglords are, in many ways, the epitome of the classical cleric archetype.
mortal hunter BV 64 Mortal hunters are fiends who specialize in killing mortals.
Moto avenger OA 228 The Moto avenger is dedicated to a war against the Shadowlands and its evils.
mystic theurge DMG 192 Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike.
mystic wanderer Mag 35 Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and
independence.
naga overlord SK 165 Naga overlords are evil masterminds who operate in secret, usually behind cults of devoted followers.
Nar demonbinder Una 25 Master of the black art of demon summoning, the Nar demonbinder keeps alive the sinister traditions of the old Empire of Narfell.
nature's warrior CW 63 Nature's warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent "too much time" in wild shape
form.
Nentyar hunter Una 28 Sworn to defend the great forests and serve the Nentyarch, druidic ruler of the Circle of Leth, the Nentyar hunters roam the wild lands of the
East, uprooting foul and evil things.
Night Mask deathbringer CR 53 Night Mask deathbringers are highly trained members of the Westgate thieves' guild who have caught the favorable attention of the vampires
in charge of the organization.
nightcloak FP 198 Nightcloaks are the apple of Shar's eye -- devoted to her vision, preserving her secrets, practicing her magic, as twisted and bitter as it is.
nightsong enforcer CAd 60 The enforcers of the Nightsong Guild focus on the stealth-centered combat training that rogues usually learn.
nightsong infiltrator CAd 62 The nightsong infiltrator is the perfect thief and the perfect spy.
Ninja of the Crescent Moon SF 30 The Ninja of the Crescent Moon is a mercenary clan whose members engage in sabotage and other covert missions for an outlandish fee.
ninja spy OA 43 True ninja spies are masters of exotic weapons, tools of stealth, and strange ki powers.
occult slayer CW 66 The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path.
ocular adept FP 200 Ocular adepts have pledged their religious devotions to the alien entity known as the Great Mother, the deity matron of all beholders.
Olin Gisir LE 21 The Olin Gisiae are elite elf mages who have taken it upon themselves to guard dark secrets from the rest of the world
ollam CAd 66 In Dwarven, the world "ollam" means teacher.
oozemaster MW 67 Oozemasters relate one-on-one with things that relate to nothing at all.
orc scout SM 114 Part wilderness warrior and part spy, the orc scout is a hero to his people.
orc warlord Rac 184 The orc warlord is a savage general of an unruly army, the leader of one of the deadly and all too common orc hordes that rampage down from
the Spine of the World.
Order of the Bow initiate CW 68 By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality.
Order of the Bow Initiate SF 32 By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality.
outcast champion RD 126 Outcast champions bring hope to those who have no place in society.
outlaw of the crimson road SaS 10 An outlaw of the crimson road might be a revolutionary, a loyal supporter of some deposed ruler, or merely an ordinary individual who angered
the wrong person at the wrong time.
pale master LM 47 Arcane casters can become pale masters, who draw on necromantic lore that provides a macabre power all its own.
pale master TB 64 Arcane casters can become pale masters, who draw on necromantic lore that provides a macabre power all its own.
peerless archer SM 115 The peerless archer devotes her life to perfecting her skill with the bow.
peregrine runner RS 116 When goliaths need to send a message to another tribe, they send an elite, fleet-of-foot warrior known as a peregrine runner.
perfect wight EL 34 The perfect wight is a master of skulking, the ultimate prowler and thief.
pious templar CD 50 Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance.
planar champion MP 28 The planar champion moves between the planes, always driven to battle.
planeshifter MP 30 The planeshifter is a magical scholar and expert in planar travel, and through arcane research develops not only the ability to sense planar
portals, but also the ability to create his own demiplane.
platinum knight Dr 133 The platinum knight protects good-aligned dragonkind from their natural enemies.
prestige bard UA 69 The prestige bard is a jack-of-all-trades, master of none.
psion uncarnate XPH 148 Formless, fleshless, and unbound by the limits of corporeality -- this is the goal of every psion uncarnate.
Purple Dragon knight CW 70 Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.
Purple Dragon knight FRCS 49 Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.
Purple Dragon knight PG 68 Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.
pyrokineticist XPH 151 Pyrokineticists know that a little psionic power goes a long way -- for those interested in fire.
quori nightmare RE 148 The quori nightmare taps into the primal horrors and urges of the subconscious.
radiant servant of Pelor CD 52 The radiant servants of Pelor put the dogma of demonstrating strength through charity and modesty into living practice.
rage mage CW 72 The rage mage's approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach.
rainbow servant CD 54 Those who have learned what the couatl temples have to offer are known as rainbow servants.
Raumathari battlemage Una 29 Employing sword and spell with dauntless courage and deadly force, the handful of Raumathari battlemages remaining in the world comprise a
lonely and little-known order of adventurers, explorers, and mercenaries in search of battle.
ravager CW 73 The infamous ravager has dedicated himself to the service of Erythnul, deity of slaughter.
ravager SF 33 The infamous ravager has dedicated himself to the service of Erythnul, deity of slaughter.
reachrunner RE 153 Known for their mastery of the untamed world, some shifters rise above others in woodslore, physical ability, and stamina to claim the revered
mantle of the reachrunner -- the greatest of shifter trackers and scouts.
reaping mauler CW 75 Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters.
recaster RE 157 To the recaster, the change her own body is capable of is a simple reflection of the mutability of the world around her.
Red Avenger SF 34 The Red Avenger is the master of ki,an ancient and formidable discipline that allows the user to accomplish the extraordinary.
Red Wizard DMG 193 The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerûn.
Red Wizard FRCS 50 The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerûn.
reforged RE 161 The reforged represents the realized ideal of the warforged's living aspects.
righteous zealot DCS 83 The righteous zealot is a person with a cause that directs every aspect of life.
rimefire witch Fr 67 A rimefire witch is one who has followed a mysterious call to the core of a rimefire iceberg and becomes infused with great power by the
rimefire eidolon.
risen martyr BE 68 A risen martyr is an exalted character who continues in his earthly existence after his martyrdom in order to finish some unfinished task.
ronin CW 77 A ronin is a masterless warrior cast adrift in the world, but still clinging to the remnants of his former life.
royal explorer SaS 13 Some monarchs sponser crack teams of explorers.
ruathar RW 122 Also known as "elf-friend" or "star-friend," a ruathar is a person of some other race who has earned the special friendship of the elven folk.
runecaster FRCS 51 Those that choose to master the ability to create runes of power are runecasters.
runecaster PG 69 Those that choose to master the ability to create runes of power are runecasters.
runescarred berserker Una 31 Deadly barbarians who bear magical runes carved into their flesh, runescarred berserkers are among the most feared of Rashemen's
defenders.
runesmith RS 118 A runesmith has learned to harness the power of runes and can fling fireballsand other staple arcane spells even while encased in full plate
armor.
sacred exorcist CD 56 Sacred exorcists hope to drive away the spiritual forces of evil, prevening them from causing harm to the bodies and souls of humanity.
sacred exorcist DF 68 Sacred exorcists hope to drive away the spiritual forces of evil, prevening them from causing harm to the bodies and souls of humanity.
sacred fist CD 59 Sacred fists are independent organizations found within many temples.
sacred fist DF 70 Sacred fists are independent organizations found within many temples.
sacred purifier LM 49 Sacred purifiers are priestly characters who specialize in destroying undead.
sacred warder of Bahamut Dr 96 Sacred warders of Bahamut protect others from the power of Tiamat's brood.
sanctified mind LoM 198 A sanctified mind believes that all evil-aligned psionics-using creatures must be crushed.
sand shaper Sa 76 Sand shapers are part prophet, part priest, part magician, and part assassin.
savant aboleth LoM 21 Savant aboleths are the eldest, most intelligent, wisest and most forceful of personality.
scaled horror SS 83 Scaled horrors are elite amphibious soldiers.
scar enforcer RD 130 Scar enforcers are angry, embittered half-elves who have rejected both sides of their ancestry.
scourge maiden ShS 40 Scourge maidens are warrior-priestesses of Loviatar dedicated to pain and anguish.
Sea Mother whip Und 42 Devout worshipers of Blibdoolpoolp who seek closer communion with the Sea Mother often gain additional abilities in the Sea Mother whip
prestige class.
seeker of the Misty Isle CD 61 Seekers search for the lost elves of Misty Isle.
seeker of the song CAr 56 Seekers of the song wield the power of music in ways that amaze even the most skilled bards.
sentinel of Bharrai BE 69 Respect for the power of nature, the desire to further the ends of good, and the resolve to destroy evil are the core beliefs of a sentinel of
Bharrai.
serpent slayer SK 166 Some individuals devote their entire lives to thwarting the yuan-ti.
Shaaryan hunter PG 71 On the backs of their swift horses, Shaaryan hunters can run down even the fastest prey and either spear it with a lance or pelt it with arrows
from horseback.
shade hunter CR 58 The shade hunter is a breed of adventurer who lives for the thrill of finding lost treasure, defeating ancient traps, and surviving deadly curses
laid by the priests of dead gods.
shadow adept FRCS 52 Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and
discovering secrets unavailable to all but the most dedicated.
shadow adept PG 72 Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and
discovering secrets unavailable to all but the most dedicated.
shadow scout OA 44 The camouflage of a tiger, the stamina of a horse, the eyes of an eagle: these are the ingredients of the shadow scouts.
shadow sentinel RD 137 Shadow sentinels are elite illumian warriors who protect their people from githyanki raiders, demonic invastions, and hordes of barely
imaginable monsters from the Plane of Shadow.
shadow thief of Amn PG 74 A shadow thief of Amn knows only her own minions, her coworkers, and her superior.
shadowbane inquisitor CAd 68 Shadowbane inquisitors battle incessantly against evil in whatever form it takes.
shadowbane stalker CAd 70 Shadowbane stalkers find evil hidden in civilized areas so that the martial arm of the order (the inquisitors) can spearhead the attack.
shadowcraft mage RS 120 Some gnomes have an even greater affinity for illusions than the average representative of their race, resulting in the prestige class known as
the shadowcraft mage.
shadowcrafter Und 43 Shadowcrafters long ago mastered illusions and glamers.
shadowdancer DMG 194 Operating in the border between light and darkness, shadowdancers are nimble artists of deception.
shadowmind CAd 74 A shadowmind blends psionic powers and uncanny stealth into an effective whole.
shapeshifter OA 45 Shapeshifters must already have some means of changing their form before learning to master that change.
Sharn skymage Sh 165 By studying the properties of the manifest zone in which Sharn is situated, learning its intricacies and methods for manipulating it, a spellcaster
can improve her magical or natural ability to fly.
Shiba protector OA 222 The warriors of the Shiba family are sworn to protect the Isawa family.
shifter MW 68 The shifter has no form that she calls her own.
shining blade of Heironeous CD 63 The shining blade of Heironeous is a member of an order of knights dedicated to prowess in melee combat.
Shintao monk OA 46 Shintao monks are dedicated to following the teachings of Shinsei.
Shou disciple Una 32 Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style.
silverstar FP 201 Silverstars are dedicated advocates of freedom and tolerance, wanderers on the path of truth, and absolute foes of Shar.
singh rager OA 48 Singh ragers draw their furious strength from the noble lion.
siren SS 84 A harpy siren is an artist who constantly seeks to expand and improve upon her innate sonic ability.
skullclan hunter MH 20 The skullclan hunter is the acclaimed foe of unlife.
skylord BE 71 An elf crusader, the skylord uses his kinship with creatures of the sky and the power of the winds to fight evil.
skypledged RW 126 The skypledged represent a mystical tradition among the raptorans that hearkens back to an ancient pact with powerful lords of the Elemental
Plane of Air.
slaad brooder SS 87 The brooder's sole purpose is to implant as many eggs pellets as he can to produce the widest possible range of progeny.
slayer of Domiel BE 73 Sometimes the skillset of an assassin is required for more noble pursuits.
slime lord PG 186 Slime lords, the most favored of Ghaunadar's servants, are not clerics; they are spies and infiltrators who can change their shapes in order to
move unnoticed among members of any race.
Soldier of Light DD 208 The Soldiers of Light are a military order dedicated to open warfare against the minions of their church's enemies.
soul eater BV 66 The soul eater is a monstrous being that feeds on the very essence of life force.
spell scion UA 167 This prestige class is for characters who wield legendary weapons designed for use by arcane spellcasters, such as wizards, sorcerers, and
sometimes bards.
spellcarved soldier RE 166 Spellcarved soldiers are warforged warriors who engrave magic runes into the plating of their inherently magic bodies, gaining remarkable
defensive abilities.
spelldancer Mag 37 Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing to power their magic.
steel legionnaire DCS 68 Steel legionnaires are members of the Legion of Steel.
stoneblessed RS 122 A stoneblessed bonds to the stone of the mountains, blending into a dwarf, gnome, or goliath community and making it her home.
stonedeath assassin RS 124 Most stonedeath assassins are hobgoblin rogues or rangers, but bugbears and even exceptional goblins have been known to undertake
stonedeath training and learn the ways of infiltrating dwarf strongholds by disarming traps, weakening gates, and assassinating dwarf leaders.
stormtalon RW 131 The stormtalons are consummate aerial warriors, using both their weapons and their razor-sharp foot talons to dive on their hapless foes.
streetfighter CAd 79 Streetfighters seek the challenges of the back alleys as a way of testing themselves and their experience in the wilder world.
strifeleader FP 204 Strifeleaders are the chief instruments of the Dark Sun, charged with spreading the One True Way of Cyric through force and deception.
sublime chord CAr 60 In return for abandoning her continuing study of bardic music, a sublime chord instead masters a number of spells more powerful than most
bards can ever use.
Suel arcanamach CAr 63 Arcanamach formerly served as elite guards and agents for powerful wizards.
Sun Soul monk CSW 88 Monks of the Sun Soul Order believe that they each harbor a small fragment of the sun's divine essence.
sunmaster LE 25 The sunmasters are members of a sect within the church of Lathander who believe that the Morninglord is the living reincarnation of
Amaunator.
survivor SS 89 Those who survive a program of frequent assaults and other dangers emerge a few weeks later -- tougher, faster, and less vulnerable to
attacks.
swanmay BE 76 Swanmays are members of a secretive order sworn to protect wilderness areas from evil.
swift scion UA 168 This prestige class is for those who wield legendary weapons that make use of or improve the wielder's stealth, speed, or dexterity (in the
general sense).
sword dancer FP 205 Sword dancers are expected to lead the drow migration and work to promote harmony between drow and surface-dwelling races.
sword of righteousness BE 77 Pursuit of a commitment to righteousness and purity that exceeds the norm is a quality of a sword of righteousness.
sybil SS 90 Steeped in ancient lore, or maddened by divine inspiration, the sybil is a reclusive prophet.
tactical soldier MH 22 The tactical soldier is the master of teamwork in melee.
tainted sorcerer UA 191 Tainted sorcerers find an easy path to tremendous magical power.
tainted warrior UA 193 When a character's taint threatens to exceed the capacity of his body and soul to contain it, he may become possessed by its evil power and
transformed into a creature of taint.
talon of Tiamat Dr 134 The talon of Tiamat furthers the goals of evil dragonkind.
Talontar blightlord Una 34 Corrupt priests who revel in decay, the blightlords of Talona are feared and reviled throughout the Unapproachable East.
tamer of beasts MW 70 Through magic and his overwhelming concern for his charges, the tamer of beasts can make them tougher and more intelligent.
tattooed monk CW 82 Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their skin.
tattooed monk OA 49 Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their skin.
techsmith FP 206 Techsmiths are devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.
temple raider of Olidammara CD 67 The temple raiders are an elite cadre of thiees who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the
temples of other deities.
temple raider of Olidammara SaS 16 The temple raiders are an elite cadre of thiees who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the
temples of other deities.
thaumaturgist DMG 196 The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding.
Thayan gladiator CR 63 Popular and skillful gladiators fill the arenas of Faerûn from Calimshan to the Dragon Coast, but the brutal Thayan gladiators are the best of
the best.
Thayan knight CW 85 Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages.
Thayan knight LD 64 Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages.
Thayan slaver Una 37 Thayan slavers are cruel marauders who use their awful abilities to abduct creatures and then break their wills.
thief-acrobat CAd 83 A thief-acrobat excels in getting in and getting out.
thief-acrobat SaS 18 A thief-acrobat excels in getting in and getting out.
thrall of Demogorgon BV 67 A thrall of Demogorgon thrives on the chaotic nature of mutation and deformity.
thrall of Graz'zt BV 68 The thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets.
thrall of Juiblex BV 70 A thrall of Juiblex oozes a horrible slime and is surrounded by a nauseating stench.
thrall of Orcus BV 71 A thrall of Orcus has devoted herself to the demon prince of undeath.
thrallherd XPH 153 Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor.
tomb warden LM 57 Tomb wardens serve as selfless, undying protectors of the dead.
topaz guardian LoM 203 Resolute crusaders, the topaz guardians are the elite initiates of the Holy Order of the Supernal Topaz Defenders.
tribal protector SF 35 The tribal protector is the battlefield champion of a savage humanoid race.
troubadour of stars BE 78 Bards who channel their celestial music through their mortal voices and instruments are troubadours of stars.
true necromancer LM 51 Those who seek to raise an unyielding obedience from the dead willingly tread the path of necromancy.
true necromancer TB 69 Those who seek to raise an unyielding obedience from the dead willingly tread the path of necromancy.
unholy ravager of Tiamat Dr 97 Those who devote themselves to Tiamat's cause become unholy ravagers of Tiamat.
Union Sentinel EL 35 A Union Sentinel is a member of an elite police force that guards the demiplane city of Union.
urban soul RD 141 Urban souls are the chosen champions of the deity Urbanus, charged with protecting city denzens from external dangers and from subtler
threats to the city.
ur-priest BV 72 A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god.
ur-priest CD 70 A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god.
vassal of Bahamut BE 80 A vassal of Bahamut is a devout, nondraconic champion in the service of the Dragon King.
vengeance knight CR 67 Vengeance knights roam the Lands of Intrigue in search of those who have committed acts of treachery against their employers, the Knights of
the Shield.
verdant lord MW 73 The verdant lord is the final defender of the forest.
vermin keeper Und 44 To a vermin keeper, insects are perfect killers.
vermin lord BV 73 The vermin lord offers itself as a host for all manner of parasitic organisms.
vigilante CAd 85 The vigilante combines magical and mundane investigative techniques to assess a crime scene.
vigilante SaS 20 The vigilante combines magical and mundane investigative techniques to assess a crime scene.
virtuoso CAd 89 The typical virtuoso is outgoing, charismatic, and gregarious.
virtuoso SaS 22 The typical virtuoso is outgoing, charismatic, and gregarious.
visionary seeker PlH 53 A visionary seeker knows how to navigate the mental plain stretching out ahead, finding landfall and truly discovering what it means to know.
void disciple CD 72 Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence.
void disciple OA 51 Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence.
walker in the waste Sa 89 A walker in the waste embodies the harsh, unforgiving nature of the desert.
war chanter CW 87 A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake.
war hulk MH 22 The war hulk is a creature of great size and talent who is specifically trained to shock and awe opposing massed troops.
war mind XPH 155 War minds are expert fighters who claim to possess unequaled knowledge in the art of war.
war weaver HB 112 By weaving together strands of pure arcane power, the war weaver becomes a force to be reckoned with on the battlefield.
warshaper CW 89 The warshaper grows and evolves her own weapons and armor to suit the threat at hand.
warsling sniper Rac 188 The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race.
watch detective MW 75 The watch detective specializes in solving mysteries.
waverider SS 93 The waverider and her companion animal defend their city with a vigor that exceeds either's individual powers.
waveservant FP 209 Waveservants server the Bitch Queen as both tribute gatherers and enforcers.
wayfarer guide CAr 65 The wayfarer guide focues on honing her skill at instantaneous magical transportation.
wayfarer guide TB 70 The wayfarer guide focues on honing her skill at instantaneous magical transportation.
weapon master SF 38 For weapon masters, the perfection of kiis found in the mastery of a single melee weapon.
weapon master (kensei) OA 53 For weapon masters, the perfection of kiis found in the mastery of a single melee weapon.
wearer of purple FP 210 Wearers of purple are members of the Cult of the Dragon who embrace the creation and veneration of the Sacred Ones, the great dracoliches
of Faerûn.
weretouched master ECS 85 Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage.
whisperknife RW 135 The halfling whisperknife seeks to repay murder, theft, or humiliation in the same coin.
wild mage CAr 68 Wild mages aspire to cast spells without structure.
wild plains outrider CAd 92 Wild plains outriders work tirelessly to keep the plains as safe as such remote places can be.
wild scout SM 117 Wild scouts are the spies of the wilderness, traversing the open and wild country in search of valuable information.
wildrunner RW 139 Wildrunners give themselves almost wholly to nature, seeking to return to their untamed roots and eventually become fey creatures.
windrider MW 77 The windrider is a specialist in mounted combat, but hers is no ordinary mount.
windwalker FP 212 Windwalkers learn to shape the winds with their hands and ride them to lands as yet unseen.
winterhaunt of Iborighu Fr 72 As minions of the Frozen King, the winterhaunts of Iborighu lust for nothing less than eternal winter.
witch hunter OA 54 Witch hunters combine magical training with combat expertise to battle the spiritual forces of evil in the world.
Wizard of High Sorcery DCS 71 Once a wizard successfully completes (and survives) the Test of High Sorcery, his choices dictate his robe color and which deity of magic
grants him power.
wonderworker BE 82 Wonderworkers sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere.
yakuza OA 55 Yakuza represent the shadowy underworld and provide protection for the helpless.
Yathchol webrider Und 46 With their intimate understanding of webspinning and their familiarity with the Overweb, Yathchol webriders can move about the Underdark as
they choose.
yathrinshee PG 187 Yathrinshees, the elite ranks of Kiaransalee's priests, are powerful masters of necromantic magic, both arcane and divine.
yuan-ti cultist SS 97 The mysteries of the evil deities of the yuan-ti are mastered by yuan-ti cultist masters.
Zhentarim skymage LD 102 These powerful spellcasters ride strange flying beasts and serve the Zhentarim by performing acts of espionage and causing unrest on the
frontiers of civilization.
Zhentarim spy PG 77 The Zhentarim spy is probably the one Faerûnians encounter most often -- even if they never realize it.
knight phantom FN 41 The knight phantom prestige class takes capable wizards and gradually turns them into capable melee fighters, without slowing their
spellcasting too much.
Dark Lantern FN 68 The Dark Lanterns serve the crown of Breland as spies and assassins.
Cyran avenger FN 86 These survivors of the Day of Mourning seek to uncover the cause of the cataclysm and avenge their people against the architects of the
Mournland.
bone knight FN 117 Bone knights are Karrn patriots, living protectors who fight alongside the undead legions of their land.
silver pyromancer FN 150 The silver pyromancer is an arcane champion of the Church of the Silver Flame, taking his place alongside clerics, paladins, and exorcists in
the Church's cause.
legacy champion WL 19 You are so devoted to the history and chronicle of a particular item of legacy that you enjoy enhanced access to your item's legacy abilities.
cataclysm mage EH 58 Cataclysm mages seek after Eberron's most powerful mysteries, long lost to the past.
thunder guide EH 64 Bodyguards to nobles on safari, shepherds to spelunking university professors, and the real-life heroes of chronicle serials across Khorvaire,
thunder guides provide the strong blades, keen senses, and local knowledge necessary to survive a trip across the Thunder Sea.
knight of the pearl Sto 52 The knight of the pearl is a loyal defender of the aventi people, dedicated to the service of Aventernus and his appointed kings.
legendary captain Sto 56 A legendary captain might be the commander of a fleet's flagship or a bloodthirsty pirate, but whatever the role, her reputation is widespread
and her crew fanatically loyal.
leviathan hunter Sto 61 The leviathan hunter is dedicated to hunting down creatures of the perilous depths.
scarlet corsair Sto 65 The scarlet corsair relies on the reputation of her quick blade and terrible fighting skills to drive her prey before her.
sea witch Sto 68 A sea witch is a terrible chaotic mage who wields the powers of water and calls on the living horrors of the deep.
stormcaster Sto 72 The stormcaster is one who seeks to tap into the power of a strange and terrifying phenomenon: the raging storm.
wavekeeper Sto 76 Some druids feel the call of the primal deeps.
Knight of the Flying Hunt CoV 106 Defenders of Nimbral, protectors of the island realm's quiet, simple folk, noble soldiers answering to the powerful but mysterious Nimbral Lords
-- the Knights of the Flying Hunt epitomize valor and grace in word, deed, and bearing.
Knight of the Weave CoV 111 Members of this mystic order of sacred defenders cherish the Weave like a fine wine.
Moonsea skysentinel CoV 117 Moonsea skysentinels are the eyes in the sky for the Knights of the North, scouting the landscape, looking for evidence of Zhentarim activity.
Triadic knight CoV 123 Triadic knights are holy warriors who worship the Triad of Tyr, Torm, and Ilmater.
corrupt avenger HH 88 A corrupt avenger accepts any cost to have his vengeance, even to the forfeit of his very soul.
death delver HH 93 The death delver is that rare individual, who, rather than fearing and avoiding death, delves as deeply into its mysteries as he can, to better
understand and eventually gain some small power over it.
dread witch HH 98 The dread witch is a spellcaster who manipulates fear as readily and effectively as other casters manipulate magic itself.
fiend-blooded HH 102 With careful exploration, a spellcaster who feels a call from within can slowly bring the power of their fiendish lineage to the surface.
purifier of the Hallowed Doctrine HH 108 Purifiers of the Hallowed Doctrine consider themselves servants not of gods but of the spiritual well-being of the world itself.
tainted scholar HH 113 No secret is barred from the tainted scholar's grasp, and if such forbidden knowledge comes at the cost of his soul, he's willing to pay that
price.
alchemist savant MoE 53 The alchemist savant excels in the capacity to break down the normal barriers that lie between alchemy and magic, between potion and
alchemical fluid, between science and art.
deadgrim MoE 57 The deadgrim are an elite faction with in the Red Watchers, a new organization of undead hunters within Karrnath.
dragon prophet MoE 63 The dragon prophet is a member of one of the "lesser races" who shares the dragons' ambitious goal of understanding the complex and
convoluted draconic Prophecy.
elemental scion of Zilargo MoE 68 The elemental scion of Zilargo attempts to understand the true nature of the elements through bizarre methods.
impure prince MoE 73 Of those who make it their special mission to rid the world of aberrations and their masters, only impure princes can claim the distinction of
using daelkyr-inspired corruptions and symbionts as their most effective tool in aberration cleansing.
quori mindhunter MoE 77 The quori mindhunter has a single mission: to hunt down and destroy the quori spirits that corrupt humanity, and the possessed Inspired that
further the aims of the Dreaming Dark.
renegade mastermaker MoE 81 A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with
mechanical augmentations.
vigilant sentinel of Aerenal MoE 85 Part spy, part assassin, and completely loyal to the Sibling Kings and Aerenal's undying rulers, the sentinels roam across Eberron.
incandescent champion MoI 115 The incandescent champion seeks to dispense with barriers and obstacles both tangible and intangible so that she can touch the cosmic soul
with her unveiled body, mind, and spirit.
incarnum blade MoI 121 Using a secret passed down through the generations, the incarnum blade shapes soul energy drawn from the greatest warriors of the past into
a special soulmeld that is incorporated into his melee weapon of choice.
ironsoul forgemaster MoI 126 Only the ironsoul forgemaster can craft a weapon that combines these arts with the shaping of soul essence.
necrocarnate MoI 132 Dealers in death and torturers of souls, necrocarnates number among the most evil creatures in any world.
sapphire hierarch MoI 136 The elite members of an order of priests of law defend the temple, contemplate the mysteries of the Sapphire Eidolon, and seek to fulfill its
single command by perfecting themselves and bringing order out of chaos wherever they find it.
soulcaster MoI 142 Soulcasters excel at incorporating soul energy into their magic.
spinemeld warrior MoI 147 When a spinemeld warrior trains, he is participating in a tradition that has long been venerated in skarn society.
totem rager MoI 153 The totem rager embodies the wrath of nature in its most bestial form.
umbral disciple MoI 158 The umbral disciple is a student of shadow in both a literal and a metaphysical sense.
witchborn binder MoI 162 Elite agents within the Vigilant Servants, a society whose members make it their business to frustrate the plans of the witchborn, witchborn
binders are incarnum-wielding mage-hunters who can use the power of soul energy to create shields, traps, and shackles.
gatekeeper mystagogue PE 88 Heirs to a tradition over sixteen millennia old, the gatekeeper mystagogues stand among the greated foes of the daelkyr and their aberration
spawn.
high elemental binder PE 104 As a high elemental binder, you can reach into the planes and immediately draw elemental beings into objects -- coating your armor in stone
or your blade in fire.
disciple of the eye RDr 75 As a disciple of the eye, you know the messages that the eyes alone can impart.
dracolexi RDr 79 As a dracolexi, you try to understand that primordial vocabulary by devoting yourself to the study of ancient dialects and languages, hoping to
discover how certain Draconic words were once uttered.
dragon devotee RDr 84 Some individuals feel the call of dragons more strongly, which may lead them into an attempt to awaken their blood and bring those traits to
the fore.
dragonheart mage RDr 88 The dragonheart mage is perfect for the dedicated spellcaster who wishes to embrace the power of dragon blood while still advancing in
magical expertise.
Singer of Concordance RDr 91 The Singers of Concordance are a small order of wandering draconic spiritual guides who begin as servitors of Io, the Ninefold Dragon, creator
of all dragonkind.
anima mage TM 50 Anima mages see vestiges as mere tools, no different from spell component pouches or a wand of fireball.
knight of the sacred seal TM 54 A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige.
scion of Dantalion TM 59 The scions believe that their destiny is to one day take up the crown of a long-forgotten human empire, bear the scepter of rulership, and
rebuild the empire that could rival the stars.
Tenebrous apostate TM 63 The remnant of divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god. Some
followers, however, believe that Tenebrous is a separate deity, so these Tenebrous apostates revere him as such.
witch slayer TM 67 Witch slayers devote themselves to capturing and destroying those who share their souls with other entities.
child of night TM 117 They prefer to call themselves "black transmogrifists," but most know them as children of night.
master of shadow TM 121 Some driven or domineering souls seek nothing less than mastery of darkness itself -- the ability to turn the very shadows into their agents and
allies.
noctumancer TM 125 Noctumancers bridge the gap between shadow and arcane magic.
shadowblade TM 129 Shadowblades are martial combatants with an innate link to shadow.
shadowsmith TM 132 Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the
shadowsmith.
acolyte of the ego TM 204 By learning to speak their own truenames, acolytes of the ego strive to unlock hidden powers lost to the cosmos.
bereft TM 208 The bereft are a group of truenamers who devote themselves to mastering the word of unmaking, a powerful component of Truespeech
purportedly able to unravel creation.
brimstone speaker TM 212 Brimstone speakers regard the secret language of truenames as nothing less than a gift from the gods.
disciple of the word TM 216 Disciples of the word are intellectual warrior monks who, through a deeper understanding of their truenames, transcend the limits of their
mortal form.
fiendbinder TM 220 A fiendbinder seeks to unlock the truenames of demons, devils, and other vile fiends, and use that knowledge to bind them to service.
merchant prince PF 71 A merchant prince (known as a merchant princess if female) is a member of the merchant nobility who has acquired his position and wealth
either by being born into a wealthy family or by earning every last coin himself.
anarchic initiate CP 17 The anarchic initiate is more than a wilder; he is an initiate to the truth that underlies the wildness in the depth of his being.
ebon saint CP 22 The ebon saint lives in the darkness, but seeks to exposehis enemies to the light.
ectopic adept CP 26 Ectoplasm is the preferred medium of creation for the ectopic adept, and his mind serves as the mold, kiln, and wheel upon which his works
are turned.
flayerspawn psychic CP 30 Willing to sacrifice her life, appearance, and even her sanity, the flayerspawn psychic walks a dangerous road, growing in psionic power as
she slowly embraces her secret mind flayer heritage.
illumine soul CP 33 The illumine soul is a living conduit of positive energy.
soulbow CP 36 In the tradition of the soulknife, a soulbow realizes the direct capacity of her own mind to give shape to weapons of psionic perfection.
storm disciple CP 40 A storm disciple is a character who decides that the best, most glorious way to serve his ideals is through the natural power, fury, and splendor
of the storm.
zerth cenobite CP 43 The core of a zerth cenobite's studies involve strict meditation on the nature of time and the body's movements through it, culminating in a
martial art known as zerthin.
landforged walker SX 123 Even as they speak for nature, landforged walkers coax the living bounty of the earth to grow on their metal hides, drawing power from the
environment around them.
primal scholar SX 127 Primal scholars are spellcasters bent on uncovering and mastering the ancient magic that lies buried in the jungles, deserts, and mountains of
Xen'drik.
scorpion wraith SX 130 Scorpion wraiths are the elite warriors of the drow.
wearer of purple DrF 67 Updated from Faiths and Pantheons.
bloodclaw master ToB 96 A bloodclaw master embraces the animal within to a degree that it becomes external, partially transforming him into the beast from which the
discipline was inspired.
bloodstorm blade ToB 100 Other martial adepts rightfully look with wonder upon those who learn the bloodstorm style.
eternal blade ToB 109 An eternal blade is an elf who learns a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior.
jade phoenix mage ToB 113 Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial
discipline.
master of nine ToB 119 Some savants of the Nine Disciplines believe that none of the paths are complete, true disciplines in and of themselves.
Ruby Knight vindicator ToB 122 The Ruby Knights are a crusader order in the service of Wee Jas, goddess of death and magic.
Shadow Sun ninja ToB 126 A Shadow Sun ninja is a martial artist who studies the balance between good and evil, light and dark.
diamond dragon DM 30 The boldest of the sages study the link between gem dragons and psionics, learning to tap into what they refer to as the draconic psionic
collective.
dragon descendant DM 34 A secret monastic order, dragon descendants tap into the power of their draconic heritage to call on their ancestors in times of need.
dragon lord DM 38 A dragon lord is the general at the head of an army, the emperor at the helm of an empire, or the warleader who dominates a battlefield.
hand of the winged masters DM 43 Dragons often need expert servants to be their eyes, ears, and hands in humanoid society.
pact-bound adept DM 46 Pact-bound adepts are sorcerers who have learned to transcend their beliefs about spells and magic and embrace arcane power as dragons
do.
swift wing DM 50 Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers.
wyrm wizard DM 55 Wyrm wizards are spellcasters who learn new spells not through research and experimentation but rather by tapping into the vast wealth of
arcane knowledge possessed by dragons.
sovereign speaker FE 32 Although devotion to a single god enables some individuals to gain additional power, overriding
escalation mage FE 52 By giving themselves over to the Shadow and focusing on the dark side of magic, these arcane spellcasters learn how to bargain with their god
to make their spells more effective -- for a price.
argent fist FE 70 Only a precious few possess the focus, the dedication, and the physical prowess to master the abilities of the argent fist, but few enemies can
stand against those who do.
thief of life FE 84 When the prize is immortality, there is precious little a thief of life will not do to grasp it.
planar shepherd FE 105 Some druids, especially among the Greensingers or those who have dealt extensively with that sect, reject narrow interpretations of what
constitutes the natural world.
knight of the raven Rav 200 Before evil descended on the land of Barovia, it was home to an order of virtuous champions, the Knights of the Raven.
Lightbringer Rav 204 The Lightbringers are an expansive guild of undead hunters that readily hands out charter memberships to anyone who wants to stamp out
undead.
aburant champion CM 50 A warrior who dabbles in abjuration magic.
eldritch disciple CM 53 A multiclass warlock and divine spellcaster.
eldritch theurge CM 57 A multiclass warlock and arcane spellcaster.
enlightened spirit CM 60 A warlock who takes on celestial characteristics.
holy scourge CM 64 An arcane spellcaster that specializes in blasting evil.
lyric thaumaturge CM 67 A bard with enhanced spellcasting prowess.
master specialist CM 70 A wizard with greater mastery over a school of specialization.
nightmare spinner CM 74 An arcane spellcaster who weaves fear into illusions.
ultimate magus CM 77 A multiclass arcane preparation spellcaster and arcane spontaneous spellcaster.
unseen seer CM 81 A stealthy character who dabbles in divination magic.
wild soul CM 84 An arcanist who wields power from the realm of the fey.
black dog Dra 95 Travelers might hear tales of a secret society within House Ghallanda, a cabal of vigilante assassins who specialize in the use of poison.
blade of Orien Dra 99 The blade of Orien is a soldier who uses her Mark of Passage to gain a tactical edge in combat.
Cyre scout Dra 101 Cyre scouts combine the creative traditions of House Cannith with the ability to survive in the most hazardous environments.
Deneith warden Dra 105 The Deneith warden is devoted, body and soul, to the apprehension of lawbreakers wherever they are found.
Duraak'ash Dra 107 A duraak'ash is an implacable foe who uses her Mark of Finding to form a link to her prey: a bond that grants her benefits both during the hunt
and in the inevitable battle at its end.
Medani prophet Dra 110 As a Medani prophet, you learn to draw on your dragonmark to peer into the future -- and potentially, to unlock the secrets of the past.
nosomatic chirurgeon Dra 114 A nosomatic chirurgeon is a halfling student of sickness, and a master of the ebb and flow of the energies of life and death.
shadow hunter Dra 117 A shadow hunter is a warrior of his house, and must be familiar with the arts of battle as well as stealth.
silver key Dra 120 A silver key is a master of stealth and security, and an expert at getting into and out of tight places.
storm sentry Dra 124 A storm sentry is a soldier first and foremost, and must be a capable combatant.
hellreaver FCII 92 Hellreavers are warriors whose outrage at the actions of the fiends and their ability to corrupt and seduce without consequences fuels and
array of combat abilities.
soulguard FCII 95 Soulguards openly oppose fiendish practices and go to great lengths to protect those beset by the power of Baator.
serene guardian ShG PG7 Those who master the esoteric, mind-enhancing techniques of the Luminous Order have earned the right to call themselves serene guardians.
solar channeler ShG PG9 Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the
situation demands melee combat. Then they become furious angels.
dark scholar ShG PG11 Dark scholars are arcanists who have delved deeply into texts regarded as too revolutionary or too dangerous for others.
twisted lord ShG PG13 The stealthy assassins of the Ebon Cabal, twisted lords can turn their visages fearsome at a moment's notice.
avenging executioner CS 24 Relentless and inventive, these stalkers wield psychology as deftly as their weapons.
battle trickster CS 28 The battle trickster engages in combat not only to defeat enemies but to impress them with martial and acrobatic prowess.
cloaked dancer CS 31 The cloaked dancer dances into the hearts and minds of her audience, beguiling those around her with boundless charm and careful dance
moves, leaving her victims in a state of ecstasy even as she kills them.
combat trapsmith CS 34 Combat trapsmiths can litter a battlefield or dungeon with devices of their own cunning design.
fortune's friend CS 38 The fortune's friend lives by his luck.
gray guard CS 40 Gray guards are less restrained by their knightly vows, doing what must be done, no matter how unpleasant.
magical trickster CS 45 Relying as much on her wits as on her spellcasting prowess, the magical trickster can sacrifice her spellcasting ability to gain even greater
access to skill tricks.
malconvoker CS 48 Daring summoners known as malconvokers bargain with their lives.
master of masks CS 52 Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what
can be.
mountebank CS 57 Mountebanks are frauds and con artists, capable of slipping into new identities as others change clothing.
psibond agent CS 60 A psibond agent sees through the eyes of others, gently guiding (or in some cases forcefully commanding) her puppet to go places she could
never enter herself.
spellwarp sniper CS 64 The spellwarp sniper contorts spells, changing area effects into rays that deliver precise, devastating attacks.
uncanny trickster CS 67 The uncanny trickster combines the features of his primary class with a wider range of skill tricks than any other character can achieve.
Fist of Dal Quor SoS 119 The Fists of Dal Quor are a combat order drawing supernatural power from the Region of Dreams.
Haztaratain SoS 122 The ascetic nature of the Haztaratain order appeals to those who focus on self-mastery; its martial spirit draws those who concentrate on might
rather than mysticism.
beast heart adept Du 48 By attuning himself to the bestial urges of dungeon creatures, he learns to form powerful bonds with a small number of monsters.
trapsmith Du 53 A trapsmith excels at rigging deadly surprises to harm her enemies, secure her camp, and confound pursuers.
demonwrecker EDP 168 Spellcasters specializing in demon eradication can gain great fame and prestige -- if they survive long enough.
jaunter EDP 172 The jaunter is a consummate expert on travel who specializes in getting exactly where he wants to go -- whether it's across the multiverse or
just across the battlefield.
Ability Focus MM 303 Choose one of the creature's special attacks. This attack becomes more potent than normal.
Ability Focus MM2 18 One of the creature's special attacks is more potent than normal.
Ability Focus MM3 206 The special attack of a creature with this feat is more potent than normal.
Ability Focus SS 30 Choose one of your spell-like abilities. This attack becomes much more potent than normal.
Able Learner RD 150 You have great aptitude for learning.
Able Sniper RW 148 You are accomplished at remaining unseen when you're sniping with a ranged weapon.
Accurate Jaunt UA 92 You have an instinctive sense of interplanar travel.
Acheron Flurry PlH 37 You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-
hand combat.
Acrobatic PH 89 You have excellent body awareness and coordination.
Acrobatic SaS 38 You have excellent body awareness and coordination.
Action Boost ECS 47 You have the ability to alter your luck drastically in dire circumstances.
Action Surge ECS 50 By spending 2 action points, you can perform an additional action in a round.
Adamantine Body ECS 50 At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides
formidable protective armor and some damage reduction.
Adamantine Body MM3 192 At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides
formidable protective armor and some damage reduction.
Adamantine Body RE 118 At the cost of mobility, your warforged body can be crafted with a layer of adamantine that provides formidable
protective armor and some damage reduction.
Additional Magic Item Space EL 50 You can wear more magic items.
Adroit Flyby Attack Dr 67 You can make flyby attacks and get out of reach quickly.
Aerenal Beastmaster RE 105 As an elf of Aerenal, you consider baboons sacred animals and they serve you obediently.
Aerial Reflexes RW 148 Your aerial agility allows you to avoid dangerous effects while airborne.
Aerial Superiority RW 148 You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can
outmaneuver.
Aftersight Rac 160 You have a trace of the Sight in your blood, which enables you to pick up echoes of the past, both wondrous and
terrible.
Agile PH 89 You are particularly flexible and poised.
Agile Athlete RW 148 You rely on your agility to perform athletic feats, rather than brute strength.
Agile Tyrant LoM 44 A creature with this feat develops longer, more flexible eyestalks than its kin. This extra flexibility allows it to bring
additional eye rays to bear against its foes.
Feats 24 of 279
Feat Source Page Description
Agony Touch Gh 28 Choose one physical ability score. When you touch a creature, you can deal damage to this ability score.
Air Heritage PlH 37 You are descended from creatures native to the Elemental Plane of Air.
Alertness PH 89 You have finely tuned senses.
Aligned Attack XPH 41 Your melee or ranged attack overcomes your opponent's alignment-based damage reduction and deals
additional damage.
Allied Defense ShS 19 You are good at protecting nearby allies.
Alluring SaS 38 Others have an inexplicable urge to believe your every word.
Altitude Adaptation Fr 45 Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.
Anarchic Heritage PlH 38 You are descended from creatures native to the planes of chaos.
Ancestral Guidance RE 105 The spirit of your patron ancestor guides your hands and thoughts in times of trouble.
Ancestral Knowledge RS 136 You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the
mortal realms.
Ancestral Relic BE 39 You own an ancestral heirloom and can invest it with increasing power.
Ancestral Spirit Rac 161 You have ties to the long-dead spirit of one of your clan's ancestors, who whispers ancient words of wisdom into
your mind in times of need.
Animal Affinity PH 89 You are good with animals.
Animal Control MW 20 You can channel the power of nature to gain mastery over animal creatures.
Animal Defiance MW 20 You can channel the power of nature to drive off animals.
Animal Friend BE 41 Animals respond favorably to the aura of goodness that exudes from you.
Animal Friends Rac 161 Your ability to speak with animals has allowed you to befriend an animal as a permanent ally.
Ankheg Tribe Ambush ShS 19 You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt.
Antipsionic Magic XPH 41 Your spells are more potent when used against psionic characters and creatures.
Anvil of Thunder CW 112 You have mastered the style of fighting with hammer and axes at the same time, and have learned to deal
thunderous blows with this unique pairing of weapons.
Appraise Magic Value CAd 103 Your ability to determine an item's worth and your knowledge of magic allow you to determine the exact
properties of a magic item without the use of the identify spell or similar magic.
Apprentice DMG2 176 A character with this feat has apprenticed himself to a master in order to speed his learning and bolster his skills.
Aquatic Shot Sto 90 You have developed the technique of firing a ranged weapon into or through the water with better accuracy than
normal, striking at just the right angle to allow it to slice through the obstruction with precision.
Aquatic Spellcasting LoM 178 You know how to cast spells that work equally well in or out of water.
Arachnid Rider Rac 161 You are trained in the art of employing spiders as steeds.
Arcane Defense CAr 73 Choose a school of magic, such as illusion. You can resist spells from that school better than normal.
Arcane Defense TB 38 Choose a school of magic. You can resist spells from that school better than normal.
Arcane Disciple CD 79 Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast spells associated
with that domain as arcane spells.
Feats 25 of 279
Feat Source Page Description
Arcane Insight RD 154 By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight
into arcane spellcasting.
Arcane Manipulation LE 6 You are learned in the arcane ways of Netheril, where masters of magic once molded and shaped arcane energy
to their own will.
Arcane Mastery CAr 73 You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
Arcane Preparation CAr 73 You can prepare an arcane spell ahead of time, just as a wizard does.
Arcane Preparation FRCS 33 You can prepare an arcane spell ahead of time, just as a wizard does.
Arcane Preparation PG 32 You can prepare an arcane spell ahead of time, just as a wizard does.
Arcane Preparation TB 38 You can prepare an arcane spell ahead of time, just as a wizard does.
Arcane Schooling FRCS 33 In your homeland, all who show some skill at the Art may receive training as a wielder of magic.
Arcane Schooling PG 33 In your homeland, all who show some skill at the Art may receive training as arcane spellcasters.
Arcane Strike CW 96 You can channel arcane energy into your melee attacks.
Arcane Transfiguration LE 6 Drawing upon forgotten lore, you broaden your arcane studies and master a school of magic previously
prohibited to you.
Arctic Adaptation Rac 161 You have adapted to the snowbound environment of the arctic reaches of Faerun.
Area Attack SS 30 You can wield improvised weapons to attack several spaces at once.
Armor Proficiency (Heavy) PH 89 You are proficient with heavy armor.
Armor Proficiency (Light) PH 89 You are proficient with light armor.
Armor Proficiency (Medium) PH 89 You are proficient with medium armor.
Armor Skin CW 151 Your skin becomes like armor.
Armor Skin EL 50 Your skin becomes like armor.
Art of Fascination OA 60 You claim descent from Kakita Wayozu, whose art was so great it is said that she helped create an alternate
world.
Arterial Strike CW 96 Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.
Arterial Strike SaS 38 Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.
Artic Priest Fr 46 You can swap out prepared spells to cast spell to aid in exploring and surviving in frostfell areas.
Artist FRCS 33 You come from a culture in which the arts, philosophy, and music have a prominent place in society.
Artist OA 61 You claim descent from Doji, who was known as a creator of culture and civilization.
Artist PG 33 Your people are renowned for their skill at story and song.
Ascetic Hunter CAd 105 You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to
justice.
Ascetic Knight CAd 105 You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable
service grow from the same well of purity.
Ascetic Magic CAd 105 You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.
Ascetic Rogue CAd 106 You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat.
Ashbound ECS 50 You have been trained in the druidic traditions of the Ashbound, seeing yourself as one of nature's avengers.
Assume Supernatural Ability SS 30 You learn to use a supernatural ability of an assumed form.
Feats 26 of 279
Feat Source Page Description
Athletic PH 89 You have a knack for athletic endeavors.
Athletic SaS 38 You're physically fit and adept at outdoor sports.
Attention to Detail OA 61 You are descended from Akodo's advisor Ikoma -- a historian, judge, and storyteller.
Attune Gem Mag 21 You can magically imbue gems to hold a spell until triggered.
Attune Magic Weapon ECS 50 Through your study of magic weapons, you have become adept at eking every advantage out of their enhanced
qualities.
Augment Healing CD 79 You can increase your healing ability.
Augment Summoning Mag 21 Your summoned creatures are better than normal.
Augment Summoning PH 89 Your summoned creatures are more powerful than normal.
Augment Summoning TB 39 Your summoned creatures are more powerful than normal.
Augmented Alchemy CAd 191 You can create alchemical items and substances that are much more powerful than normal.
Augmented Alchemy EL 50 You can create alchemical items and substances that are much more powerful than normal.
Auspicious Marking RS 136 Your [goliath] skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take
new forms.
Automatic Quicken Spell CAr 191 You can cast any of your lesser spells with a moment's thought.
Automatic Quicken Spell EL 50 You can cast any of your lesser spells with a moment's thought.
Automatic Silent Spell CAr 191 You can cast any of your lesser spells silently.
Automatic Silent Spell EL 51 You can cast any of your lesser spells silently.
Automatic Still Spell CAr 191 You can cast any of your lesser spells without gestures.
Automatic Still Spell EL 51 You can cast any of your lesser spells without gestures.
Autonomous XPH 41 You have a knack for psionic self-sufficiency.
Awaken Frightful Presence Dr 67 You gain frightful presence.
Awaken Spell Resistance Dr 67 You gain spell resistance.
Awesome Blow MM 303 The creature can choose to deliver blows that send its smaller opponents flying like bowling pins.
Awesome Blow MM3 206 A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.
Feats 27 of 279
Feat Source Page Description
Bane of the Unclean LoM 44 A creature with this feat hates aberrant beholders so strongly that it gains bonuses when fighting them.
Battle Jump UE 42 You know how to launch a devastating attack from above by dropping onto your opponent.
Battlefield Inspiration MH 25 You inspire courage in your allies.
Battleshifter Training RE 116 Your shifter fighting instincts grant you a sophisticated blend of defensive techniques and controlled attacks.
Bear Fang CW 112 You have mastered the fierce style of fighting with axe and dagger at the same time.
Beast Companion EL 51 You can befriend a beast.
Beast Shape ECS 50 You call upon the power of your beast totem to physically change your form.
Beast Totem ECS 51 In the druidic custom of your people, you have claimed a kind of magical beast as your totem -- a patron,
protector, and source of strength.
Beast Wild Shape EL 51 You can wild shape into magical beast form.
Beasthide Elite ECS 51 Your shifter trait improves.
Beckon the Frozen Fr 47 Creatures you summon are infused with cold energy and have the cold subtype.
Bestial Hide LoM 179 Your skin is thicker, scalier, or furrier than normal.
Bind Elemental ECS 51 You can craft magic items that use bound elementals for special effects, including weapons, armor, airships, and
elemental galleons.
Black Lore of Moil CAr 75 Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your
necromancy spells especially potent.
Blackwater Invocation Sto 91 You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water
found at the bottom of the deepest ocean trenches.
Bladebearer of the Valenar RE 107 Your extensive training makes you especially adept with the curved blades of the Valenar.
Bladeproof Skin UA 92 Your skin has a degree of protection from even the sharpest edge.
Blazing Berserker Sa 49 When you enter your rage, your body becomes infused with fire.
Blessed by Tem-Et-Nu Sa 49 Tem-Et-Nu has marked you as having an important destiny in her temple.
Blessed of the Seven Sisters PG 176 As a result of a personal connection to one of the Seven Sisters, you have a taste of Mystra's special favor.
Blind-Fight PH 89 You know how to fight in melee without being able to see your foes.
Blinding Speed EL 51 You can trigger short bursts of great speed.
Blindsense CAd 114 You can sense creatures that you cannot see.
Blindsight MW 21 Your senses are as keen as the bat's.
Blindsight, 5-Foot Radius SF 5 You sense opponents in the darkness.
Feats 28 of 279
Feat Source Page Description
Blindsight, 5-Foot Radius DD 49 The deity senses opponents in the darkness.
Block Arrow HB 96 You can block incoming arrows with your shield.
Blood of the Warlord Rac 161 You can influence a large number of orcs.
Blood Sorcerer OA 61 You are descended from Yogo, the Scorpion shugenja who was the first guardian of the Black Scrolls of Fu Leng.
Bolster Resistance LM 25 Undead you raise or create are more resistant to turning than normal.
Bonus Breath SS 31 You can use your breath weapons one more time per day than you normally could.
Bonus Domain CD 89 You have access to one additional domain of spells.
Bonus Domain EL 51 You have access to one additional domain of spells.
Boomerang Daze RE 108 You can daze the targets of your boomerang attacks.
Boomerang Ricochet RE 108 You can strike up to two foes with a single boomerang throw.
Boost Construct XPH 43 Your astral constructs have more abilities.
Boost Spell Resistance BV 47 By making a deal with an evil power, the character makes himself even more resistant to magic.
Boost Spell-Like Ability BV 47 One of the creature's spell-like abilities is harder to resist than it otherwise would be.
Born Duelist OA 61 You claim descent from Mirumoto, one of the first two samurai to join Togashi in his meditative retreat.
Born Flyer RW 148 You can fly as though born to do it.
Born of the Three Thunders CAr 76 You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Bowslinger Und 24 You can ready ranged weapons surprisingly quickly.
Brachiation CAd 106 You can swing through trees like a monkey.
Brachiation MW 21 You move through trees like a monkey.
Breadth of Knowledge UA 92 Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.
Breathing Link Rac 161 You can allow a person adjacent to you to breathe water.
Breathing Link Sto 92 You can allow a person adjacent to you to breathe water.
Brew Potion PH 89 You can create potions, which carry spells within themselves.
Bright Sigil RD 150 You have established a greater degree of control over your sigils. When you concentrate, you can emit strong
illumination from the glowing symbols that surround your head.
Brutal Throw CAd 106 You have learned how to hurl weapons to deadly effect.
Feats 29 of 279
Feat Source Page Description
Brute Fighting RE 116 Your extensive training with two-handed weapons is revealed through brutally effective tactics.
Bullheaded FRCS 34 The stubbornness and determination of your kind is legendary.
Bullheaded PG 37 The stubbornness and determination of your kind are legendary.
Bulwark of Defense EL 51 Your defensive stance bonuses increase.
Burrow Friend RS 137 Your natural rapport with burrowing mammals improves.
Burrowing Power XPH 43 Your powers sometimes bypass barriers.
Calishite Elementalist Rac 161 You are a student of the Calishite tradition of elemental magic and have mastered its mysterious lore. You may
choose to specialize in air magic or fire magic.
Call of the Undying RE 108 You call upon the power of the Undying Court to instantly recall a previously cast spell.
Caravanner Rac 162 You are skilled at leading caravans along established trade routes.
Catfolk Pounce RW 148 You can rush unaware foes and deliver several attacks before they have a chance to respond.
Caustic Adaptation Und 24 Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an
unpalatable, acidic quality.
Cavalry Charger CW 108 Fighting from the back of a steed is second nature to you.
Caver Und 24 You are knowledgeable about the secrets of the subterranean world and wise in its ways.
Celestial Bloodline Rac 162 Some of your latent abilities have matured.
Celestial Familiar BE 41 As long as you are able to acquire a new familiar, you may receive a celestial as a familiar.
Celestial Heritage PlH 38 You are descended from creatures native to the Upper Planes
Celestial Mount BE 42 Your special mount is a true creature of the heavens.
Celestial Summoning Specialist PlH 38 You can select from a larger number of options when summoning good creatures.
Centaur Trample RW 148 You have trained to use your large body and unique physiology against your foes. You have learned how to
knock down opponents and ride over them in combat.
Chain Power XPH 44 You can manifest powers that arc to hit other targets in addition to the primary target.
Chain Spell CAr 76 You can cast spells that arc to other targets in addition to your primary target.
Chain Spell TB 39 You can cast spells that arc to other targets in addition to your primary target.
Chakram Ricochet CR 17 You can hurl a chakram so that it strikes two enemies instead of one.
Chameleon Hide SK 144 You can alter the hue of your scales to match the surrounding terrain.
Channel Charge LE 7 You can power a charged magic item with your own magical ability.
Channel Legacy WL 13 You can call upon the hidden strength within your legacy item to empower yourself for a single spectacular effort.
Channeled Rage RD 150 You can focus your rage to counter charms and compulsions.
Chant of Fortitude CAd 113 You can channel the power of your bardic music to sustain your allies, allowing them to function even after
receiving wounds that would cause others to falter.
Chaotic Mind XPH 44 The turbulence of your thoughts prevents others from gaining insight into your actions.
Chaotic Rage EL 51 Your rage is particularly damaging to lawful creatures.
Chariot Archery SF 78 You are skilled at using ranged weapons from a chariot.
Chariot Charge SF 79 You are skilled at charging with your chariot.
Chariot Combat SF 78 You are skilled in chariot combat.
Chariot Sideswipe SF 79 You are skilled at using your chariot's scythe blades against foes.
Feats 30 of 279
Feat Source Page Description
Chariot Trample SF 78 You are trained in using your chariot to knock down opponents.
Charlatan SaS 38 You're adept at fooling people. You know how to tell them just what they want to hear.
Charm Immunity SK 145 You are immune to charm effects.
Charm Resistance SK 145 You can resist charm effects better than you otherwise could.
Cheetah Tribe Sprint ShS 19 You have learned the secret of lightning-fast running from the cheetah that roams the plains where you live.
Cheetah's Speed CD 79 You can run with the speed of the cheetah.
Child of Winter ECS 51 You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death
and decay.
Chink in the Armor SaS 38 You are an expert at slipping a weapon between armor plates or into seams.
Choke Hold OA 61 You have learned the correct way to apply pressure to render an opponent unconscious.
Chondathan Missionary Rac 162 Your training has emphasized spells that help you spread the word of your faith.
Chosen of Iborighu Fr 47 You gain features that identify you as an ally to the church of Iborighu and grant you supernatural qualities.
Chosen Weapon Specialization PG 135 You deal more damage than normal when wielding your deity's chosen weapon.
Circle Kick SF 5 You kick multiple opponents with the same attack action.
Circle Magic Gh 29 You know how to use your connection to Galaedros the Wood God to channel magical power to another
spellcaster of your faith.
City Slicker RD 150 You are very familiar with city life and the inner workings of your hometown.
Clan Prestige RS 137 Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess
or years of service to the clan.
Cleave PH 92 You can follow through with powerful blows.
Clever Wrestling CW 97 You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Clever Wrestling Dr 103 You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Clever Wrestling MW 22 You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Clever Wrestling Sto 92 You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Cliffwalk Elite ECS 52 Your shifter trait improves.
Cliffwalk Elite RE 113 Your cliffwalk shifter trait improves.
Climb Like an Ape CAd 114 You can improve your climbing ability.
Clinging Breath Dr 67 Your breath weapon clings to creatures and continues to affect them in the round after you breath.
Cloak Dance XPH 44 You are skilled at using optical tricks to make yourself seem to be where you are not.
Closed Mind XPH 44 Your mind is better able to resist psionics than normal.
Close-Quarters Fighting Rac 162 You are skilled at resisting grapple attacks from creatures that usually grapple opponents.
Close-Quarters Fighting CW 97 You are skilled at fighting at close range and resisting grapple attempts.
Close-Quarters Fighting Dr 103 You are skilled at fighting at close range and resisting grapple attempts.
Close-Quarters Fighting SF 5 You are skilled at fighting at close range and resisting grapple attacks.
Cobra Head SK 145 You can extend the skin of your neck into a cobra hood.
Cold Endurance Fr 47 You can exist with ease in low-temperature environments.
Cold Focus Fr 47 Your cold spells are more potent than normal.
Feats 31 of 279
Feat Source Page Description
Cold Iron Tracery RE 119 Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain
creatures and protecting against some magical attacks.
Cold Spell Specialization Fr 47 You do additional damage with cold spells.
Collegiate Wizard CAr 181 You have undergone extensive training in a formal school for wizards.
Colossal Wild Shape EL 52 You can wild shape into animals of Colossal size.
Combat Archery CW 151 You can fire a bow in melee safely.
Combat Archery EL 52 You can fire a bow in melee safely.
Combat Brute CW 110 You employ strength and leverage to great effect in battle.
Combat Casting PH 92 You are adept at casting spells in combat.
Combat Expertise PH 92 You are trained at using your combat skill for defense as well as offense.
Combat Insight CW 151 Your keen intellect allows you to place melee attacks where they will deal the most damage.
Combat Intuition CAd 106 Your keen understanding of your opponent's moves and your instinctive feel for the flow of combat enable you to
shrewdly assess your opponent's combat capabilities.
Combat Manifestation XPH 44 You are adept at manifesting powers in combat.
Combat Reflexes PH 92 You can respond quickly and repeatedly to opponents who let their defenses down.
Communicator CAr 76 You possess a magical understanding of the essence of language.
Complementary Insight RD 150 You get more out of having skills that work well together.
Conductivity UA 92 You have crude control over electricity effects near you.
Confound the Big Folk RW 153 You excel when battling foes bigger than you are.
Consecrate Spell BE 42 You can imbue your spells with the raw energy of good, by the grace of a celestial power.
Consecrate Spell CD 79 You can imbue your spells with the raw energy of good.
Consecrate Spell Trigger BE 42 You can channel holy power through a spell trigger item, such as a wand or staff.
Consecrate Spell-Like Ability BE 42 You can channel holy power into your spell-like abilities.
Construct Lock RE 119 Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes.
Feats 32 of 279
Feat Source Page Description
Corpse Malevolence Gh 29 You can possess and animate dead bodies.
Corpsecrafter LM 25 Undead you raise or create are tougher than normal.
Corrupt Arcane Studies Gh 29 You have dabbled in strange magic that has increased your power but adversely affected your mind.
Corrupt Spell BV 47 The character can transform one of her spells into a thing of evil due to a deal she makes with an evil power.
Corrupt Spell CD 79 You can transform one of your spells into an evil version of itself.
Corrupt Spell CR 17 You can transform one of your spells into a thing of evil due to a deal you make with an evil power.
Corrupt Spell-Like Ability BV 48 One of the creature's spell-like abilities is powered by evil. A dark pact provides the creature with unholy energy.
Corrupted Wild Shape LM 25 You have learned to use the necromantic energy that powers your undead form to overcome the inability of
undead creatures to wild shape.
Corrupting Touch Gh 29 Your touch can damage creatures.
Cosmopolitan FRCS 34 Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have
uncovered.
Cosmopolitan PG 37 You've been lied to more times than you can count.
Cougar's Vision CAd 114 You can see in the dark like a cat.
Courageous Rally HB 97 You can rally demoralized foes with your bardic music.
Courteous Magocracy FRCS 34 You were raised in a land where mighty wizards order affairs.
Cover Your Tracks ShS 20 You are good at masking your route, making it difficult for others to track you.
Craft Aboleth Glyph LoM 22 An aboleth with this feat can create magic glyphs that store spells or have specialized effects of their own.
Craft Alchemical Item UA 99 You are capable of creating alchemical items and substances.
Craft Cognizance Crystal XPH 44 You can create psionic cognizance crystals that store power points.
Craft Construct MM 303 The creature can create golems and other magic automatons that obey its orders.
Craft Construct MM3 206 A creature with this feat can create golems and other magic automatons that obey its orders
Craft Contingent Spell CAr 77 You know how to attach semipermanent spells to a creature and set them to activate under certain conditions.
Craft Contingent Spell UE 42 You know how to create contingent spells, which are semipermanent spells that can be "worn" and activated
under certain conditions.
Craft Crystal Weapon OA 61 You can create magic weapons from Kuni crystal, which is deadly to creatures of the Shadowlands.
Craft Dorje XPH 44 You can create slender crystal wands called dorjes that manifest powers when charges are expended.
Craft Epic Magic Arms and Armor EL 52 You can craft magic arms and armor of epic power.
Craft Epic Rod EL 52 You can craft magic rods of epic power.
Craft Epic Staff EL 52 You can craft magic staffs of epic power.
Craft Epic Wondrous Item EL 52 You can craft wondrous items of epic power.
Craft Magic Arms and Armor PH 92 You can create magic weapons, armor, and shields.
Craft Masterwork Armor UA 99 You are trained in the creation of fine armor and shields.
Craft Masterwork Ranged Weapon UA 99 You are trained in the creation of fine ranged weapons and ammunition.
Craft Masterwork Weapon UA 99 You are trained in the creation of fine melee and thrown weapons.
Feats 33 of 279
Feat Source Page Description
Craft Psicrown XPH 44 You can create psicrowns, which have multiple psionic effects.
Craft Psionic Arms and Armor XPH 44 You can create psionic weapons, armor, and shields.
Craft Psionic Construct XPH 45 You can create golems and other psionic automatons that obey your orders.
Craft Psionic Seal LoM 69 A creature with this feat can create psionic glyphs or symbols that hold spells or psionic powers until triggered.
Craft Rod PH 92 You can create magic rods, which have varied magical effects.
Craft Rune Circle RS 137 You can create rune circles, stationary magic items that hold a variety of spells and effects.
Craft Scepter LE 8 You know the ancient Netherese secret of creating magic scepters.
Craft Skull Talisman Fr 47 You can create skull talismans, which carry spells within themselves.
Craft Staff PH 92 You can create magic staffs, each of which has multiple magical effects.
Craft Talisman OA 61 You can create magic fetishes, single-use magic items that hold spells until triggered.
Craft Universal Item XPH 45 You can create universal psionic items.
Craft Wand PH 92 You can create wands, which hold spells.
Craft Wondrous Item PH 92 You can create a wide variety of magic items.
Craven CR 17 Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.
Create Infusion MW 22 You store a divine spell within a specially prepared herb.
Create Portal FRCS 34 You have learned the ancient craft of creating a portal.
Crescent Moon CW 113 You have mastered the style of fighting with sword and dagger.
Crowd Tactics RD 156 You are adept at moving through and fighting in crowds.
Crush SS 31 Like a dragon, you can hurl your body onto opponents to deal tremendous damage.
Cumbrous Dodge SS 31 You have a chance to dodge attacks that hit you, but at a cost.
Cumbrous Fortitude SS 31 You have a greater chance than normal to resist attacks against your vitality, but at a cost.
Cumbrous Reflexes SS 31 You have a greater chance to resist attacks against your agility, but at a cost.
Cumbrous Will SS 31 You have a greater chance to resist attacks against your willpower, but at a cost.
Cunning Sidestep Dr 103 You have a better than normal chance to avoid being bull rushed or tripped.
Curative Legacy WL 14 Your item's legacy is so linked with your aura that it restores your health each time it is activated.
Curling Wave Strike Sto 92 Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.
Dallah Thaun's Luck RW 149 You can rely on a good dose of luck to get you through almost any scrape.
Damage Reduction CW 151 You can shrug off some damage from attacks.
Damage Reduction EL 52 You can shrug off some damage from attacks.
Dancing Blade Gh 30 You have an energetic fighting style modeled after traditional Salkirian dancing.
Dancing with Shadows RE 117 You have studied shesan talarash dasyannah, the martial dance of the kalashtar.
Danger Sense CAd 106 You are one twitchy individual.
Danger Sense MH 25 You are one twitchy mother goose.
Darguun Mauler RE 108 The memory of your people's lost glory drives your brutal mastery of the weapons of Darguun.
Dark Speech BV 48 The character learns a smattering of the language of truly dark power.
Darkstalker LoM 179 You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.
Feats 34 of 279
Feat Source Page Description
Dash CW 97 You can move faster than normal.
Dash MH 25 You can move faster than normal.
Dash SaS 38 You move faster than normal for your race.
Daunting Presence LM 25 You are skilled at inducing fear in your opponents.
Daunting Presence MH 25 You are skilled at inducing fear in your opponents.
Dauntless PG 37 You can stand up to greater punishment than most and still keep going.
Daylight Adaptation PG 37 You have accustomed yourself to the painful sunlight of the surface world.
Daylight Adaptation RE 108 You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.
Daylight Adaptation FRCS 34 Through long exile from the shadowed homelands of your kind, you have learned to endure the painful sunlight of
the surface world.
Deadly Chill LM 25 Undead you raise or create deal more damage than normal.
Deadly Poison SK 145 Your poison attack deals more damage than normal.
Deadly Poison SS 31 Your poison attack deals more damage than normal.
Deadly Precision XPH 45 You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Deadly Spittle SK 145 You can use your spit attack against multiple opponents.
Deafening Song EL 52 Your bardic music deafens those nearby.
Death Blow CAd 106 You waste no time in dealing with downed foes.
Death Blow SF 6 You waste no time in dealing with downed foes.
Death Frenzy LoM 22 When an aboleth takes this feat, its sense of immortality rebels against the very concept of death.
Death Master LM 26 Foes are especially afraid of your critical hits.
Death of Enemies EL 52 You can instantly slay your favored enemies with a single strike.
Deceitful PH 93 You have a knack for disguising the truth.
Deep Denizen SS 32 You are adapted to a subterranean environment.
Deep Impact XPH 45 You can strike your foe with a melee weapon as if making a touch attack.
Deep Vision RS 137 Your mental focus helps you see farther with darkvision.
Deepening Darkness Rac 162 Your inherent ability to create darkness is more powerful than normal.
Deepspawn LoM 179 Your body undergoes a shocking degeneration into something that is strikingly inhuman.
Defensive Archery RW 150 You can avoid attacks of opportunity when making ranged attacks while threatened.
Defensive Strike CW 97 You can turn a strong defense into a powerful offense.
Defensive Strike OA 62 You can turn a strong defense into a powerful offense.
Defensive Throw CW 97 You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her
to the ground.
Defensive Throw OA 62 You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her
to the ground.
Deflect Arrows PH 93 You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Deflective Armor RS 137 Your armor shields you from touch attacks as well as regular blows.
Feats 35 of 279
Feat Source Page Description
Deformity (Clawed Hands) BV 48 Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws.
Deformity (Eyes) BV 48 The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally scarred
one of her regular eyes.
Deformity (Face) BV 48 Because of intentional self-mutilation, the character has a hideous face.
Deformity (Gaunt) BV 48 Through intentional starvation and macabre operations, the character is grossly underweight.
Deformity (Obese) BV 48 Through intentional gorging and general gluttony, the character is obese.
Deft Hands PH 93 You have exceptional manual dexterity.
Deft Opportunist CAd 106 You are prepared for the unexpected.
Deft Opportunist MH 25 You are prepared for the unexpected.
Deft Strike CAd 106 You can place attacks at weak points in your opponent's defenses.
Deft Strike Dr 103 You can place attacks at weak points in your opponent's defenses.
Delay Power XPH 45 You can manifest powers that go off up to 5 rounds later.
Delay Spell CAr 77 You can cast spells that take effect after a short delay of your choosing.
Delay Spell FRCS 34 You can cast spells that take effect after a short delay of your choosing.
Delay Spell PG 37 You can cast spells that take effect after a short delay of your choosing.
Delay Spell TB 39 You can cast spells that take effect after a short delay of your choosing.
Demonsworn Knight CR 22 A scornful champion of the demon princes, you detest and oppose devils and other creatures that refuse to heed
the call of chaos.
Desert Dweller SS 32 You are adapted to a desert environment.
Destruction Retribution LM 26 Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
Destructive Rage CW 97 You can shatter barriers and objects when enraged.
Destructive Rage MW 22 You shatter barriers and objects when enraged.
Detach SS 32 You can remove a part of your body and use it as a ranged weapon.
Devastating Critical Dr 68 Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any
creature with a single strike.
Devastating Critical EL 53 Choose one type of melee weapon, such as longsword or greataxe. With that weapon, you are capable of killing
any creature with a single strike.
Devoted Inquisitor CAd 107 Your faithful service to your patron deity involves training and methods that many paladins consider questionable.
Devoted Performer CAd 107 You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor
and justice.
Devoted Tracker CAd 108 You have found a balance between your woodland training and your devotion to religious training, blending these
two aspects into one seamless whole.
Dexterous Fortitude EL 53 You are able to resist physical attacks with exceptional agility.
Dexterous Will EL 53 You are able to resist compelling effects with exceptional agility.
Diehard Gh 30 You can remain conscious after attacks that would fell others.
Diehard PH 93 You can remain conscious after attacks that would fell others.
Diligent PH 93 Your meticulousness allows you to analyze minute details that others miss.
Diminutive Wild Shape EL 53 You can wild shape into animals of Diminutive size.
Feats 36 of 279
Feat Source Page Description
Dinosaur Hunter RE 108 Your extraordinary knowledge of dinosaurs grants you a special aptitude for tracking and hunting them.
Dinosaur Wrangler RE 108 You are attuned to dinosaurs and possess a special bond with them.
Dire Charge Dr 68 You can make a full attack as part of a charge.
Dire Charge EL 53 You can make a full attack as part of a charge.
Dire Flail Smash CR 17 You have mastered the style of fighting with the dire flail and have learned to deal thunderous blows with the
weapon.
Dirty Fighting SF 6 You know the brutal and effective fighting tactics of the streets and back alleys.
Dirty Rat CR 20 You are quite adept at slipping under a foe's guard while he's distracted.
Disciple of Darkness BV 49 The character formally supplicates himself to an archdevil.
Disciple of Darkness CR 23 You formally supplicate yourself to an archdevil. In return for this obedience, you gain a small measure of the
archdevil's power.
Disciple of the Sun CD 80 You can destroy undead instead of merely turning them.
Discipline FRCS 34 Your people are admired for their single-minded determination and clarity of purpose.
Discipline OA 62 Your ancestor, Naka Kaeteru, was the first Grand Master of all the elements, a master of meditation and
contemplation.
Discipline PG 38 Your people are admired for their single-minded determination and clarity of purpose.
Disentangler Rac 162 Thanks to the teachings of Thard Harr, you have practiced evading the attacks of jungle plants.
Disguise Spell CAd 108 You can cast spells without observers noticing.
Disguise Spell DD 50 The deity can cast spells without observers noticing it.
Disguise Spell SaS 38 You can cast spells without observers noticing.
Disintegration Finesse LoM 44 A creature with this feat can use disintegrate effects to affect smaller, more exacting areas.
Disjunction Ray LoM 45 A beholder with this feat can narrow its antimagic cone down to an eye ray that disjoins magic.
Distant Shot EL 53 You can target a thing you can see with a ranged weapon.
Disturbing Visage RE 117 You can change your features to chilling effect.
Dive for Cover CAd 108 You can dive behind cover or drop to the ground quickly enough to avoid many area effects.
Diverse Background RD 156 You have a wide and diverse background, giving you a greater understanding of different occupations.
Divine Accuracy LM 26 You can channel positive energy to give your allies' melee attacks another chance to strike true against
incorporeal creatures.
Divine Cleansing CW 106 You can channel energy to improve your allies' ability to resist attacks against their vitality and health.
Divine Cleansing DF 19 You can channel energy to improve you and your allies' ability to resist poison and curses.
Divine Damage Reduction RS 137 You can channel energy to give yourself a small amount of protection from weapons.
Divine Energy Focus Gh 30 You have a gift for channeling positive or negative energy.
Divine Metamagic CD 80 You can channel energy into some of your divine spells to make them more powerful.
Divine Might CW 106 You can channel energy to increase the damage you deal in combat.
Divine Might DD 50 The deity can channel energy to increase its damage in combat.
Divine Might DF 19 You can channel energy to increase the damage you deal in combat.
Divine Might FP 214 You can channel energy to increase your damage in combat.
Feats 37 of 279
Feat Source Page Description
Divine Resistance CW 106 You can channel energy to temporarily reduce damage you and your allies take from some sources.
Divine Resistance DF 19 You can channel energy to temporarily reduce damage you and your allies take from some sources.
Divine Shield CW 106 You can channel energy to make your shield more effective for either offense or defense.
Divine Shield DF 19 You can channel energy to make your shield more effective for either offense or defense.
Divine Spell Penetration PG 135 Choose one component of your alignment. Any divine spells of that alignment that you cast are more capable of
defeating spell resistance than normal.
Divine Spell Power CD 80 You can channel positive or negative energy to enhance your divine spellcasting ability.
Divine Spellshield RS 137 You can channel energy to help your allies resist spells and spell-like effects.
Divine Vengeance DD 50 The deity can channel energy to do additional damage in combat against undead.
Divine Vengeance DF 20 You can channel energy to deal additional damage against undead in melee.
Divine Vengeance FP 214 You channel energy to do additional energy damage in combat against undead.
Divine Vigor CW 108 You can channel energy to increase your speed and durability.
Divine Vigor DF 20 You can channel energy to increase your speed and Constitution.
Diving Charge RW 150 You can dive down at a target to deal a devastating strike.
Dodge PH 93 You are adept at dodging blows.
Domain Focus CD 80 You have mastered the subtle intricacies of the divine power you've devoted yourself to.
Domain Spontaneity CD 80 You are so familiar with one of your domains that you can convert other prepared spells into spells from that
domain.
Doomspeak CR 20 You can demoralize an enemy with horrible condemnations and grim portents of impending doom.
Double Hit MH 25 You can react with your off hand to make an additional attack along with an attack of opportunity.
Double Steel Strike ECS 52 Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk
weapon: the two-bladed sword.
Double Wand Wielder CAr 77 You can activate two wands at the same time.
Draconian Breath Weapon DCS 85 You have harnessed your draconic heritage and can attack with a dragonlike breath weapon.
Draconic Breath CAr 77 You can convert your arcane spells into a breath weapon.
Draconic Claw CAr 77 You develop the natural weapons of your draconic ancestors.
Draconic Flight CAr 77 The secret of draconic flight is revealed to you, granting you the ability to fly occasionally.
Draconic Heritage CAr 77 You have greater connection with your distant draconic bloodline.
Draconic Knowledge Dr 69 You are attuned to nature and the elements and can draw on deep wells of knowledge.
Draconic Legacy CAr 78 You have realized greater arcane power through your draconic heritage.
Draconic Power CAr 78 You have greater power manipulating the energies of your heritage.
Draconic Presence CAr 78 When you use your magic, your mere presence can terrify those around you.
Draconic Resistance CAr 78 Your bloodline hardens your body against the energy type of your progenitor.
Draconic Skin CAr 78 Your skin takes on the sheen, luster, and hardness of your draconic parentage.
Dragon Cohort Dr 104 You gain the service of a loyal dragon ally.
Dragon Familiar Dr 104 When you are able to acquire a new familiar, you may select a wyrmling dragon as a familiar.
Dragon Hunter Dr 104 You have made a special study of dragons and know how to defend against a dragon's attacks.
Dragon Hunter Bravery Dr 104 You resist dragons' frightful presence, and your mere presence helps others resist as well.
Feats 38 of 279
Feat Source Page Description
Dragon Hunter Defense Dr 104 Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical
attacks.
Dragon Rage ECS 52 You call upon the power of your dragon totem to enhance your barbarian rage.
Dragon Steed Dr 105 You have earned the service of a loyal draconic steed.
Dragon Totem ECS 52 As a proud warrior of the barbarian tribes of Argonnessen and Seren, you have claimed one of the true dragon
types as your totem -- a patron, protector, and source of strength.
Dragon Wild Shape Dr 105 You can take the form of a dragon.
Dragon Wild Shape EL 53 You can take the form of a dragon.
Dragonbane Dr 105 You have made a special study of dragons and are adept at pulling off deliberate attacks that take advantage of a
dragon's weak spots.
Dragoncrafter Dr 105 You can make special weapons, armor, and other items using parts of dragons as materials.
Dragondoom Dr 105 You have learned how to place blows against a dragon that deal tremendous damage.
Dragonfoe Dr 105 You have learned how to attack dragons more effectively than most other individuals.
Dragonfriend Dr 105 You are a known and respected ally of dragons.
Dragon's Toughness MW 22 You are incredibly tough.
Dragonsong Dr 105 Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by
dragons in the distant past.
Dragonthrall Dr 105 You have pledged your life to the service of evil dragonkind.
Draw from the Land UE 43 You can draw strength and sustenance from the land itself.
Dread Tyranny RD 154 A devoted student of Hextor's militant teachings, you are skilled at intimidating and dominating weaker beings.
Dreadful Wrath PG 38 You are terrible to behold in battle, and few foes have the heart to face you without quailing
Dreamsight Elite RE 113 Your dreamsight shifter trait improves.
Drift Magic Sa 49 You can tap the power of drift magic.
Drow Eyes Rac 162 You have trained your eyes to see in the dark as well as your full drow ancestors.
Drow Skirmisher RE 109 Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the
drow.
Dual Strike CAd 108 You are an expert skirmisher skilled at fighting with two weapons.
Dual Strike SF 6 Your combat teamwork makes you a more dangerous foe.
Duergar Mindshaper Rac 162 You are accomplished at using the power of your mind to overcome weaker personalities.
Dungeoneer's Intuition CSW 144 You can sense when things don't feel right, and you have a knack for avoiding deadly traps and ambushes.
Durable Form LoM 180 You are much more resilient than the fragile humanoids that do not share your aberrant heritage.
Dust Cloud SS 33 You can sweep dust into the air to hide from opponents.
Dwarf's Toughness MW 22 You are tougher than you were before.
Dwarven Armor Proficiency RS 138 You are familiar with exotic armor of dwarven manufacture and understand how to use it properly.
Eagle Claw Attack CW 97 Your superior insight allows you to strike objects with impressive force.
Eagle Claw Attack OA 62 Your unarmed attacks can shatter objects.
Eagle Claw Attack SF 6 Your unarmed attacks shatter objects.
Feats 39 of 279
Feat Source Page Description
Eagle Tribe Vision ShS 20 You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands.
Eagle's Fury Sa 49 You know how to wield the eagle's claw with deadly speed.
Eagle's Wings CD 80 You can take wing and fly with the grace of an eagle.
Earth Adept RS 138 You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
Earth Fist RS 138 Your bond with the earth and martial training has imbued your fists with the qualities of cold iron.
Earth Heritage PlH 38 You are descended from creatures native to the Elemental Plane of Earth.
Earth Master RS 138 You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat.
Earth Power RS 138 You draw psionic energy from raw stone.
Earth Sense RS 138 You are in tune with the earth beneath you.
Earth Spell RS 138 You draw magical power from the earth beneath your feet.
Earth's Embrace CW 97 You can crush opponents when you grapple them.
Earth's Embrace OA 62 You can crush opponents when you grapple them.
Earth's Warding RS 139 You can channel energy to infuse your skin with the strength of the earth.
Ecclesiarch ECS 52 You command a degree of respect in your church's hierarchy.
Ectoplasm Gh 30 You can create ectoplasm, a gooey physical manifestation of base supernatural spiritual energy.
Education ECS 52 Some lands hold the pen in higher regard than the sword.
Education FRCS 34 In your youth you received the benefit of several years of more or less formal schooling.
Education Gh 31 In your youth you received the benefit of several years of more or less formal schooling.
Education PG 38 You hail from a land where the pen is held in higher regard than the sword.
Efficient Item Creation EL 53 Select an item creation feat. You can create magic items using that feat much more quickly than normal.
Eldritch Linguist Rac 162 You have a deep understanding of how words themselves have their own kind of magic, and a mastery of the
secret syntax of power.
Elemental Bloodline Rac 163 You have taken on some of the aspects of the type of element that infuses your flesh.
Elemental Healing CD 80 You can channel elemental energy to heal creatures of a specific elemental subtype.
Elemental Smiting CD 81 You can channel elemental energy to deal extra damage to creatures tied to a specific element.
Elemental Spellcasting PlH 39 Choose an element. You cast spells with that descriptor more effectively than normal.
Elephant's Hide CD 81 You can thicken your skin to the toughness of an elephant's.
Elf Dilettante RW 150 Throughout the long years of your life, you have developed a talent for doing just about anything.
Elfhunter Und 25 Because of your cultural hatred for elves, you have had specific training in how best to fight them.
Elusive Target CW 110 Trying to land a blow against you can be a maddening experience.
Embed Spell Focus Dr 69 You can embed focus components required for your spells into your body.
Empower Legacy WL 14 You can use one of your item's legacy abilities to greater effect.
Empower Power XPH 46 You can manifest powers to greater effect.
Empower Spell PH 93 You can cast spells to greater effect.
Empower Spell-Like Ability BV 49 The creature can use a spell-like ability with greater effect.
Empower Spell-Like Ability MM 303 The creature can use a spell-like ability with greater effect than normal.
Feats 40 of 279
Feat Source Page Description
Empower Spell-Like Ability MM3 206 A creature with this feat can use a spell-like ability with greater effect than normal.
Empower Spell-Like Ability SS 33 You can use a spell-like ability with greater effect than normal.
Empower Turning CD 81 You can turn or rebuke more undead with a single turning attempt.
Empower Turning DF 20 You can turn or rebuke more undead with a single turning attempt.
Empower Turning FP 214 You can turn or rebuke more undead with a single turning attempt.
Empower Turning Gh 31 You can turn or rebuke more undead with a single turning attempt.
Empower Turning LM 26 You can turn or rebuke greater numbers of undead with a single turning attempt.
Empowered Ability Damage LM 26 Your ability damage (or ability drain) special attack is more potent than normal.
Empty Hand Mastery OA 80 You have mastered the martial arts style of "Empty Hand" -- a hard form emphasizing strikes with the hand.
Enchanting Song RS 139 You can channel the power of your bardic music to temporarily increase the power of your enchantment spells.
Energy Affinity MH 25 You can modify a spell that uses one type of energy to use another type of energy.
Energy Resistance EL 53 You can resist the effects of a chosen type of energy.
Energy Substitution CAr 79 You can modify an energy-based spell to use another type of energy instead.
Energy Substitution DD 50 The deity can modify a spell that uses energy to use another type of energy.
Energy Substitution Mag 21 You can modify a spell that uses one type of energy to use another type of energy.
Energy Substitution TB 40 You can modify a spell that uses one type of energy to use another type of energy.
Enervate Spell LM 26 Your spells channel negative energy to deal extra damage to undead creatures, but are less effective against
unliving opponents.
Enervating Touch Gh 31 Your touch can bestow negative levels upon creatures.
Enervative Healing Rac 163 You can use the life energy of an opponent to heal yourself.
Enhance Effect PG 135 You can change the characteristics of a persistent spell effect that is already in place.
Enhance Item EL 114 You can increase the minimum DC for saving throws of magic items that you
Enhance Spell CAr 191 You can increase the power limit of your damage-dealing spells.
Enhance Spell EL 53 You can increase the power limit of your damage-dealing spells.
Enhanced Adhesive Und 25 The natural adhesive you secrete becomes stickier.
Enhanced Power Sigils RD 152 Your illumian power sigils are more powerful than normal.
Enlarge Breathe Dr 70 Your breath weapon is larger than normal.
Feats 41 of 279
Feat Source Page Description
Enlarge Mucus Cloud LoM 22 An aboleth with this feat can extend its mucus cloud into a wider area.
Enlarge Power XPH 46 You can manifest powers farther than normal.
Enlarge Spell PH 94 You can cast spells farther than normal.
Entangling Spell CR 20 Your spell releases residual eldritch power that entangles your enemies.
Epic Combat Expertise CW 151 You have extraordinary talent at using your combat skill for defense.
Epic Counterspell PG 135 You can counterspell any number of spells each round.
Epic Devotion CD 89 Choose an alignment component different from your own alignment. You are particularly resistant to spells of that
alignment.
Epic Devotion PG 135 Choose an alignment component that you do not possess. You are particularly resistant to spells with that
descriptor.
Epic Dodge CAd 191 You are able to evade attacks with exceptional agility.
Epic Dodge EL 54 You are able to evade attacks with exceptional agility.
Epic Endurance EL 54 You are capable of legendary feats of stamina.
Epic Expanded Knowledge XPH 34 You learn another power.
Epic Fortitude Dr 70 You have tremendously high fortitude.
Epic Fortitude EL 54 You have tremendously high fortitude.
Epic Inspiration EL 54 Your bardic music provides greater inspiration than normally possible.
Epic Leadership EL 54 You attract more powerful cohorts and followers than normally possible.
Epic Prowess CW 151 You have great skill in combat.
Epic Prowess EL 54 You gain great skill in combat.
Epic Psionic Focus XPH 34 You can expend your psionic focus to greater effect.
Epic Reflexes Dr 70 You have tremendously fast reflexes.
Epic Reflexes EL 54 You have tremendously fast reflexes.
Epic Reputation CAd 191 Your reputation provides great bonuses on interactions with others.
Epic Reputation EL 54 Your reputation provides great bonuses on interactions with others.
Epic Skill Focus CAd 191 Choose a skill, such as Move Silently. You have a legendary knack with that skill.
Epic Skill Focus EL 54 Choose a skill, such as Move Silently. You have a legendary knack with that skill.
Epic Speed EL 54 You can move much more quickly than a normal person.
Epic Spell Focus CAr 192 Choose a school of magic, such as illusion. Your spells of that school are for more potent than normal.
Epic Spell Focus EL 54 Choose a school of magic, such as illusion. Your spells of that school are for more potent than normal.
Epic Spell Penetration CAr 192 Your spells are tremendously potent, breaking through spell resistance with ease.
Epic Spell Penetration EL 54 Your spells are tremendously potent, breaking through spell resistance with ease.
Epic Spellcasting EL 55 You can create and cast spells that transcend the most powerful existing spells.
Epic Spellfire Wielder PG 136 You can store more spellfire energy levels than normal.
Epic Sunder CW 151 You are preternaturally tough.
Epic Toughness CW 151 You are specially good at using one chosen type of weapon.
Epic Toughness EL 55 You are preternaturally tough.
Epic Weapon Focus CW 151 You deal extra damage when attacking objects.
Feats 42 of 279
Feat Source Page Description
Epic Weapon Focus EL 55 Choose one type of weapon, such as a greataxe. You are especially good at using this weapon.
Epic Weapon Specialization EL 55 Choose one type of weapon, such as a greataxe. You deal extraordinary damage wielding this weapon.
Ethran PG 38 You have been initiated into the secrets of the Witches of Rashemen as a member of the Ethran, the "untrained."
Ettercap Berserker UE 43 The intense physical training required to join your lodge has made you tougher.
Evil Brand BV 49 The character is physically marked forever as a servant of an evil power or as a villain.
Evil Brand CR 23 You are physically marked forever as a servant of an evil power or as a villain.
Evil Embraced CR 23 You embrace the power of your fiendish patron and call upon that power in moments of great need.
Eviscerator LM 26 The allies of your foes are especially afraid of your critical hits.
Exalted Companion BE 42 Instead of an animal companion, you have a magical beast of good alignment.
Exalted Smite BE 42 Your smite ability is empowered with holy energy.
Exalted Spell Resistance BE 42 You are particularly resistant to evil spells.
Exalted Turning BE 42 You turn undead with such power that affected undead take damage.
Exalted Wild Shape BE 42 You can use your wild shape ability to take the form of a good-aligned magical beast.
Exceptional Artisan ECS 52 You are an expert at creating magic items faster than usual.
Exceptional Deflection EL 55 You can deflect any type of ranged attack.
Exotic Armor Proficiency RS 139 Choose a type of exotic armor. You understand how to wear that type of exotic armor properly.
Exotic Armor Proficiency Und 25 Choose a type of exotic armor. You understand how to wear that type of exotic armor properly.
Exotic Shield Proficiency RS 139 Choose an exotic shield. You are proficient with that type of exotic shield.
Exotic Weapon Proficiency PH 94 Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Expanded Aura of Courage HB 97 Your aura of courage protects more allies than normal.
Expanded Knowledge XPH 46 You learn another power.
Expanded Possession Gh 31 You can ride or possess an additional type of creature.
Expeditious Dodge RW 150 You're good at avoiding attacks while moving quickly.
Feats 43 of 279
Feat Source Page Description
Expert Siege Engineer HB 97 You are particularly skilled at operating siege weapons, such as catapults and battering rams.
Expert Swimmer Sto 92 You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the
water.
Expert Tactician CAd 109 Your tactical skills work to your advantage.
Expert Tactician SaS 38 Your tactical skills work to your advantage.
Expert Tactician SF 6 Your tactical skills work to your advantage.
Explosive Spell CAr 79 You can cast spells that blast creatures off their feet.
Explosive Spell UE 43 You can cast spells that blast creatures off their feet.
Extend Power XPH 46 You can manifest powers that last longer than normal.
Extend Rage CW 97 You are able to maintain your rage longer than most.
Extend Rage ECS 52 You are able to maintain your rage longer than most.
Extend Spell PH 94 You can cast spells that last longer than normal.
Extend Spreading Breath Dr 70 You can convert your breath weapon into a spread effect that can be used at range.
Extended Life Span EL 56 You are exceptionally long-lived.
Extended Rage MW 22 Your rage lasts longer than it normally would.
Extended Rage UE 43 Your rage lasts longer than it normally would.
Extended Reach SS 34 Your flexible body allows you to reach farther than normal.
Extra Domain Spell MH 26 You have chosen to be more specialized in a particular domain.
Extra Edge CAr 79 Your ability to deal spell damage is particularly striking.
Extra Favored Enemy Gh 32 You select an additional favored enemy.
Extra Favored Enemy MW 22 You select an additional favored enemy.
Extra Followers HB 97 Your charismatic magnetism attracts even more followers to your banner.
Extra Invocation CAr 79 You learn an additional invocation.
Extra Item Space SS 34 You can wear more magic items than are normally allowed.
Extra Music CAd 109 You can use your bardic music more often than you otherwise could.
Extra Music DD 50 The deity can use its bardic songs more often than it otherwise could.
Extra Music ECS 52 You can use your bardic music more often than you otherwise could.
Extra Music SaS 39 You can use your bardic music more often than you otherwise could.
Extra Rage CW 98 You may rage more frequently than normal.
Extra Rage MW 22 You rage more frequently than you normally would.
Extra Rings ECS 53 Your familiarity with forging magic rings allows you to make use of more rings than normal.
Extra Shifter Trait ECS 53 You manifest a second shifter trait while shifting.
Extra Shifter Trait MM3 150 You manifest a second shifter trait while shifting.
Extra Shifter Trait RE 114 You manifest a second shifter trait while shifting.
Extra Silence RS 139 You can generate a field of silence more often than other whisper gnomes can.
Extra Slot CAr 79 You can cast an additional spell.
Extra Slot Gh 32 You can cast an extra spell.
Extra Slot TB 40 You can cast an extra spell.
Feats 44 of 279
Feat Source Page Description
Extra Smiting CW 98 You can make more smite attacks.
Extra Smiting DF 20 You can make more smite attacks.
Extra Spell CAr 79 You learn an additional spell.
Extra Spell TB 40 You can learn one more spell.
Extra Spell Secret CAr 80 You learn an additional spell secret.
Extra Stunning CW 98 You gain extra stunning attacks.
Extra Stunning Attacks SF 6 You gain extra stunning attacks when fighting unarmed.
Extra Turning PH 94 You can turn or rebuke creatures more often than normal.
Extra Wild Shape CD 81 You can use wild shape more frequently than you normally could.
Extra Wild Shape Gh 32 You can use wild shape more frequently than you normally could.
Extra Wild Shape MW 22 You use wild shape more frequently than you normally could.
Extra Wild Shape Und 25 You can use wild shape more frequently than you normally could.
Extraordinary Artisan ECS 53 You are an expert at creating magic items at a lower cost than usual.
Extraordinary Concentration CAd 109 Your mind is so focused that you can cast spells even while concentrating on another spell.
Extraordinary Spell Aim CAd 109 You can shape a spell's area to exclude one creature from its effects.
Eyes in the Back of Your Head CW 98 Your superior battle sense helps minimize the threat of flanking.
Eyes in the Back of Your Head DD 50 The deity's superior battle sense helps minimize the threat of flanking attacks.
Eyes in the Back of Your Head SF 6 Your superior battle sense helps minimize the threat of flanking.
Eyes of Light Rac 163 You can focus the holy power within you to create a beam of destructive light energy.
Eyes to the Sky UA 93 You have an instinctive sense of when someone is magically watching you.
Fade Gh 32 You can make your ghost body more diaphanous and difficult to detect.
Faith in the Frost Fr 48 You channel frozen energies from your deity when you turn or rebuke creatures.
Falling Far Strike OA 62 You have mastered the art of striking a nerve that blinds a humanoid opponent.
False Pretenses UA 93 Those who try to charm you get an unpleasant surprise.
Familiar Concentration LE 8 In the tradition of Narfell's ancient summoners, your familiar can concentrate to maintain spells for you.
Familiar Spell DMG 209 Your familiar can cast a spell.
Familiar Spell EL 56 Your familiar can use one of your spells as a spell-like ability.
Familiar Spell Und 25 You are so well acquainted with the spells you have mastered that you can store the prepared spells in the mind
of your familiar.
Far Horizons RD 155 By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable
traveler.
Far Shot PH 94 You can get greater distance out of a ranged weapon.
Fast Healing Dr 70 You heal your wounds very quickly.
Fast Healing EL 56 You heal your wounds very quickly.
Fast Wild Shape CD 81 You assume your wild shape faster and more easily than you otherwise could.
Fast Wild Shape Gh 32 You can assume your wild shape faster and more easily than you normally could.
Fast Wild Shape MW 22 You assume your wild shape faster and more easily than you otherwise could.
Faster Healing CW 98 You recover faster than normal.
Feats 45 of 279
Feat Source Page Description
Faster Healing MW 22 You recover faster than others do.
Favored Critical MW 23 You know how to hit your favored enemies where it hurts.
Favored in House ECS 53 You are a member of one of the dragonmarked mercantile houses and wield some influence in that house.
Favored of the Companions BE 43 You swear allegiance to the Talisid or one of the Five Companions, the paragons of the guardinals, and in
exchange gain power to act on their behalf.
Favored of the Zulkirs PG 176 Through your position of prestige among the Red Wizards, you have gained access to secrets of evil magic
known to few outside the zulkirs themselves.
Favored Power Attack CW 98 You are able to deal more damage against your favored enemies.
Fearless PG 38 You are a stranger to fear.
Fearless Destiny RD 152 Your grand destiny allows you to avoid death.
Fearsome and Fearless OA 62 You claim descent from the first Akodo, the paragon of samurai virtue.
Feign Weakness SF 6 You capitalize on your foe's perceptions of your unarmed status.
Fell Animate LM 26 Living foes slain by your spell may rise as zombies.
Fell Drain LM 27 Living foes damaged by your spell also gain a negative level.
Fell Frighten LM 27 Living foes damaged by your spell are also shaken.
Fell Shot XPH 46 You can strike your foe with a ranged weapon as if making a touch attack.
Fell Weaken LM 27 Living foes damaged by your spell are also weakened.
Feral Animal Companion CR 20 You can enslave a feral animal and adopt it as your animal companion.
Fiendish Bloodline Rac 163 Some of your latent abilities, inherited from an unusually powerful fiendish ancestor, have matured.
Fiendish Heritage PlH 39 You are descended from creatures native to the Lower Planes.
Fiendish Summoning Specialist PlH 39 You can select from a larger number of options when summoning evil creatures.
Fiery Spell Sa 49 Your fire magic is bolstered, further scorching your enemies.
Filth Eater Sh 157 You are highly resistant to the effects of disease and can usually eat spoiled food without suffering ill effects.
Feats 46 of 279
Feat Source Page Description
Flick of the Wrist CW 99 With a single motion, you can draw a light weapon and make a devastating attack.
Flick of the Wrist RW 150 With a single motion, you can draw a light weapon and make a devastating attack.
Flick of the Wrist SaS 39 With a single motion, you can draw a light weapon and make a devastating attack.
Fling Ally RS 139 You can launch your comrades into the air as if they were thrown weapons.
Fling Enemy RS 140 When you're wrestling a foe, you can lift him into the air and hurl him.
Fling Enemy SS 34 You can pick up an opponent and fling it.
Flyby Attack MM 303 The creature can attack on the wing.
Flyby Attack MM2 18 The creature can attack on the wing.
Flyby Attack MM3 206 A creature with this feat can attack on the wing.
Flyby Attack Mon 9 The creature can attack on the wing.
Flyby Attack MW 23 You attack while on the wing.
Flyby Breath DCS 85 You can employ your breath weapon in a high-speed attack pass.
Flying Fish Leap Sto 92 You can hurl yourself out of the water with ease.
Flying Kick CW 99 You literally leap into battle, dealing devastating damage.
Flying Kick OA 62 You literally leap into battle, dealing devastating damage.
Focused Antimagic LoM 45 A beholder with this feat can focus the antimagic of its central eye to target a single person or object.
Focused Mind RW 151 When you have the opportunity to concentrate on a task, you usually do very well at it.
Focused Shield RS 140 Your mental focus makes you more adept at using your shield.
Focused Sunder XPH 46 You can sense the stress points on others' weapons.
Foe Hunter FRCS 34 In lands threatened by evil nonhumans, many warriors learn ways to fight effectively against these creatures.
Foe Hunter Gh 32 You have been trained in the methods of fighting various kinds of yuan-ti.
Foe Hunter PG 38 In a land threatened by fierce raiders, you have learned to fight effectively against certain foes.
Foe Specialist MH 26 You are trained at how to damage a particular type of foe.
Foot and Fist Mastery OA 80 You have mastered the martial arts style of "Foot and Fist" -- a hard form emphasizing strikes with the hands and
feet.
Force of Personality CAd 109 You have cultivated an unshakable belief in your self-worth.
Force of Will XPH 46 You are able to resist psionic attacks with extreme force of will.
Forceful Staff Style Gh 32 You can stun people with your quarterstaff and push them around after you stun them.
Forest Gnome Phantasist Rac 163 You can protect your forest home with a variety of phantasms and patterns to befuddle your foes.
Forester FRCS 35 You are knowledgeable about the secrets of the forest and wise in its ways.
Forester PG 39 You are one with Faerun's mighty forests.
Forge Epic Ring EL 56 You can craft magic rings of epic power.
Forge Ring PH 94 You can create magic rings, which have varied magical effects.
Forgeheart PG 39 Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fire that would damage
other creatures.
Forked Tongue SK 145 You speak with a honeyed voice that bends listeners to your will.
Formation Expert CW 110 You are trained at fighting in ranks and files.
Fortify Spell CAr 80 You cast spells that more easily penetrate spell resistance.
Feats 47 of 279
Feat Source Page Description
Fortify Spell UE 43 You can cast spells that easily penetrate spell resistance.
Freezing the Lifeblood CW 99 You can paralyze a humanoid opponent with an unarmed attack.
Freezing the Lifeblood OA 62 You can paralyze a humanoid opponent with an unarmed attack.
Freezing Touch Gh 33 Your touch is supernaturally cold.
Frightful Moan Gh 33 You can unleash a moan that panics creatures near you.
Frightful Presence Dr 106 Like a dragon, your mere presence can terrify those around you.
Frightful Presence Gh 33 Your very presence can cause others to be stricken with fear.
Frostfell Prodigy Fr 48 You gain additional bonus spells in cold regions.
Frozen Berserker Fr 48 When you enter your barbarian rage, your body becomes infused with cold energy.
Frozen Magic Fr 48 Your cold spells are more powerful when you cast them in a cold region.
Frozen Wild Shape Fr 48 You can assume the form of magical beasts with the cold subtype.
Full Manifestation Gh 33 You can manifest fully when you would otherwise be forced to be incorporeal.
Furious Charge PG 39 Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade.
Gap of the Serpent SS 35 You can swallow larger creatures than normal.
Gape of the Serpent SK 146 Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey.
Gargantuan Wild Shape EL 56 You can wild shape into animals of Gargantuan size.
Gatekeeper Initiate ECS 54 You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an
extraplanar assault by aberrations.
Genie Lore Rac 163 You have studied centuries of Calishite lore regarding geniekind.
Gestalt Anchor RE 112 Your strong bond to your quori spirit allows you and your kalashtar allies to move and act as a fluid unit.
Ghost Attack XPH 46 Your deadly strikes against incorporeal foes always hit their mark.
Ghost Flight Gh 33 Your fully manifested ghost body can fly.
Ghost Glide Gh 33 Your fully manifested ghost body can slowly fly.
Ghost Hand Gh 33 You can move small objects in a limited manner when you are a ghost.
Ghost Healing Gh 33 You can transfer some of your own ectoplasm to another ghost to heal it.
Ghost Ride Gh 33 You can hide within the physical body of a living creature, perceiving the world through its senses, but without the
ability to control the host.
Ghost Scarred LM 27 You are adept at fighting incorporeal undead.
Ghost Smiting Gh 34 You can use your smite ability to smite ghosts.
Ghostly Grasp LM 27 You can handle corporeal objects even while corporeal.
Ghost-Touch Spell Gh 34 You know how to tune your damaging spells to affect ghosts without harming other creatures.
Giantbane CW 111 You are trained in fighting foes larger than you are.
Giant's Toughness MW 23 You are amazingly tough.
Gift of Discernment PG 176 You can rely on your conscience to steer you away from evil deeds.
Gift of Faith BE 43 You have an unusual capacity to trust in divine providence working all things for the good.
Gift of Grace BE 43 You can improve the saving throws of your allies by sharing some of your divine grace.
Gift of Tongues Gh 34 You have an intuitive talent for learning languages.
Feats 48 of 279
Feat Source Page Description
Gift of Tongues Rac 163 You have an intuitive talent for learning languages.
Gifted General OA 62 Your ancestor Daidoji Yurei, an ancient daimyo of the Daidoji family, was a gifted general -- the first in Rokugan to
use guerilla warfare.
Glorious Weapons CD 82 You can channel positive or negative energy to imbue your allies' weapons with an alignment.
Gnoll Ferocity RW 151 You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with
your powerful jaws.
Gnome Foe Killer RS 140 Your battle techniques against your racial foes improve.
Goad CAd 109 You are skilled at inducing opponents to attack you.
Goad MH 26 You are skilled at inducing opponents to attack you.
Goad RS 140 You are skilled at inducing opponents to attack you.
Godsight LE 8 You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of
perception.
Gold Dwarf Dweomersmith Rac 163 You have learned the secrets of gold dwarf magic that creates or enhances weapons.
Gorebrute Elite RE 114 Your mighty charge attack can knock down foes.
Graft Flesh FF 207 You can apply a certain type of graft to other living creatures or to yourself.
Graft Flesh LM 27 You can apply a certain type of graft to other living creatures or to yourself.
Graft Flesh LoM 216 You can apply a certain type of graft to other living creatures or to yourself.
Graft Illithid Flesh Und 25 You can apply illithid grafts to other living creatures or to yourself.
Graft Yuan-Ti Flesh SK 146 You can apply yuan-ti grafts to other living creatures or to yourself.
Grand Malevolence Gh 34 You can possess multiple creatures and control their actions.
Grappling Block OA 63 You can catch and pin an opponent's weapon with your bare hands.
Grass Trekker SS 35 You are adapted to a plains environment.
Great Bite ECS 54 You know how to hit where it hurts with your fangs.
Great Captain Sto 92 You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.
Great Charisma EL 56 Your powers of persuasion and leadership are greater than normal.
Great Cleave PH 94 You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.
Great Constitution EL 56 Your health and endurance are greater than normal.
Great Crafter OA 63 Your ancestor, Kaiu, was the first and greatest blacksmith of the Crab clan.
Great Dexterity EL 56 Your agility and coordination are greater than normal.
Great Diplomat OA 63 You are descended from Asako, one of the companions of the first Phoenix, a great healer, diplomat, and warrior.
Great Flyby Attack SS 35 You can make multiple flyby attacks in a round.
Great Fortitude PH 94 You are tougher than normal.
Great Intelligence EL 56 Your powers of reason and learning are greater than normal.
Great Rend ECS 54 You know how to hit where it hurts with your claws.
Great Smiting DMG 209 Your smite attacks are much more powerful than normal.
Great Smiting EL 56 Your smite attacks are much more powerful than normal.
Feats 49 of 279
Feat Source Page Description
Great Stag Berserker UE 43 Your fighting style employs aggressive charges in the manner of your lodge's totem animal.
Great Stamina OA 63 Your ancestor, Daidoji Masashigi, gave his life defending the Kaiu Wall alongside the Crab at the Battle of the
Landbridge.
Great Strength EL 57 Your muscle and physical power are greater than normal.
Great Teamwork OA 63 You are a descendant of Hida Banuken, the Crab champion who oversaw the construction of the Kaiu Wall during
the battle of the Cresting Wave.
Great Wisdom EL 57 Your willpower and insight are greater than normal.
Greater Ki Shout OA 63 Your ki shout can panic your opponents.
Greater Cold Focus Fr 48 Your cold spells are now even more potent than before.
Greater Dragonmark ECS 54 You have a greater dragonmark.
Greater Heavy Armor Optimization RS 141 You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.
Greater Kiai Shout CW 99 You kiai shout can panic your opponents.
Greater Legacy WL 14 You awaken the most powerful abilities of a specific item of legacy.
Greater Manyshot XPH 47 You are skilled at firing many arrows at once, even at different opponents.
Greater Mighty Roar SS 35 You unsettle opponents with a dreadful roar as you attack.
Greater Multigrab SK 146 You can grapple enemies effortlessly with your natural weapons.
Greater Multigrab SS 35 You can grapple enemies effortlessly with your natural weapons.
Greater Multiweapon Fighting DD 50 A deity with three or more hands can fight with a weapon in each hand.
Greater Multiweapon Fighting EL 69 A creature with three or more hands can fight with a weapon in each hand.
Greater Multiweapon Fighting SS 35 A creature with three or more arms can fight with a weapon in each hand. The creature can make up to three
attacks per round with each extra weapon.
Greater Power Penetration XPH 47 Your powers are especially potent at breaking through power resistance.
Greater Power Specialization XPH 47 You deal more damage with your powers.
Greater Powerful Charge ECS 54 You can charge with extra force.
Greater Powerful Charge MH 27 You can charge with extra force.
Greater Psionic Endowment XPH 47 You can use meditation to focus your powers.
Greater Psionic Fist XPH 47 You can charge your unarmed strike or natural weapon with additional damage potential.
Greater Psionic Shot XPH 47 You can charge your ranged attacks with additional damage potential.
Greater Psionic Weapon XPH 47 You can charge your melee weapon with additional damage potential.
Greater Resiliency CW 99 Your extraordinary resilience to damage increases.
Greater Resiliency MW 23 Your extraordinary resilience to damage increases.
Greater Shifter Defense ECS 54 By delving deeper into your shifter heritage, you develop the ability to ignore some damage from every attack.
Greater Spell Focus DD 50 The deity chooses a school of magic to which it already has applied the Spell Focus feat.
Greater Spell Focus EL 69 Choose a school of magic, such as illusion. Your spells of that school are far more potent than normal.
Greater Spell Focus FRCS 35 Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are
even more potent than normal.
Feats 50 of 279
Feat Source Page Description
Greater Spell Focus PH 94 Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are
even more potent than normal.
Greater Spell Focus TB 40 Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are
even more potent than normal.
Greater Spell Penetration DD 50 The deity's spells are especially potent, defeating spell resistance more readily than normal.
Greater Spell Penetration EL 69 Your spells are especially potent, defeating spell resistance more readily than normal.
Greater Spell Penetration FRCS 35 Your spells are especially potent, defeating spell resistance more readily than normal.
Greater Spell Penetration PH 94 Your spells are remarkably potent, breaking through spell resistance more readily than normal.
Greater Spell Penetration TB 40 Your spells are especially potent, breaking through spell resistance more readily than normal.
Greater Two-Weapon Defense CW 100 When fighting with two weapons, your defenses are extraordinarily strong.
Greater Two-Weapon Fighting DD 50 The deity is a master at fighting two-handed.
Greater Two-Weapon Fighting EL 69 You are a master at fighting two-handed.
Greater Two-Weapon Fighting MW 23 You are a master at fighting two-handed.
Greater Two-Weapon Fighting PH 95 You are a master at fighting two-handed.
Greater Weapon Focus PH 95 Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed
strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.
Greater Weapon Specialization PH 95 Choose one type of weapon for which you have already selected Weapon Specialization You can also choose
unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this
weapon.
Greater Witchlight Gh 34 Your witchlight can last longer, become hotter, or give off more light.
Green Bond Gh 35 You have an empathic bond with one of the spirit trees around Manifest
Green Ear CAd 110 Your bardic music can affect plant creatures.
Green Ear SaS 39 Your bardic music and virtuoso performance affect plants and plant creatures.
Greenbound Summoning LE 8 You are learned in a long-forgotten manner of summoning once practiced by Eaerlanni elves of the High Forest.
Greensinger Initiate ECS 54 You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to
the fey.
Grell Alchemy LoM 114 A creature that has this feat has studied the alien and disturbing arcane lore of the grell, and understands the
magical and physical laws by which their spells and devices function.
Grim Visage Rac 163 Your eyes have seen a lot, and now they show everyone that you aren't to be trifled with. Even glib people
stammer in your presence.
Grizzly's Claws CD 82 You can grow claws as sharp as those of a bear.
Group Inspiration CAd 192 Your bardic powers can inspire more allies than normal.
Group Inspiration EL 57 You can inspire competence or greatness in more than one ally simultaneously.
Guardian Spirit CAr 80 Your watchful spirit is more capable than normal.
Guerrilla Scout HB 97 You know how to use your senses to greater effect.
Guerrilla Warrior HB 97 You know how to move stealthily, even when armored.
Halruuan Adept ShS 20 You have studied the old cooperative spellcasting traditions of Halruaa, and you are well-versed in the rites and
arcana of Halruuan magic.
Feats 51 of 279
Feat Source Page Description
Hammer Fist Rac 164 You are trained in an unarmed fighting style that emphasizes a two-handed strike.
Hammer's Edge CW 113 You are a master of the style of fighting with a hammer and sword at the same time.
Hamstring CW 100 You can wound your opponents' legs, hampering their movement.
Hamstring SaS 39 You can wound an opponent's legs, hampering his or her movement.
Hand of Tyr CSW 145 You have sacrificed your right hand to Tyr, the Maimed God, proving your resilience and strength of spirit.
Hands of a Healer BE 43 You can heal more damage than normal by laying on hands.
Hardened Flesh LM 27 Undead you raise or create can better handle themselves in a fight.
Harem Trained Rac 164 You have been trained to serve as a jhasin (if male) or jhasina (if female) and are well versed in song, music,
dance, art, the recitation of great literature, the art of massage, and other duties of the harem.
Haunting Appearance Gh 35 You can make your ghost body assume a terrifying appearance that can frighten observers.
Haunting Melody ECS 54 You can use your music to inspire fear.
Haunting Voice Gh 35 You can make your voice originate from another location.
Hawk's Vision CAd 114 You can improve your visual acuity.
Headlong Rush Rac 164 You charge your foes with immense force, heedless of your own safety.
Healing Factor ECS 55 When your current period of shifting ends, you heal a limited amount of damage.
Healing Factor MM3 150 When your current period of shifting ends, you heal a limited amount of damage.
Healing Flames Rac 164 You can draw energy from open flames to heal yourself.
Hear the Unseen CAd 110 Your sense of hearing is so acute that you can partially pinpoint an opponent's location by sound, allowing you to
strike even if the opponent is concealed or displaced.
Heat Endurance Sa 50 Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing
heat, you can exist with ease in high-temperature environments.
Heat Tolerance ShS 20 You are used to living in hot, humid conditions.
Heavy Armor Optimization RS 141 You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.
Heavy Lithoderms RS 141 You have stony growths on your skin that afford you protection against attacks.
Heighten Breath Dr 70 Your breath weapon is even more deadly than normal.
Heighten Spell PH 95 You can cast a spell as if it were a higher-level spell than it actually is.
Heighten Spell-Like Ability CAr 80 You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is.
Heighten Turning DF 20 You can affect more powerful undead with your turning or rebuking attempts.
Heighten Turning FP 214 You can affect more powerful undead with your turning or rebuking attempts.
Heighten Turning Gh 35 You can affect more powerful undead with your turning or rebuking attempts.
Heighten Turning LM 27 You can affect more powerful undead with your turning or rebuking attempts.
Hellbound Knight CR 23 A devoted disciple of the Nine Hells, you have sworn to strike down creatures that oppose law and threaten
tyranny.
Heroic Destiny RD 152 You have a destiny to fulfill.
Heroic Metamagic RE 109 In times of great need, you can call upon a heroic reserve of power to strengthen your spells.
Heroic Spirit ECS 55 You have a larger reservoir of luck than the average hero.
High Sword Low Axe CW 113 You have mastered the style of fighting with a sword and axe at the same time.
Feats 52 of 279
Feat Source Page Description
Highborn Drow Rac 164 You have learned how to tap into the advanced magical abilities of your drow noble heritage.
Highborn Drow Und 25 You have learned how to tap into the advanced magical abilities available to you through your drow noble
heritage.
Hin Wandermage Rac 164 You have a natural affinity for spells that take you from place to place.
Hindering Song EL 57 Your bardic music interferes with opposing spellcasters.
Hold the Line CW 100 You are trained in defensive techniques against charging opponents.
Hold the Line DD 51 The deity is trained in defensive techniques against charging opponents.
Hold the Line SF 7 You are trained in defensive techniques against charging opponents.
Hold the Line ShS 20 You are trained in defensive techniques against charging opponents.
Holy Ki Strike BE 44 Your unarmed attacks deal extra damage to evil creatures.
Holy Radiance BE 44 You can increase the intensity of the light surrounding you to damage undead creatures.
Holy Strike CD 89 Your attacks deal great damage to evil creatures.
Holy Strike EL 57 Your attacks deal great damage to evil creatures.
Holy Subdual BE 44 You can turn bonus damage into nonlethal damage.
Honest Merchant OA 63 Your ancestor, Bayushi Tesaguri, was the son of Bayushi Junzen, Scorpion Clan Champion.
Honor-Bound DCS 86 Keeping your word and upholding your honor is of great importance to you.
Horrific Appearance Gh 35 You can blast creatures with your simple appearance.
Horse Nomad FRCS 35 You have been raised in a culture that relies upon riding and shooting for survival.
Horse Nomad PG 39 You have been raised in a culture that relies upon riding and shooting.
Hostile Mind XPH 47 Your mind recoils violently against those who use psionics against you.
Hover MM 304 The creature can come to a halt in midair.
Hover MM2 18 The creature can halt its forward motion while flying, regardless of maneuverability.
Hulking Brute DCS 86 You possess a truly impressive stature.
Human Heritage RD 152 Your human heritage is more prominent than in others of your kind.
Hurling Charge MH 27 You are trained in using thrown weapons as part of a charge attack.
Hyena Tribe Hunter ShS 20 You have learned the secrets of hunting from the hyena that roams the lands where your tribe wanders.
Iaijutsu Master OA 63 You are not only descended from Kakita, the greatest duelist ever to have lived, but you share a karmic tie to his
spirit.
Ice Harmonics Fr 48 Your summon spells work better in the frostfell if you summon native creatures.
Ice Troll Berserker UE 44 When raging, your skin becomes very thick and tough like the ice trolls that plague parts of your homeland.
Feats 53 of 279
Feat Source Page Description
Improved Arrow of Death EL 57 Your arrows of death are harder to resist.
Improved Assume Supernatural Ability SS 35 You gain skills using a supernatural ability of an assumed form.
Improved Aura of Courage EL 57 Your aura of courage is stronger than normal.
Improved Aura of Despair EL 57 Your aura of despair is wider than normal.
Improved Buckler Defense CW 100 You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class.
Improved Cohort HB 98 You attract a more powerful cohort than you normally would.
Improved Cold Endurance Fr 48 Your training and natural hardiness have improved your natural resistance to cold temperatures.
Improved Combat Casting CAr 192 You heighten your ability to cast spells while threatened without fear of being attacked.
Improved Combat Casting EL 57 You can cast spells while threatened without fear of being attacked.
Improved Combat Expertise CW 100 You have mastered the art of defense in combat.
Improved Combat Reflexes EL 57 You can respond to any number of opponents who let their defenses down.
Improved Control Visage Gh 35 You can change your ghost form's appearance.
Improved Cooperative Metamagic PG 136 Your ability to enhance an ally's spell during casting is expanded.
Improved Counterspell EL 70 You understand the nuances of magic to such an extent that you can counter your opponent's spells with great
efficiency.
Improved Counterspell FRCS 35 You understand the nuances of magic to such an extent that you can counter your opponent's spells with great
efficiency.
Improved Counterspell PH 95 You understand the nuances of magic to such an extent that you can counter your opponent's spells with great
efficiency.
Improved Critical PH 95 Choose one type of weapon. With that weapon, you know how to hit where it hurts.
Improved Damage Reduction ECS 55 You gain damage reduction or improve your existing damage reduction.
Improved Darkvision EL 58 Your ability to see in the dark is greater than normal.
Improved Death Attack EL 58 Your death attack is harder to overcome.
Improved Deflection Gh 35 You are adept at deflecting things before they strike you.
Improved Disarm PH 95 You know how to disarm opponents in melee combat.
Improved Diversion CAd 110 You can create a diversion to hide quickly and with less effort.
Improved Draconian Breath Weapon DCS 86 You have mastered your draconic heritage and improved on your innate breath weapon.
Improved Elemental Heritage PlH 40 You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental
effects.
Improved Elemental Wild Shape DMG 209 You can take the form of a larger variety of elementals than normal.
Improved Elemental Wild Shape EL 58 You can take the form of a greater variety of elementals than normal.
Improved Energy Drain LM 27 You draw extra power from your energy-drained victims.
Improved Energy Resistance Rac 164 Choose one form of energy to which you have a natural (not spell- or item-generated) resistance. Your inherent
resistance to this kind of energy is more effective than normal.
Improved Familiar CW 100 This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally
acquire a new familiar.
Improved Familiar FRCS 35 So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
Improved Familiar PG 39 Refer to the Improved Familiar feat description on page 200 of the Dungeon Master's Guide.
Feats 54 of 279
Feat Source Page Description
Improved Familiar Rac 165 See the discussion of the Improved Familiar feat in Chapter 1 of the Forgotten Realms Campaign Setting. Table
A-5 shows additional improved familiars from this book that are available with this feat.
Improved Familiar SK 146 Refer to the Improved Familiar feat description in the Dungeon Master's Guide.
Improved Familiar TB 40 As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
Improved Favored Enemy CW 101 You know how to hit your favored enemies where it hurts.
Improved Favored Enemy DMG 210 Gain bonuses against favored enemies.
Improved Favored Enemy EL 58 You gain bonuses against favored enemies.
Improved Feint PH 95 You are skilled at misdirecting your opponent's attention in combat.
Improved Fiendish Servant CR 20 You gain the service of a powerful fiendish animal servitor.
Improved Flight CAd 110 You gain greater maneuverability when flying than you would normally have.
Improved Flight MW 23 You gain greater maneuverability when flying than you would normally have.
Improved Flight Rac 165 You gain greater maneuverability when flying than you would normally have.
Improved Flight RW 151 You have gained greater maneuverability when flying than you would normally have.
Improved Flight Item (Item Creation) Sh 157 You have learned to make use of the manifest zone in Sharn to craft magic items that grant superior flight.
Improved Flyby Attack EL 70 The creature can attack on the wing with increased mobility.
Improved Flyby Attack SS 36 You can attack on the wing with increased mobility.
Improved Fortification ECS 55 You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits.
Improved Fortification MM3 192 You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits.
Improved Frosty Touch Fr 49 Your frosty touch causes more cold damage.
Improved Ghost Flight Gh 35 Your ghost body can fly rapidly.
Improved Grapple DD 51 The deity is skilled in martial arts that emphasize holds and throws.
Improved Grapple OA 63 You are skilled in martial arts that emphasize holds and throws.
Improved Grapple PH 95 You are skilled at grappling opponents.
Improved Grapple UE 44 You are skilled in martial arts that emphasize holds and throws.
Improved Heat Endurance Sa 50 You can survive even in the most extreme natural heat conditions.
Improved Heighten Spell EL 58 You can cast a spell at any level above its own.
Improved Initiative PH 96 You can react more quickly than normal in a fight.
Improved Ki Strike EL 58 You can strike opponents with great damage reduction.
Improved Levitation Rac 165 You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter
duration.
Improved Levitation Und 25 You have learned to use only part of your levitate spell-like ability at a time, allowing multiple uses with shorter
duration.
Improved Low Blow Rac 165 You are especially good at using the Low Blow feat.
Improved Low-Light Vision EL 58 The range of your low-light vision is greater than normal.
Improved Maneuverability Dr 70 Your maneuverability in flight improves.
Feats 55 of 279
Feat Source Page Description
Improved Manifestation EL 58 You can manifest psionic powers more powerful than the normal limits of manifestation.
Improved Manifestation XPH 34 You increase your power point reserve.
Improved Manyshot EL 58 You can fire even more arrows as a single attack against a nearby target.
Improved Metamagic DMG 210 You can cast spells using metamagic feats more easily than normal.
Improved Metamagic EL 59 You can cast spells using metamagic feats more easily than normal.
Improved Metapsionics XPH 34 You can manifest powers using metapsionic feats more often than normal.
Improved Mounted Archery CW 101 You can make ranged attacks from a mount almost as well as you can from the ground.
Improved Multiattack Dr 70 You are particularly adept at using all your natural weapons at once.
Improved Multiattack EL 70 The creature is particularly adept at using all its natural weapons at once.
Improved Multiattack SS 36 You are particularly adept at using all your natural weapons at once.
Improved Multiweapon Fighting DD 51 A deity with three or more hands can fight with a weapon in each hand.
Improved Multiweapon Fighting EL 70 A creature with three or more hands can fight with a weapon in each hand.
Improved Multiweapon Fighting SS 36 You are expert at fighting with a weapon in each of your three or more hands. You can make up to two attacks
per round with each off-hand weapon.
Improved Natural Armor MM 304 The creature's natural armor is thicker and harder than that of other of its kind.
Improved Natural Armor MM3 206 The natural armor of a creature with this feat is thicker and harder than normal for its kind.
Improved Natural Armor Rac 165 Your skin is even tougher than that of most of your kind.
Improved Natural Attack ECS 55 One of a creature's natural attacks is more dangerous than its type and size would otherwise indicate.
Improved Natural Attack MM 304 The creature's natural attacks are more dangerous than its size and type would otherwise dictate.
Improved Natural Attack MM3 206 The natural attacks of a creature with this feat are more dangerous than its size and type would otherwise dictate.
Improved Outer Planar Heritage PlH 40 Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they
matched the alignment of your ancestors.
Improved Overrun PH 96 You are skilled at knocking down opponents.
Improved Overrun SF 7 You are trained in knocking over opponents that are smaller than you.
Improved Paralysis LM 27 You are better at paralyzing your victims.
Improved Poltergeist Hand Gh 36 You can move a large object at a distance when you are a ghost.
Improved Precise Shot PH 96 Your ranged attacks can ignore the effects of cover or concealment.
Improved Psicrystal XPH 47 You can upgrade your psicrystal.
Improved Rapid Shot CW 101 You are an expert at firing weapons with exceptional speed.
Improved Rapidstrike Dr 70 You can make multiple attacks with a natural weapon.
Improved Resiliency RE 119 You gain a construct's resistance to nonlethal damage.
Improved Resist Dragonfear DCS 86 You are able to demonstrate great courage in the presence of dragons.
Improved Rock Hurling RS 141 Your accuracy and effectiveness with thrown rocks improves.
Improved Scent SS 36 You can detect and track creatures by smell at greater distances than normal.
Improved Shield Bash DF 20 You can push opponents back by bashing them with your shield.
Improved Shield Bash PH 96 You can bash with a shield while retaining its shield bonus to your Armor Class.
Improved Shieldmate MH 27 You have an outstanding ability to protect those near you with your shield.
Feats 56 of 279
Feat Source Page Description
Improved Sigil (Aesh) RD 152 You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons.
Improved Sigil (Hoon) RD 152 You tap into your hoon power sigil to help survive deadly conditions.
Improved Sigil (Krau) RD 153 You tap into your krau power sigil to augment the energy of your magical utterances.
Improved Sigil (Naen) RD 153 You tap into your naen power sigil to see through illusions and resist language-based effects.
Improved Sigil (Uur) RD 153 You tap into your uur power sigil to gain enhanced accuracy with ranged weapons.
Improved Sigil (Vaul) RD 153 You tap into your vaul power sigil to resist mental effects.
Improved Skirmish CAd 192 Your combat mobility improves.
Improved Smiting CD 82 Your smite attacks deal more damage to specific foes, and can damage creature with alignment-based damage
reduction.
Improved Snatch Dr 71 You can make snatch attacks against bigger opponents than other creatures can.
Improved Snatch Spell PG 136 When you take over a spell from another spellcaster, you gain more control over its effect.
Improved Sneak Attack DMG 210 Your sneak attacks are more deadly than normal.
Improved Sneak Attack EL 59 Your sneak attacks are more deadly than normal.
Improved Speed Dr 71 You are faster than others of your kind.
Improved Spell Capacity DMG 210 You can prepare spells that exceed the normal limits of spellcasting.
Improved Spell Capacity Dr 71 You can prepare spells that exceed the normal limits of spellcasting.
Improved Spell Capacity EL 59 You can prepare spells that exceed the normal limits of spellcasting.
Improved Spell Resistance EL 60 Your innate resistance to magical effects increases.
Improved Spellpool Access PG 136 You can use your spellpool access to call spells of greater than normal power.
Improved Spit SK 146 You can spit farther than normal.
Improved Stunning Fist DMG 210 Your stunning attack is more powerful.
Improved Stunning Fist EL 60 Your stunning attack is more powerful.
Improved Sudden Strike CAd 192 Your ability to strike unaware foes improves.
Improved Sunder DD 51 The deity is adept at placing its attacks precisely where it wants them to land.
Improved Sunder EA 42 You are adept at placing your attacks precisely where you want them to land.
Improved Sunder PH 96 You are skilled at attacking your opponents' weapons and shields, as well as other objects.
Improved Sunder SF 7 You are adept at placing your attacks precisely where you want them to land.
Improved Swimming CAd 110 You can swim faster than you normally could.
Improved Swimming MW 23 You swim faster than you normally could.
Improved Toughness CW 101 You are significantly tougher than normal.
Improved Toughness LM 27 You are significantly tougher than normal.
Improved Toughness MM3 207 A creature with this feat is significantly tougher than normal.
Improved Trip PH 96 You are trained not only in tripping opponents safely but also following through with an attack.
Improved Turn Resistance Gh 36 You are better able to resist the channeling of positive or negative energy by clerics and similar classes.
Improved Turn Resistance LM 27 You have a better than normal chance to resist turning.
Improved Turn Resistance SS 36 You have a better than normal chance to resist turning.
Improved Turning PH 96 Your turning or rebuking attempts are more powerful than normal.
Feats 57 of 279
Feat Source Page Description
Improved Two-Weapon Defense CW 101 You gain a significant defensive advantage while fighting with two weapons.
Improved Two-Weapon Fighting PH 96 You are an expert in fighting two-handed.
Improved Unarmed Strike PH 96 You are skilled at fighting while unarmed.
Improved Weapon Familiarity CW 101 You are familiar with all exotic weapons common to your people.
Improved Weapon Familiarity RS 141 You are familiar with all exotic weapons common to your people.
Improved Web SS 36 You gain additional utility from your webs.
Improved Whirlwind Attack EL 60 You become a blurry whirlwind of attacks, striking out at all enemies near your position.
Incite Rage EL 60 You can incite allies into a rage.
Incorporeal Form Gh 36 You can become incorporeal even when you would otherwise be forced to manifest fully.
Incorporeal Spell Targeting Gh 36 You know how to cast your spells so they're more likely to affect incorporeal creatures.
Incorporeal Target Fighting Gh 36 You know how to fight incorporeal creatures in melee.
Ineluctable Echo UA 93 Those who use words of power around you hear the sound of their own voices.
Infernal Bargainer Rac 165 You are comfortable making deals with powerful entities from the Lower Planes.
Infinite Deflection EL 61 You can deflect an infinite number of projectiles.
Inhuman Reach LoM 180 Your arms elongate, allowing you to touch the floor with your hands.
Inhuman Vision LoM 180 You possess the inhuman eyes of some strange creature.
Initiate of Ghaunadaur CR 23 You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts.
Initiate of Gruumsh CR 24 The singular eye of the great orc god Gruumsh watches over you.
Initiate of Kossuth CR 24 You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth's church.
Initiate of Loviatar CR 24 With great pain comes great power. This and other secrets you have learned from the church of Loviatar.
Initiate of Loviatar ShS 20 You have been initiated into the greatest secrets of Loviatar's church.
Initiate of Shar CR 24 You have been initiated into the greatest secrets of Shar's church.
Initiate of Shar CSW 145 You have been initiated into the greatest secrets of Shar's church.
Initiate of Varae CR 25 You fervently worship Varae, the serpentine goddess, and guard well the secrets of your faith.
Innate Spell CAr 80 You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Innate Spell FRCS 36 You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Innate Spell PG 39 You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Innate Spell TB 41 You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Inquisitor XPH 48 You know when others lie.
Inscribe Epic Runes PG 136 You can inscribe runes of epic power.
Inscribe Rune FRCS 36 You can create magic runes that hold spells until triggered.
Inscribe Rune PG 40 You can create magic runes that hold spells until triggered.
Inside Connection RD 153 Choose a specific organization. You have strong personal connections within that organization, as well as insight
into its membership.
Insidious Magic FRCS 36 You can use the Shadow Weave to make your spells harder for Weave users to detect.
Insidious Magic PG 40 You can use the Shadow Weave to make your spells harder for Weave users to dispel.
Insightful CAr 80 You possess a magical understanding of the workings of arcane detection.
Feats 58 of 279
Feat Source Page Description
Insightful Reflexes CAd 110 Your keen intellect allows you an uncanny knack for evading dangerous effects.
Inspirational Leadership HB 98 Your cohort and followers are exceptionally faithful to your cause.
Inspire Excellence EL 61 You can improve the abilities of your comrades through your performance.
Inspire Spellpower RS 141 You can use your bardic music to increase the power of your allies' spells.
Instant Reload EL 61 Choose one type of crossbow, such as heavy crossbow. You can fire that type of crossbow as fast as a bow.
Jotunbrud Rac 166 You are descended from the giants who ruled the mountain-spanning empire of Ostoria in ages past, and
possess a truly impressive stature.
Judged by Aurifar Sa 50 Aurifar, the Caliph of the Sky, has judged you, and he shows you special favor.
Jungle Stamina Rac 166 You are acclimated to the disease-ridden jungles of southwestern Faerun.
Kalashtar Thoughtshifter RE 118 You have learned to control your mind blade for maximum impact in battle.
Kami's Intuition OA 63 You are descended from Shinjo, the first Unicorn, the kindest and most compassionate of the kami.
Feats 59 of 279
Feat Source Page Description
Karmic Strike CW 102 You have learned to strike when your opponent is more vulnerable -- the same instant your opponent strikes you.
Karmic Strike OA 63 You have learned to strike when your opponent is more vulnerable -- the same instant your opponent strikes you.
Karmic Twin OA 64 You are descended from Bayushi, the first Scorpion, whos love for his daughter proved his final downfall.
Keen Intellect OA 64 You are descended from Agasha, the founder of the original Dragon shugenja school, a shugenja known for her
keen intellect and powers of observation.
Keen Strike EL 61 Your unarmed strikes become as sharp as blades.
Ki Shout OA 64 You can bellow forth a ki-empowered shout that strikes terror into your enemies.
Kiai Shout CW 102 You can bellow forth a shout that strikes terror into your enemies.
Kihu-Sherem Guardian Gh 36 You are one of the Kihu-Sherem, magically altered in the womb to allow you to better protect the sorcerers of
your homeland.
Killoren Ancient RW 151 You favor the killoren aspect of the ancient.
Killoren Destroyer RW 151 You favor the killoren aspect of the destroyer.
Killoren Hunter RW 151 You favor the killoren aspect of the hunter
Knifefighter PG 40 You're an expert at using weapons in a grapple.
Knight of Stars BE 44 You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to act on
their behalf.
Knight Training ECS 56 You are part of a knightly order that combines the divine calling of the paladin class with another form of training.
Knockback RS 142 By putting your bulk behind a blow, you can push your enemy backward.
Knock-Down DD 51 The deity's mighty blows can knock foes off their feet.
Knock-Down SF 7 Your mighty blows can knock foes off their feet.
Landlord SB 10 By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-
lord, you have resources that help you build and expand your stronghold.
Landwalker Rac 166 You can survive out of water for a longer period of time than most of your kind.
Landwalker Sto 92 You can survive out of water for a longer period of time than most of your kind.
Large and In Charge Dr 71 You can prevent opponents from closing inside your reach.
Large and in Charge SF 61 You can prevent opponents from closing inside your reach.
Lasting Inspiration DMG 210 Your songs continue to inspire allies long after your words have faded.
Lasting Inspiration EL 61 Your songs continue to inspire allies long after your words have faded.
Lasting Life LM 28 You can shed negative levels with an act of will.
Law Inviolate RD 155 Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who
transgress the law.
Leadership PH 97 You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and
followers.
Leap Attack CAd 110 You can combine a powerful charge and a mighty leap into one devastating attack.
Least Dragonmark ECS 56 You have a least dragonmark.
Least Legacy WL 14 You awaken the basic abilities of a specific item of legacy.
Feats 60 of 279
Feat Source Page Description
Legacy Focus WL 15 Your item's legacy abilities are more potent than normal.
Legendary Acrobat CAd 192 You can balance and tumble much more easily than a normal person.
Legendary Artisan ECS 56 You have mastered the method of creating magic items.
Legendary Climber CAd 192 You can climb rapidly much more easily than a normal person.
Legendary Climber EL 61 You can climb rapidly much more easily than a normal person.
Legendary Commander EL 62 You attract and lead great armies of followers through sheer force of personality.
Legendary Leaper CAd 192 You can cover great distances with only a brief start.
Legendary Leaper EL 62 You can jump much farther than normal for your size.
Legendary Rider CW 152 You can ride a mount in combat with ease, even bareback.
Legendary Rider EL 62 You can ride any mount without penalty (even bareback) and can control any mount in combat.
Legendary Tracker CAd 192 You can track prey across or through the water, or even through the air.
Legendary Tracker EL 62 You can track prey across or through the water, or even through the air.
Legendary Wrestler EL 62 You are exceptionally proficient at grappling.
Lesser Dragonmark ECS 56 You have a lesser dragonmark.
Lesser Legacy WL 15 You awaken more powerful abilities of a specific item of legacy.
Lichloved BV 49 By repeatedly committing perverted sex acts with the undead, the character gains dread powers.
Life Drain LM 28 You drain additional life energy from your foes.
Life Leech UA 93 You automatically try to steal the last bit of life energy from anyone nearby.
Lifebond LM 28 Select a specific living creature that is friendly to you. You create a special bond with that creature.
Lifesense LM 28 You see the light that all living creatures emit.
Light of Aurifar Sa 51 Undead that you turn or rebuke immolate.
Light to Daylight Rac 166 Your inherent ability to create light is more powerful than normal.
Lightbringer Rac 166 You can channel positive energy into your spells so that they glow with holy power.
Lightfeet RW 151 You have an incredibly soft step, making it difficult to track or hear you.
Lightning Fists SF 7 Your skill and agility allow you to attempt a series of blindingly fast blows.
Lightning Mace CW 113 You are a master of fighting with two maces at the same time.
Lightning Reflexes PH 97 You have faster than normal reflexes.
Lingering Breath Dr 71 Your breath weapon forms a lingering cloud.
Lingering Damage EL 62 Your sneak attacks continue to deal damage even after you strike.
Lingering Song CAd 111 Your inspirational bardic music stays with the listeners long after the last note has died away.
Lingering Song SaS 40 Your bardic music stays with the listeners long after the last note has died away.
Lingering Spell CR 20 Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.
Lion Spy OA 64 Your ancestor, Akodo Shinju, was the greatest spy of the Lion clan.
Lion Tribe Warrior ShS 20 You have learned how to pounce on your foes, like the lion that roams your lands.
Lion's Pounce CD 82 You can deliver a terrible attack at the end of a charge.
Live My Nightmare UA 94 Those who magically pry into your mind become privy to your most frightening dreams.
Lliira's Blessing PG 176 Thanks to the favor of the goddess of freedom, you are difficult to restrain.
Feats 61 of 279
Feat Source Page Description
Lolth's Blessing Rac 166 The Spider Queen has blessed you with additional magical abilities.
Lolth's Meat Und 26 Like all drow raised in cities that are ruled by Lolth's priestesses, you know that you exist only to provide your
goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness.
Long Reach UE 44 You know how to use your great stature to reach an opponent more than 5 feet away with a spearlike weapon.
Lycanthropic Spell FP 214 You cast spells while in your lycanthropic animal form.
Lyric Spell CAd 113 You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic
music ability to cast spells.
Mage Slayer CAr 81 You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them
expertly.
Mage Slayer MH 27 You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them
expertly.
Magic in the Blood OA 64 You claim a karmic link with Iuchi, one of the most resourceful shugenjas in early Rokugan.
Magic in the Blood PG 40 You have a knack for getting the most out of your innate magic abilities.
Magic of the Land RW 152 Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power
from the land itself.
Magical Aptitude PH 97 You have a knack for magical endeavors.
Magical Artisan FRCS 36 You have mastered the method of creating certain magic items.
Magical Artisan OA 64 You are descended from Asahina Yajinden, a shugenja of Crane clan who became the greatest lieutenant of the
dread sorcerer Iuchiban.
Magical Artisan PG 41 You have mastered the method of creating a certain kind of magic item.
Magical Beast Wild Shape CD 90 You can wild shape into magical beast form.
Magical Beast Wild Shape EL 62 You can wild shape into magical beast form.
Magical Training FRCS 36 Every crafter and laborer knows a cantrip or two to ease her work.
Magical Training PG 41 You come from a land where cantrips are taught to all who have the aptitude to learn magic.
Magistrate's Mind OA 64 You claim descent from Soshi Saibankan, a great Scorpion judge who helped establish the Empire's institution of
Emerald magistrates.
Feats 62 of 279
Feat Source Page Description
Malevolence Gh 36 You can possess a creature and control its actions.
Malign Spell Focus BV 49 The character's spells that have the evil descriptor are more potent than normal due to a deal she makes with an
evil power.
Malign Spell Focus CR 20 Your evil spells are more potent than normal due to a deal forged with an evil power.
Manifest Flight Sh 157 You have learned to make use of the manifest zone in Sharn to improve your natural ability to fly.
Manifest Leap Sh 157 You have learned to make use of the manifest zone in Sharn to increase your ability to jump and reduce the
damage you take when you fall.
Mantis Leap SF 7 You deliver a powerful attack after making a jump.
Many Masks OA 64 You are descended from Shosuro Furuyari, an important Scorpion playwright.
Manyshot EL 70 You can fire multiple arrows as a single attack against a nearby target.
Manyshot PH 97 You can fire multiple arrows simultaneously against a nearby target.
Mark of Hleid Fr 49 You bear a mark that identifies you as an ally of the church of Hleid and grants you supernatural qualities.
Markings of the Blessed RS 142 Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble.
Markings of the Hunter RS 142 Your skin markings shift into a pattern that makes you hard to get the drop on.
Markings of the Magi RS 142 Your skin markings shift into a pattern that denotes you as having strong magical talent.
Markings of the Maker RS 142 Your skin markings shift into a pattern that gives you fate's edge when using skills.
Markings of the Warrior RS 142 Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble.
Martial Throw MH 27 You can switch positions with an opponent you hit in melee by throwing that opponent.
Martial Weapon Proficiency PH 97 Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Master Legacy WL 15 You temporarily gain access to legacy abilities beyond your normal reach.
Master Linguist RE 109 You have a broad knowledge of language.
Master Staff CAr 192 You can activate a staff without using a charge.
Master Staff EL 62 You can activate a staff without using a charge.
Master Wand CAr 192 You can activate a wand without using a charge.
Master Wand EL 62 You can activate a wand without using a charge.
Maximize Breath Dr 71 You can take a full-round action to use your breath weapon to maximum effect.
Maximize Power XPH 48 You can manifest powers to maximum effect.
Maximize Spell PH 97 You can cast spells to maximum effect.
Maximize Spell-Like Ability CAr 81 You can use a spell-like ability at its maximum effect.
Meditation of War Mastery OA 81 You have mastered the martial arts style of "Meditation of War" -- a hard/soft form emphasizing weapon use and
strikes to pressure points.
Memory Eater LoM 22 An aboleth with this feat is particularly adept at extracting memories and knowledge from the bodies of those it
consumes.
Menacing Demeanor RD 155 You can tap into your savage heritage to improve your intimidation techniques.
Mental Leap XPH 48 You can make amazing jumps.
Mental Resistance XPH 48 Your mind is armored against mental intrusion.
Feats 63 of 279
Feat Source Page Description
Mentor DMG2 176 A character who takes this feat has offered his knowledge and skill to a lower-level NPC and takes that NPC on
as an apprentice.
Mercantile Background FRCS 36 You come from a family that excels at a particular trade and knows well the value of any kind of trade good or
commodity.
Mercantile Background PG 41 You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerun's
bustling cities.
Metallurgy Rac 166 You are skilled in the act of metallurgy, creating metal alloys both for their appearance and their properties.
Metamagic Song RS 142 You can channel the power of your bardic music into your magic, allowing you to pay the cost of metamagic feats
by spending uses of your bardic music ability.
Metamorphic Transfer XPH 48 You can gain a supernatural ability of a metamorphed form.
Metanode Spell CR 25 You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere.
Metanode Spell Und 26 You cast metamagic spells to greater effect in earth nodes than elsewhere.
Metaray LoM 45 A beholder with this feat can apply the effects of metamagic feats to its eye rays.
Might Makes Right Rac 166 Your great strength draws more followers.
Mighty Leaping SS 37 You have developed your leg muscles and trained yourself to make mighty leaps.
Mighty Rage EL 63 Your rage becomes even more powerful than normal.
Mighty Roar SS 37 You unsettle opponents with a dreadful roar as you attack.
Mighty Works Mastery I OA 80 You have mastered the initial secrets of the "Mighty Works" martial arts style -- a hard/soft form emphasizing
locks and hand strikes.
Mighty Works Mastery II OA 80 You have mastered the deeper secrets of the "Mighty Works" martial arts style.
Militia FRCS 36 You served in a local militia, training with weapons suitable for use on the battlefield.
Militia Gh 37 You served in a local militia, training with weapons suitable for use on the battlefield.
Militia PG 41 Your people rely on a well-trained and well-armed militia to defend their land.
Mind Over Body FRCS 37 The arcane spellcasters of some lands have learned to overcome the frailties of the body with the unyielding
power of the mind.
Mind Over Body PG 41 The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the
unyielding power of the mind.
Mind Over Body XPH 48 Your ability damage heals more rapidly.
Mindsight LoM 126 A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking
beings within range of its telepathy.
Minor Malevolence Gh 37 You can possess a creature for a short while and control its actions.
Misleading Song RS 142 You can channel the power of your bardic music to temporarily increase the power of your illusion spells.
Mithral Body ECS 57 A warforged character's body can be crafted with a layer of mithral that provides some protection without
hindering speed or gracefulness.
Mithral Body MM3 192 A warforged character's body can be crafted with a layer of mithral that provides some protection without
hindering speed or gracefulness.
Mithral Body RE 119 Your warforged body can be crafted with a layer of mithral that provides some protection without hindering speed
or gracefulness.
Mithral Fluidity ECS 57 Your movements are smoother and more fluid than those of other warforged.
Feats 64 of 279
Feat Source Page Description
Mithral Fluidity MM3 192 Your movements are smoother and more fluid than those of other warforged.
Mobile Defense EL 63 You can adjust your position while maintaining a defensive stance.
Mobile Spell-Casting CAd 111 Your focused concentration allows you to move while casting a spell.
Mobility PH 98 You are skilled at dodging past opponents and avoiding blows.
Momentary Alteration UA 94 You can briefly transform yourself into a second form, acquiring its physical qualities.
Monastic Training ECS 57 You are part of an order that combines the monastic discipline of the monk class with another form of training.
Monkey Grip CW 103 You are able to use a larger weapon than other people your size.
Monkey Grip SF 7 You use a wider variety of sizes of weapons.
Moradin's Smile RS 142 Through the favor of Moradin, you are skilled at interacting with others.
Mortalbane BV 49 The creature can make a spell-like ability particularly deadly to mortals.
Mortifying Attack CR 20 Those who witness your brutal death attack are unnerved and jarred by the experience.
Mother Cyst LM 28 You gain the ability to cast necrotic cyst spells by growing a cyst of your own.
Mountain Warrior RS 142 You are adept at fighting on the uneven ground of mountainous terrain.
Mountaineer Fr 49 You are a particularly gifted explorer and mountain climber.
Mounted Archery PH 98 You are skilled at using ranged weapons while mounted.
Mounted Combat PH 98 You are skilled in mounted combat.
Mounted Mobility HB 98 You are skilled at dodging past opponents while mounted.
Mounting Casting MH 27 You are skilled at casting spells while riding a mount.
Mror Stalwart RE 109 You have been trained to make devastating strikes with the weapons of the dwarves of the Mror Holds.
Multiattack MM 304 The creature is adept at using all its natural weapons at once.
Multiattack MM2 18 The creature is adept at using all its natural weapons at once.
Multiattack MM3 207 A creature with this feat is adept at using all its natural weapons at once.
Multiattack Mon 9 The creature is adept at using all its natural weapons at once.
Multiattack MW 24 You are adept at using all your natural weapons at once.
Multicultural SaS 40 You blend in well with members of another race.
Multidexterity MM2 18 The creature is adept at using all its hands in combat.
Multidexterity Mon 9 The creature is adept at using all its hands in combat.
Multidexterity MW 24 You are skilled at utilizing all your hands in combat.
Multigrab SK 146 You can grapple enemies more firmly than normal with your natural attacks.
Multigrab SS 37 You can grapple enemies more firmly than normal with your natural attacks.
Multilingual LE 8 You have an uncanny knack for languages.
Multisnatch Dr 72 You can grapple enemies more firmly with only one of your natural attacks.
Multispell EL 63 You can cast an additional quickened spell in a round.
Multitasking SF 62 You can perform different tasks with different limbs.
Multitasking SS 37 You can perform different tasks with different limbs.
Multivoice SS 37 If you have two or more heads, you can cast more spells than usual in a round.
Feats 65 of 279
Feat Source Page Description
Multiweapon Fighting MM 304 A creature with three or more hands can fight with a weapon in each hand.
Multiweapon Fighting MM2 18 A creature with three or more hands can fight with a weapon in each hand.
Multiweapon Fighting Mon 9 A creature with three or more hands can fight with a weapon in each hand.
Multiweapon Rend EL 63 You can rend opponents when fighting with more than two limbs.
Music of Growth ECS 57 Your music can enhance the power of animals and plant creatures.
Music of Making ECS 57 Echoing the music of creation, your own performance enhances any process of creation.
Music of the Gods EL 63 You can use your bardic music to influence creatures immune to mind-affecting effects.
Music of the Outer Spheres LoM 181 You can use your bardic music to create discordant, insane sounds.
Mutable Body RE 110 Your enhanced control over your shapechanging ability grants you extra power from transmutation spells.
Mutilator CR 20 After striking down your enemy in battle, you can skillfully mutilate the corpse to prevent others from raising it
from the dead.
Narrow Mind XPH 48 Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most
turbulent situations.
Narrowed Gaze SK 146 Your gaze attack has a limited field of effect.
Narrowed Gaze SS 37 Your gaze attack has a limited field of effect.
Natural Bond CAd 111 Your bond with your animal companion is exceptionally strong.
Natural Bully CR 21 You easily terrify weaker adversaries.
Natural Heavyweight PlH 40 You are descended from creatures native to a plane of heavy gravity.
Natural Leader HB 98 You have a natural commanding presence.
Natural Scavenger ShS 21 You are particularly adept at finding food while on the move.
Natural Spell Gh 37 You can cast spells while in wild shape or shifted form.
Natural Spell MW 24 You cast spells while in a wild shape.
Natural Spell PH 98 You can cast spells while in a wild shape.
Natural Trickster RS 143 You have greater natural access to your race's powers of illusion.
Naturalized Denizen UA 94 You are unusually anchored to your location.
Nauseating Touch Gh 37 When you touch a living creature, you can make it nauseated.
Necromantic Might LM 28 Undead you control gain benefits when they are near you.
Necromantic Presence LM 28 Undead you control are harder to turn when they are near you.
Necropolis Born CAr 81 You possess a magical understanding of the essence of mortal dread.
Necropotent LM 29 Your special melee or ranged attack with one type of weapon is especially effective against undead.
Necrotic Reserve LM 29 You are not immediately destroyed when your hit points fall to 0 or lower.
Negative Energy Burst CD 90 You can use your rebuke/command undead ability to unleash a burst of negative energy.
Negative Energy Burst EL 63 You can use your rebuke/command undead ability to unleash a burst of negative energy.
Negotiator PH 98 You are good at gauging and swaying attitudes.
Nemesis BE 44 You are the holy bane of creatures of a particular type.
Neraph Charge PlH 40 You master the Limbo-native neraph martial art of motion camouflage when you charge your foe.
Neraph Throw PlH 40 You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.
Net and Trident CW 114 You are a master of fighting with the net and the trident.
Feats 66 of 279
Feat Source Page Description
Netherese Battle Curse LE 8 You can channel your own arcane energy into a powerful curse upon those who dare to face you in battle.
Night Haunt CAr 81 You possess a magical understanding of the workings of the unseen.
Nimble Bones LM 29 Undead you raise or create are faster and more nimble than normal.
Nimble Fingers PH 98 You are adept at manipulating small, delicate objects.
Nimbus of Light BE 44 You are cloaked in the radiant light that marks you as a servant of the purest ideals.
Nobody's Fool Rac 166 You have an uncommon streak of skepticism and common sense, and have a knack for discerning falsehood
from truth.
Node Defense CR 25 You can use the magical power of a node to defend yourself from harm.
Node Defense Und 26 You can use the magical power of a node to defend yourself from harm.
Node Sensitive CR 25 You can perceive a node just by passing near it.
Node Sensitive Und 26 You can perceive an earth node just by passing near it.
Node Spellcasting CR 25 You have discovered the secret of the magic of a particular type of node.
Node Spellcasting Und 26 You have discovered the secret of node magic.
Node Store CR 26 You can store a prepared spell in a node to which you are attuned.
Node Store Und 26 You can store a prepared spell in an earth node.
Nomadic Trekker ShS 21 You are particularly efficient at overland movement across the great grasslands.
Nonlethal Substitution BE 44 You can modify a spell that uses energy to deal damage to deal nonlethal damage instead.
Nonlethal Substitution CAr 81 You can modify an energy spell to deal nonlethal damage.
Nonverbal Spell PlH 40 You can cast spells that have verbal components without actually verbalizing the words.
Nymph's Kiss BE 44 By maintaining an intimate relationship with a good-aligned fey, you gain some of the characteristics of fey.
Oaken Resilience CD 82 You can take on the sturdiness of the mighty oak.
Obscure Lore CAd 111 You are a treasure trove of little-known information.
Obscure Lore SaS 40 You are a treasure trove of little-known information.
Obtain Familiar CAr 81 You gain a familiar.
Ocular Spell LoM 181 Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.
Off-Hand Parry MW 24 You use your off-hand weapon to defend against melee attacks.
Off-Hand Parry SF 7 You use your off-hand weapon to defend against melee attacks.
Old Salt Sto 93 You are an old hand at shipboard life, having mastered the myriad skills that are required of the experience sailor.
Additionally, you have an eye for the weather.
Omniscient Whispers UA 94 A constant, barely audible muttering echoes in your ears, usually beyond your comprehension. But if you focus all
your energy on listening, you sometimes catch a sentence or two that bears directly on your current situation.
Oni's Bane OA 64 Your ancestor, Isawa Akuma, was a Phoenix shugenja who sought to understand the mystery of identity.
Open Minded XPH 48 You are naturally able to reroute your memory, mind, and skill expertise.
Open Minded CAd 111 You are naturally able to reroute your memory and skill expertise.
Opportunity Power XPH 48 You can make power-enhanced attacks of opportunity.
Feats 67 of 279
Feat Source Page Description
Oral History Rac 167 You are well versed in the art of storytelling and the oral history of your culture.
Otherworldly PG 41 Your folk are known for their mystic power and seem to transcend their mortal forms.
Outsider Wings Rac 167 You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline.
Overchannel XPH 49 You burn your life force to strengthen your powers.
Overcome Weakness Dr 72 You can overcome an innate vulnerability through sheer willpower.
Overhead Thrust Dr 106 You can deal a nasty attack to anything that tries to crush or run over you.
Oversized Two-Weapon Fighting CAd 111 You are adept at wielding larger than normal weapons in your off hand.
Overwhelming Critical DMG 210 Choose one type of melee weapon, such as longsword or greataxe. With that weapon, you do more damage on a
critical hit.
Overwhelming Critical Dr 72 Choose one type of melee weapon, such as a claw or bite. With that weapon, you deal more damage on a critical
hit.
Overwhelming Critical EL 63 Choose one type of melee weapon, such as longsword or greataxe. With that weapon, you do more damage on a
critical hit.
Owlbear Berserker UE 44 Your fighting style emulates the owlbear, the totem beast of your berserker lodge.
Pain Mastery SS 37 Injuries send you into a fury, increasing your physical power.
Pain Touch CW 103 You cause intense pain in an opponent with a successful stunning attack.
Pain Touch OA 64 You cause intense pain in an opponent with a successful stunning attack.
Pain Touch SF 8 You cause intense pain in an opponent with a successful stunning attack.
Parrying Shield LoM 181 You have studied advanced techniques for battling foes whose attacks normally bypass armor.
Path of Shadows RE 110 You can use dancelike maneuvers to aid your defense.
Peak Hopper SS 37 You are adapted to a hilly or mountainous environment.
Penetrating Damage Reduction EL 63 You can bypass a creature's damage reduction.
Perfect Health EL 63 You are immune to normal diseases and common poisons.
Perfect Multiweapon Fighting EL 63 A creature with three or more hands can fight with a weapon in each hand.
Perfect Two-Weapon Fighting CW 152 You can attack with your off-hand weapon as frequently as with your primary weapon.
Perfect Two-Weapon Fighting EL 64 You can attack with your off-hand weapon as frequently as with your primary weapon.
Permanent Emanation EL 64 One of your personal emanation spells becomes permanent.
Pernicious Magic FRCS 37 You can use the Shadow Weave to make your spells harder for Weave users to counter.
Pernicious Magic PG 42 You can use the Shadow Weave to make your spells harder for Weave users to dispel.
Persistent Spell CAr 81 You can make a spell last all day.
Persistent Spell DD 51 The deity makes one of its spells last all day.
Persistent Spell FRCS 37 You make one of your spells last all day.
Persistent Spell PG 42 You can make a spell last all day.
Persistent Spell TB 41 You make one of your spells last all day.
Persona Immersion RE 110 Your assumption of another's physical identity grants you defenses against mental intrusion.
Personal Touchstone PlH 41 You draw more power form one of the planar touchstone locations to which you have forged a link.
Persuasive PH 98 You have a way with words and body language.
Persuasive SaS 40 You could sell a tindertwig hat to a troll.
Feats 68 of 279
Feat Source Page Description
Pervasive Gaze SK 146 Your gaze attack is more effective than normal.
Pervasive Gaze SS 37 Your gaze attack is more effective than normal.
Petrification Immunity SK 147 You are immune to petrification effects.
Petrification Resistance SK 147 You can resist petrification effects better than you otherwise could.
Phalanx Fighting CW 103 You are trained in fighting in close formation with your allies.
Phalanx Fighting LD 189 You are trained in fighting in close formation with your allies.
Pharaoh's Fist Sa 51 Your unarmed strikes echo with thunder, stunning your foe and those nearby.
Photosynthetic Skin UA 94 Your skin toughens when it draws energy from the sun.
Pierce Magical Concealment CAr 81 You ignore the miss chance provided by certain magical effects.
Pierce Magical Protection CAr 82 You can overcome the magical protections of your enemies.
Pierce the Darkness RS 143 You can channel positive energy to temporarily increase the range of your darkvision.
Piercing Cold Fr 49 Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.
Piercing Gaze SK 147 Your gaze attack has a greater range than normal.
Piercing Gaze SS 38 Your gaze attack has a greater range than normal.
Piercing Sight RS 143 Your fundamental familiarity with illusion allows you to better recognize them.
Pin Shield CW 103 You know how to get inside your opponent's guard by pinning his shield out of the way.
Pin Shield SF 8 You know how to get inside your opponent's guard by pinning his shield out of the way.
Pious Defense CD 86 Your connection to a greater power sometimes gives you flashes of insight that keep you safe.
Pious Soul CD 86 By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.
Pious Spellsurge CD 87 You can use the strength of your faith to augment a spell cast at a critical juncture.
Plague Resistant Rac 167 You are descended from the handful of combatants who fought on the Fields of Nun and survived Chondath's
Rotting War in 902 DR.
Planar Familiar PlH 41 When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
Planar Touchstone PlH 41 Forge a link between you and power-rich planar locations, referred to as planar touchstones.
Planar Turning DMG 210 You can turn or rebuke outsiders.
Planer Turning EL 64 You can turn or rebuke outsiders.
Planetouched Animal Affinity Rac 167 You have a special affinity for a kind of animal associated with your deity ancestor.
Plant Control DD 51 The deity can channel the power of nature to gain mastery over plant creatures.
Plant Control MW 24 You channel the power of nature to gain mastery over plant creatures.
Plant Defiance DD 51 The deity can channel the power of nature to drive off or stop plant creatures.
Plant Defiance MW 24 You channel the power of nature to drive off plant creatures.
Plant Wild Shape EL 65 You can wild shape into plant form.
Plunging Shot HB 99 You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.
Plunging Shot RW 152 You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.
Point Blank Shot PH 98 You are skilled at making well-placed shots with ranged weapons at close range.
Feats 69 of 279
Feat Source Page Description
Poison Immunity BV 49 After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.
Poison Immunity CR 21 After prolonged exposure to a poison or toxin, you have rendered yourself immune to it.
Poison Immunity SK 147 You can ignore the effects of poison.
Poison Immunity SS 38 You can ignore the effects of poison.
Poison Resistance SK 147 You can resist poison better than you otherwise could.
Poison Resistance SS 38 You can resist poison better than you otherwise could.
Polar Chill UA 94 You can call forth the cold of the arctic regions, making movement and fighting difficult for the unprepared.
Poltergeist Hand Gh 37 You can move small objects in a limited manner at a distance when you are a ghost.
Poltergeist Rage Gh 37 You can throw heavy objects with the power of your mind.
Polyglot CAd 192 You can speak, read, and write all languages.
Polyglot EL 65 You can speak, read, and write all languages.
Portal Master PG 42 You are especially proficient at creating portals.
Portal Sensitive Und 27 You can perceive a portal just by passing near it.
Positive Energy Aura CD 90 You automatically turn (or even destroy) lesser undead.
Positive Energy Aura EL 65 You automatically turn (or even destroy) lesser undead.
Positive Energy Resistance LM 29 You are resistant to the damage dealt by positive energy effects.
Power Attack PH 98 You can make exceptionally powerful melee attacks.
Power Attack - Iaijutsu OA 64 Your ancestor, Kakita Rensei, was a renowned duelist whose strength was legendary.
Power Attack - Shadowlands OA 65 You are descended from Kaiu Gineza, the engineer who not only helped construct the tomb of Iuchiban, but also
remained in the tomb to set the last trap.
Power Climb Dr 72 If you fly in a straight line, you can gain altitude in flight more easily than others.
Power Critical CW 103 Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts.
Power Critical DD 51 The deity chooses one kind of weapon, such as a longsword or greataxe. With this weapon, the deity knows how
to hit where it hurts when it counts.
Power Critical MW 24 Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts.
Power Dive Dr 72 You can fall upon an opponent from the sky.
Power Dive SS 38 You can fall upon an opponent from the sky.
Power Knowledge XPH 34 You add two additional powers to your list of powers known.
Power Lunge EA 50 Your ferocious attack may catch an opponent unprepared.
Power Lunge Gh 37 Your ferocious attack may catch an opponent unprepared.
Power Lunge SF 8 Your ferocious attack may catch an opponent unprepared.
Power Penetration XPH 49 Your powers are especially potent at breaking through power resistance.
Power Specialization XPH 49 You deal more damage with your powers.
Power Throw CAd 111 You have learned how to hurl weapons to deadly effect.
Powerful Bite LoM 23 An aboleth with this feat develops jaws that are much more muscular than normal, allowing it to bite more
efficiently.
Feats 70 of 279
Feat Source Page Description
Powerful Charge ECS 57 You can charge with extra force.
Powerful Charge MH 27 You can charge with extra force.
Powerful Charge MM3 207 A creature with this feat can charge with extra force.
Powerful Voice OA 65 You are karmically linked to Utaku, Shinjo's most trusted lieutenant and devoted bodyguard.
Powerful Wild Shape RS 143 You retain your powerful build while in wild shape form.
Practiced Cohort HB 99 Your cohort works well as part of your team.
Practiced Spellcaster CAr 82 Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Practiced Spellcaster CD 82 Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Precise Shot PH 98 You are skilled at timing and aiming ranged attacks.
Precise Swing ECS 58 You can ignore most obstacles when making a melee attack against an opponent.
Precocious Apprentice CAr 181 Your master has shown you the basics of a spell beyond the normal limits of your experience and training.
Prehensile Tail SK 147 You can use your tail to manipulate objects.
Prehensile Tail SS 38 You can use your tail to manipulate objects.
Priest of the Waste Sa 51 You can swap out prepared spells for others that aid in exploring and surviving in wastelands.
Primeval Wild Shape Fr 49 Your wild shape forms are stronger than normal.
Primitive Caster Fr 49 You use screeches, wild gesticulations, and extra material components to give your spells additional power.
Primitive Caster Rac 167 You use screeches, wild gesticulations, and extra material components to give your spells additional powers.
Profane Boost CD 84 You can channel negative energy to increase the power of inflict wounds spells cast near you.
Profane Lifeleech LM 29 You can channel negative energy to draw the life force from nearby living creatures.
Profane Outburst CR 21 With a horrendous release of divine energy, you steel your undead allies and minions against harm.
Profane Vigor LM 29 You can channel negative energy to heal nearby undead allies of physical damage.
Prone Attack CW 103 You can attack from a prone position without penalty.
Prone Attack OA 65 You attack from a prone position without penalty.
Prone Attack SF 8 You attack from a prone position without penalty.
Proportionate Wild Shape MW 24 You use wild shape to become animals of your own size even if your wild shape ability would normally exclude
that size category.
Protected Destiny RD 153 Your heroic destiny is guarded against the whims of misfortune.
Psicrystal Affinity XPH 49 You have created a psicrystal.
Psicrystal Containment XPH 49 Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Psicrystal Power XPH 34 Your psicrystal can manifest a power.
Psionic Affinity XPH 49 You have a knack for psionic endeavors.
Psionic Body XPH 49 Your mind reinforces your body.
Psionic Charge XPH 50 You can charge in crooked line.
Psionic Dodge XPH 50 You are proficient at dodging blows.
Psionic Endowment XPH 50 You can endow your manifestations with more concentrated focus.
Psionic Fist XPH 50 You can charge your unarmed strike or natural weapon with additional damage potential.
Feats 71 of 279
Feat Source Page Description
Psionic Hole XPH 50 You are anathema to psionic creatures and characters.
Psionic Meditation XPH 50 You can focus your mind faster than normal, even under duress.
Psionic Shot XPH 50 You can charge your ranged attacks with additional damage potential.
Psionic Talent XPH 50 You gain additional power points to supplement those you already had.
Psionic Weapon XPH 50 You can charge your melee weapon with additional damage potential.
Puff Torso SK 147 You can puff out your skin to appear larger and more threatening.
Pulverize Foe CR 21 You enjoy smashing your opponents into submission.
Purify Spell BE 44 You can charge your damaging spells with celestial energy that leaves good creatures unharmed.
Purify Spell Trigger BE 45 You can channel holy power through a spell trigger item, such as a wand or staff.
Purify Spell-Like Ability BE 45 You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed.
Quick Staff CW 114 You have mastered the style of fighting with a quarterstaff.
Quicken Breath Dr 73 You can loose your breath weapon with but a thought.
Quicken Legacy WL 15 You can activate one of your item's legacy abilities with a moment's thought.
Quicken Manifestation LM 29 You can manifest from the Ethereal Plane with a moment's thought.
Quicken Power XPH 50 You can manifest a power with a moment's thought.
Quicken Spell PH 98 You can cast a spell with a moment's thought.
Quicken Spell-Like Ability BV 49 The creature can use a spell-like ability with a moment's thought.
Quicken Spell-Like Ability MM 304 The creature can employ a spell-like ability with a moment's thought.
Quicken Spell-like Ability MM2 18 The creature can use a spell-like ability with a moment's thought.
Quicken Spell-Like Ability MM3 207 A creature with this feat can employ a spell-like ability with a moment's thought.
Quicken Spell-Like Ability SS 38 You can use a spell-like ability with a moment's thought.
Quicken Turning CD 84 You can turn or rebuke undead with a moment's thought.
Quicken Turning DF 20 You can turn or rebuke undead with a moment's thought.
Quicken Turning FP 215 You can turn or rebuke undead with a moment's thought.
Quicken Turning Gh 37 You can turn or rebuke undead with a moment's thought.
Quicken Turning LM 29 You can turn or rebuke undead with a moment's thought.
Quicker Than the Eye SaS 40 Your hands can move so quickly that observers don't see what you've done.
Feats 72 of 279
Feat Source Page Description
Quickslime LoM 23 The slime attack of an aboleth with this feat is particularly fast and difficult to resist.
Racial Emulation RE 110 You can emulate a humanoid more closely with your minor change shape ability.
Radiant Fire RD 155 Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.
Ragewild Fighting RE 118 You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes.
Raging Luck ECS 58 When raging, you have a greater ability to alter your luck than most others do.
Rampaging Bull Rush RS 143 You can use brute force to slam into and knock down your enemies.
Ranged Disarm CW 103 You can disarm a foe from a distance.
Ranged Inspiration EL 65 You can use your bardic music at a greater range than normal.
Ranged Pin CW 104 You can perform a ranged grapple attempt against an opponent not adjacent to you.
Ranged Smite Evil BE 45 You smite ability can be channeled through your ranged weapon.
Ranged Spell Specialization CAr 82 You deal more damage with ranged touch attack spells.
Ranged Sunder CW 104 You can attack an opponent's weapon from a distance.
Rapid Breath SS 39 You do not have to wait as long to reuse your breath weapons as you normally would.
Rapid Inspiration EL 66 You can inspire your allies with bardic music more quickly than normal.
Rapid Metabolism XPH 50 Your wounds heal rapidly.
Rapid Reload EL 70 You reload a crossbow more quickly than normal.
Rapid Reload PH 99 Choose a type of crossbow. You can reload a crossbow of that type more quickly than normal.
Rapid Reload SF 9 You reload a crossbow more quickly than normal.
Rapid Shot PH 99 You can use ranged weapons with exceptional speed.
Rapid Spell CD 84 You can cast spells with long casting times more quickly.
Rapid Stunning CW 104 You can use your stunning attacks in rapid succession.
Rapid Swimming Rac 167 You are one with the water.
Rapid Swimming Sto 93 You are one with the water.
Rapidstrike Dr 73 You can attack more than once with a natural weapon.
Raptor School CW 111 You know martial arts techniques inspired by hunting birds.
Rashemi Elemental Summoning UE 45 You may summon Rashemen's native elementals in any situation where you could summon an air or earth
elemental.
Rattlesnake Strike Sa 51 Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.
Razing Strike CAd 112 You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy
through your melee attacks.
Razorclaw Elite RE 114 Your razorclaw shifter trait improves.
Reach Bite LoM 23 An aboleth with this feat can extend its jaws and esophagus out from its body to make attacks beyond its normal
reach.
Reach Spell CD 84 You can cast touch spells without touching the spell recipient.
Reach Spell DD 51 The deity can cast touch spells without touching the spell recipient.
Reach Spell DF 20 You can cast touch spells without touching the spell recipient.
Reach Spell FP 215 You can cast touch spells without touching the spell recipient.
Reactive Countersong EL 66 You can use countersong as a reaction to a sonic or language-dependent magical attack.
Feats 73 of 279
Feat Source Page Description
Reactive Counterspell Mag 22 You can react quickly to counterspells cast by opponents.
Reactive Counterspell PG 42 You can react quickly to counter spells cast by opponents.
Reactive Shifting RE 115 You can shift with a mere thought.
Ready Shot HB 99 You can make devastating attacks with ranged weapons against charging opponents.
Reaping Spell CR 21 The dark energy of your spell devours the soul of any creature killed by it.
Reckless Charge MH 27 You can charge with wild abandon.
Reckless Offense XPH 51 You can shift your focus from defense to offense.
Reckless Offensive EA 41 You lower your guard in order to make a telling attack.
Reckless Offensive Rac 167 You lower your guard in order to make a telling attack.
Reckless Rage RS 143 You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than
others.
Reckless Wand Wielder CAr 82 You can increase the effectiveness of spells cast from a wand.
Recognize Impostor ECS 58 You are extremely skilled at spotting imposters.
Recover Breath Dr 73 You wait less time before being able to use your breath weapon again.
Reflect Arrows EL 66 You reflect ranged attacks back upon the attacker.
Relic Hunter RE 111 You possess great knowledge of the relics and crafts of the ancient cultures of Eberron.
Remain Conscious MW 25 You have the tenacity of will that supports you even when things look bleak.
Remain Conscious OA 65 You have a tenacity of will that supports you even when you are disabled or dying.
Remain Conscious SF 9 You have a tenacity of will that supports you even when things look bleak.
Rend Dr 73 You can rend opponents with your claws.
Rend Ghost Gh 37 Your touch can maul the ectoplasm of another ghost.
Rending Constriction SK 147 You can pull grappled enemies apart.
Rending Constriction SS 39 You can pull grappled enemies apart.
Renown UA 182 You have a better chance of being recognized.
Repeat Spell CAr 82 You can cast a spell that repeats on the following round.
Repeat Spell DD 51 The deity can cast a spell that repeats the following round.
Repeat Spell TB 41 You can cast a spell that repeats on the following round.
Repel Aberration ECS 58 Your Gatekeeper training allows you to keep aberrations at bay.
Requiem LM 29 Your bardic music affects undead creatures.
Requiem SaS 40 Your bardic music affects undead creatures.
Research ECS 59 You can use your Knowledge skills to extract information from books, scrolls, and other repositories of facts and
figures.
Reserves of Strength DCS 86 When you cast a spell, you can choose to increase its effective caster level at the cost of exhausting yourself.
Residual Rebound UA 94 Sometimes spells cast at you rebound on the caster instead.
Resist Death EL 111 You are capable of withstanding tremendous amounts of damage without risk of instant death.
Resist Disease MW 25 You have developed a natural resistance to diseases.
Resist Disease ShS 21 You have developed a natural resistance to diseases.
Resist Dragonfear DCS 86 You are able to show courage in the presence of dragons.
Feats 74 of 279
Feat Source Page Description
Resist Ghost Gh 37 You are resistant to the effects of ghost powers.
Resist Poison FRCS 37 Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to
build up immunity to their effects.
Resist Poison MW 25 You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them.
Resist Poison OA 65 Your ancestor, Agasha Kitsuki, founded the fourth family of the Dragon clan and a school for magistrates
renowned for teaching skills of investigation and deduction.
Resist Poison PG 43 Your people have become inured to many deadly substances through controlled exposure or the simple hostility
of your home environment.
Resist Taint OA 65 You are descended from Kuni, the founder of the Kuni family, a scholar of -- and mighty warrior against -- the
Shadowlands.
Resistance to Energy MW 25 You channel the power of nature to resist a particular energy type.
Resounding Blow BE 45 Your mightiest attacks cause your foes to tremble before you.
Resourceful Buyer RD 153 You know where to look in a community for anything you need.
Return Shot XPH 51 You can return incoming arrows, as well as crossbow bolts, spears, and other projectile thrown weapons.
Sacred Spell DD 51 The deity's damaging spells are imbued with divine power.
Sacred Spell DF 20 Your damaging spells are imbued with divine power.
Feats 75 of 279
Feat Source Page Description
Sacred Spell FP 215 Your damaging spells are imbued with divine power.
Sacred Strike BE 45 Your sneak attack is enhanced by your unshakable faith in a good-aligned deity.
Sacred Tattoo Rac 168 You have been spiritually touched by one of the god-kings of the Old Empires and bear his or her symbol in the
form of a tattoo in the shape of a holy symbol.
Sacred Vengeance CW 108 You can channel energy to deal extra damage against undead in melee.
Sacred Vengeance LM 30 You can channel energy to deal extra damage against undead in melee.
Sacred Vitality LM 30 You can channel positive energy to gain protection from damage to your abilities or your life force.
Sacred Vow BE 45 You have willingly given yourself to the service of a good deity or cause, denying yourself an ordinary life to better
serve you highest ideals.
Sacrificial Mastery BV 50 The character is skilled at offering living sacrifices to evil gods or fiends.
Saddleback FRCS 37 Your people are as comfortable riding as walking.
Saddleback Gh 38 You were raised among people who are as comfortable riding as walking.
Saddleback OA 65 You have a unique karmic tie to Moto Chai, one of the greatest riders ever to live, even by Unicorn standards.
Saddleback PG 43 You've spent endless hours learning how to handle a mount in a fight.
Sahuagin Flip Sto 93 You can safely attack and withdraw underwater.
Sailor's Balance Sto 93 You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.
Feats 76 of 279
Feat Source Page Description
Scion of Sorrow CR 23 You formally supplicate yourself to a powerful yugoloth lord.
Scorpion's Grasp Sa 52 Like the scorpion, you can grab and hold your prey.
Scorpion's Instincts Sa 53 You are hard to find in the waste.
Scorpion's Resolve Sa 53 Like the scorpion, you are not easily distracted.
Scorpion's Sense Sa 53 Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.
Scourge of the Seas Sto 93 You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.
Scramble SS 39 Your slippery ways allow you to evade a damaging blow.
Scribe Epic Scroll EL 66 You can scribe scrolls of epic power.
Scribe Scroll PH 99 You can create scrolls, from which you or another spellcaster can cast the scribed spells.
Scribe Tattoo XPH 51 You can create psionic tattoos, which store powers within their designs.
Sculpt Ghost Body Gh 38 You can reshape your ghost body's ectoplasm to enhance one physical ability score at the expense of another.
Sculpt Spell CAr 83 You can alter the area of your spells.
Sculpt Spell TB 42 You can alter the shape of a spell's area.
Sea Legs Fr 49 You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
Sea Legs OA 65 You are descended from Yasuki Fumoki, a notorious pirate who preyed on Crane merchant ships off the coast.
Sea Legs Sto 93 You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
Searing Spell Sa 53 Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.
Second Slam RE 120 You have learned to use your form to the utmost and can make two slam attacks.
Second Wind MH 28 You can shrug off minor wounds with ease.
Selective Spell ShS 21 You can screen allies from the effects of your area spells.
Self-Concealment EL 66 When in combat, your form becomes blurry and indistinct, making it difficult to land a blow against you.
Self-Sufficient PH 100 You can take care of yourself in harsh environments and situations.
Sense Weakness Dr 106 You can take advantage of subtle weaknesses in your opponents' defenses.
Serpent Fang Sa 53 You are able to project your ki to strike foes as though you had extended reach.
Serpent Strike ECS 60 Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk
weapon: the longspear.
Serpent's Venom CD 84 You can deliver a toxic bite attack reminiscent of the viper.
Servant of the Fallen LE 9 You keep alive the worship of a deity who has died or vanished.
Servant of the Heavens BE 46 You swear allegiance to one of the Tome Archons who rules the Seven Heavens, and in exchange gain power to
act on their behalf.
Shadow MW 25 You have a better chance than most to trail someone unnoticed.
Shadow SaS 40 You are good at following someone surreptitiously.
Shadow Heritage PlH 42 You are descended from creatures native to the Plane of Shadow.
Shadow Marches Warmonger RE 111 The ancient martial pride of your people grants you mastery of their style of battle.
Shadow Shield Rac 168 Your ancestors long battled the insidious influence of shadow magic, and some of their descendants (including
you) have a greater resistance to its effects.
Feats 77 of 279
Feat Source Page Description
Shadow Song Rac 168 A dark legacy of the Shadowking's ambitions is the shadow of sorrow that cloaks many Tethyrian songs and
ballads. Some bards have learned to infuse their performances with the sense of loss and suffering that suffuses
the Shadow Weave.
Shadow Weave Magic FRCS 37 You have discovered the dark and dangerous secret of the Shadow Weave.
Shadow Weave Magic PG 43 You have discovered the dangerous secret of the Shadow Weave.
Shadowform Familiar CR 22 You can summon a familiar from the Plane of Shadow.
Shadowstrike CR 22 Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination.
Shape Breath Dr 73 You can make the area of your breath weapon a cone or a line, as you see fit.
Shape Ectoplasm Gh 38 You can make equipment out of ectoplasm.
Shaped Splash RE 111 Your expertise with thrown weapons enables you to use splash weapons more effectively.
Shared Fury RW 152 Your fearsome rage spurs your animal companion to greater heights.
Sharp-Shooting CW 105 Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
Sharp-Shooting DD 52 The deity's skill with ranged weapons lets it score hits others would miss due to an opponent's cover.
Sharp-Shooting SF 9 Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
Shattering Strike EL 66 You can shatter objects with your unarmed strike.
Sherem-Lar Sorcery Gh 38 You are one of the Sherem-Lar, magically altered in the womb to enhance your potential as a sorcerer.
Sherezem-Lar Sorcery Gh 38 You are one of the Sherezem-Lar, an elite group within the Sherem-Lar, head and shoulders above the others in
power.
Shield Charge CW 105 You deal extra damage if you use your shield as a weapon when charging.
Shield Charge DF 20 You deal extra damage if you use your shield as a weapon when charging.
Shield Dwarf Warder Rac 168 You are a student of the protective magics of the shield dwarves, learned at great cost during centuries of warfare
and wandering.
Shield Expert SF 9 You use a shield as an off-hand weapon while retaining its armor bonus.
Shield of Thought RE 113 You wield your spirit as both weapon and shield.
Shield Proficiency PH 100 You are proficient with bucklers, small shields, and large shields.
Shield Slam CW 105 You can use your shield to daze your opponent.
Shield Wall HB 99 You are skilled in using shields when in formation with other shield-bearers.
Shielded Axe RS 144 You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped
to your offhand, and you have learned to use this unusual combination of weapons and buckler to protect yourself
while wielding both axes effectively.
Shielded Casting RS 144 You are skilled at covering yourself with your shield when casting spells in combat.
Shielded Manifesting RS 144 You are skilled at covering yourself with your shield when manifesting psionic powers in combat.
Shieldmate MH 28 You can protect those near you with your shield.
Shifter Agility RE 115 Your heritage of speed and ferocity has honed your reflexes, allowing you to avoid attacks.
Shifter Defense ECS 60 By delving deeper into your shifter heritage, you have developed the ability to ignore a little damage from every
attack.
Shifter Defense MM3 150 By delving into your shifter heritage, you have developed the ability to ignore a little damage from every attack.
Shifter Ferocity ECS 60 You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.
Feats 78 of 279
Feat Source Page Description
Shifter Ferocity RE 115 You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.
Shifter Instincts MM3 150 Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp
instincts.
Shifter Instincts RE 115 Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp
instincts.
Shifter Multiattack ECS 60 You are adept at using your natural attack in conjunction with another weapon.
Shifter Savagery RE 115 The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons.
Shifter Stamina RE 115 Yours is a heritage of endurance and tenacity, and you can shrug off bruises and fatigue.
Ship Savvy RE 112 Your heritage among the sailors and shipwrights of Zilargo gives you an edge in shipboard combat.
Ship's Mage Sto 93 You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this
ship.
Shock Trooper CW 112 You are adept at breaking up formations of soldiers when you rush into battle.
Shock Wave Dr 73 You can strike the ground with your tail so hard it knocks other creatures down.
Shot on the Run PH 100 You are highly trained in skirmish ranged weapons tactics.
Shriveling Touch Gh 38 Choose one physical ability score. When you touch a creature, you can cause permanent drain to this ability
score.
Sidestep MH 28 You can move nimbly around the battlefield.
Sidestep Charge XPH 51 You are skilled at dodging past charging opponents and taking advantage when they miss.
Signature Spell FRCS 37 You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Signature Spell PG 43 You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Silencing Strike RS 144 You can infuse your sneak attacks with the magical essence of silence.
Silent Spell PH 100 You can cast spells silently.
Silver Palm FRCS 37 Your culture is based on haggling and the art of the deal.
Silver Palm PG 43 Your culture is based on haggling and the art of the deal.
Silver Smite ECS 60 You wield the power of the Silver Flame to smite evil.
Silver Tongue OA 65 Your ancestor, Mirumoto Kaijuko, was the first woman to become daimyo of the Mirumoto family.
Silver Tracery RE 120 Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain
creatures and protecting against some magical attacks.
Simple Weapon Proficiency PH 100 You understand how to use all types of simple weapons in combat.
Skewer Foe CR 22 A ruthless combatant, you like to impale enemies on spears and similar piercing weapons.
Skill Focus PH 100 Choose a skill. You have a special knack with that skill.
Skilled Telekinetic LoM 45 A creature with this feat becomes so skilled with its telekinesis ability that it can manipulate and use magic items
via telekinesis.
Skyrider Rac 168 You have trained and served with the hippogriff cavalry that guards the Great Rift.
Smatterings RD 153 You have a talent for acquiring languages -- at least enough of each one to get by.
Smite Fiery Foe Fr 50 You can smite creatures with the fire subtype.
Smooth Talk FRCS 37 Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make
their point.
Feats 79 of 279
Feat Source Page Description
Smooth Talk OA 66 You are descended from Doji Taehime, a Crane ambassador to the Scorpion court -- a courtier skilled at
discovering falsehoods and uncovering plots.
Smooth Talk PG 43 Your people rarely have to draw their weapons to deal with potential adversaries.
Snake Blood FRCS 38 The taint of the yuan-ti runs in your veins.
Snake Blood PG 43 The taint of the yuan-ti runs in your veins.
Snatch MM2 18 The creature can grapple more easily with its claws or bite.
Snatch MW 25 You can grapple more easily with your claws or bite.
Snatch and Swallow Dr 73 You can swallow creatures you have grabbed with your bite attack.
Snatch Arrows MM 304 The creature can grab opponents much smaller than itself and hold them in its mouth or claw.
Snatch Arrows PH 100 You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown
weapons.
Snatch Arrows SF 9 You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown
weapons.
Snatch Trophy CR 22 You can quickly and skillfully collect a trophy of your victory over a fallen foe.
Snatch Weapon SaS 40 You can disarm an opponent, then pluck the weapon from midair.
Sneak Attack of Opportunity EL 66 Whenever your opponent lets his guard down, you can make a sneak attack.
Snow Tiger Berserker UE 45 You have learned how to pounce on your foes, much like your totem spirit.
Snowcasting Fr 50 You add ice or snow to your spell's components to make them more powerful.
Snowflake Wardance Fr 50 You are particularly adept at moving through snow and over ice.
Snowrunner Fr 50 You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to
leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
Soul of the North CAr 83 You possess a magical understanding of the nature of cold.
Soulblade Warrior RE 120 The spirit of a quori warrior grants you deadly speed and combat prowess with your mind blade.
Southern Magician Rac 168 Your magical studies in Mulan lands have taught you spellcasting techniques unknown in the north that blur the
line between arcane and divine magic.
Speaking Wild Shape MW 25 While in wild shape, you can communicate with animals or elementals of the same kind as your current form.
Spear of Doom DCS 87 Few can avoid death on your spearpoint when you brace yourself for their attack.
Spectacular Death Throes DCS 87 Your body seethes with unchecked power, promising dire consequences to your killer.
Spectral Strike CD 90 You can strike incorporeal creatures as if they were solid.
Feats 80 of 279
Feat Source Page Description
Spectral Strike EL 66 You can strike incorporeal creatures as if they were solid.
Speed of Thought XPH 51 The energy of your mind energizes the alacrity of your body.
Spell Drain LM 30 You can cast any spell that you drain from a creature's mind.
Spell Focus CD 84 Your spells with an alignment descriptor are more potent than normal.
Spell Focus PH 100 Choose a school of magic. Your spells of that school are more potent than normal.
Spell Focus (Good) BE 46 Your spells with the good descriptor are more potent than normal due to your relationship with the powers of
good.
Spell Girding Mag 22 Your spells are particularly hardy, resisting dispel checks more readily than normal.
Spell Hand CAr 83 You possess a magical understanding of the manipulation of force.
Spell Knowledge DMG 210 You add two additional arcane spells to your repertoire.
Spell Knowledge EL 67 You add two additional arcane spells to your repertoire.
Spell Mastery PH 100 You are so intimately familiar with certain spells that you don't need a spellbook to prepare them anymore.
Spell Specialization TB 42 You deal more damage with ray or energy missile spells.
Spell Stowaway EL 67 Choose a spell-like ability you possess or a spell you can cast. You gain the benefits of this magic whenever it is
used near you.
Spell Thematics Mag 22 Your spells have a distinct visual or auditory effect in their manifestation.
Spell Thematics PG 44 Your spells manifest with a distinct theme or appearance.
Spellcaster Support OA 66 Your ancestor, Shiba Kaigen, was a samurai who used his knowledge of spellcraft to help defend a mountain
pass from a Lion invasion.
Spellcasting Harrier Dr 74 Spellcasters you threaten find it difficult to cast defensively.
Spellcasting Harrier EL 67 Spellcasters you threaten find it difficult to cast defensively.
Spellcasting Prodigy FRCS 38 You have an exceptional gift for magic.
Spellcasting Prodigy PG 44 You have an exceptional gift for magic.
Spellfire Wielder Mag 23 You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.
Spell-Like Ability Focus Rac 168 Choose one of your spell-like abilities. This attack becomes much more potent than normal.
Spellrazor RS 144 You have mastered the style of combining a gnome quickrazor with spellcasting.
Spellwise PG 44 You were raised in a land where mighty wizards are common.
Spider Bite PG 176 You gain a poisonous bite like that of a spider.
Spiked Body RE 120 Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.
Spinning Halberd CW 114 You have mastered the style of fighting with a halberd.
Feats 81 of 279
Feat Source Page Description
Spire Walking Rac 168 Iriaebor is justly known as the City of a Thousand Spires, for fantastically bizarre, many-storied towers rise from
all quarters of the city and are tightly packed together. As a result, it is possible to navigate Iriaebor via a network
of arches, bridges, stairs, and leapable gulfs far above the city streets. You are well versed in the skill of
navigating the skyroads of Iriaebor.
Spirited Charge PH 100 You are trained at making a devastating mounted charge.
Spiritual Force RE 113 Your forceful inner spirit allows you to deal more damage with your mind blade.
Spit Poison LoM 94 A creature with this feat can spit its poison as a ranged touch attack.
Spit Venom SK 147 You can spit venom in the manner of a spitting cobra.
Split Breath Dr 74 You can split your breath weapon into a pair of weaker effects.
Split Psionic Ray XPH 51 You can affect two targets with a single ray.
Split Ray CAr 83 Your ray spells can affect an additional target.
Split Ray TB 42 You can affect two targets with a single ray.
Spontaneous Casting ECS 61 You can swap a prepared spell on the fly.
Spontaneous Domain Access EL 67 Select a domain of spells you have access to. You can spontaneously convert spells into spells of this domain.
Spontaneous Healer CD 84 You can use your spellcasting ability to spontaneously cast cure spells.
Spontaneous Spell EL 67 Select a spell you can cast. You can spontaneously convert spells of that spell's level into that spell.
Spontaneous Summoner CD 85 You can spontaneously cast summon nature's ally spells.
Spontaneous Wounder CD 85 You can use your spellcasting ability to spontaneously cast inflict spells.
Spreading Breath Dr 74 You can convert your breath weapon into a spread effect.
Spring Attack PH 100 You are trained in fast melee attacks and fancy footwork.
Spurn Death's Touch LM 30 You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
Stable Footing RE 112 Because of your training and wariness, you are skilled at keeping your feet in combat and able to move over
difficult terrain with ease.
Staggering Strike CAd 112 You can deliver a wound that hampers an opponent's movement.
Staggering Strike Rac 169 You are particularly adept at making cruel and demoralizing sneak attacks.
Stalwart Planar Ally PlH 42 The allies you summon from a specific plane are tougher than normal.
Stamp SS 39 You can stamp the ground to crush and disrupt opponents.
Stand Still XPH 51 You can prevent foes from fleeing or closing.
Starspawn LoM 181 Your abnormal body and heritage has become more pronounced. You grow membranous wings and are
comfortable in extreme elevations.
Steady Concentration RS 144 You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the
most stressful conditions.
Steady Mountaineer RS 144 You are so good at climbing cliffs and leaping across crevasses that distractions don't affect you.
Stealthy FRCS 38 Your people are known for their stealthiness.
Stealthy PH 101 You are particularly good at avoiding notice.
Steam Magic Sto 93 You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.
Stench of the Dead UA 94 The odor of decay hangs heavy on you, causing others to gasp and retch.
Feats 82 of 279
Feat Source Page Description
Stigmata BE 46 You bear the marks of wounds on your body, as sort of a living martyrdom.
Still Spell PH 101 You can cast spells without gestures.
Stitched Flesh Familiar LM 30 When you are ready and able to acquire a new familiar, you may choose to gain a stitched flesh familiar.
Stone Colossus Rac 169 You can focus a part of your power to increase the toughness of your skin.
Stone Form RS 144 You can use wild shape to assume a rocklike form.
Stone Rage RS 144 Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.
Stone Slide Rac 169 You have attuned yourself to stone to such an extent that you can merge with it for a short time.
Stone Soul Und 27 You were born with a dwarflike, innate sense about rock, stone, and construction.
Stoneback RS 144 You have studied the techniques of fighting underground, and you can protect yourself from the dangers of
multiple attackers whenever you can put your back to a solid wall.
Stoneblood Rac 169 Your blood is thick like cooling lava, making it difficult for you to die after falling from injuries.
Stoneshaper Rac 169 You have a deep and abiding tie to earth and stone.
Stonewalker Fist Rac 169 You are trained in an unarmed fighting style that draws on your ability to pass through minerals as if they were
air.
Storm Magic Fr 50 You gain a boost in spellcasting power during storms.
Storm Magic Sto 94 You gain a boost in spellcasting power during storms.
Storm of Throws EL 67 You become a flurry of thrown weapons, targeting all nearby opponents.
Stormheart PG 44 The sea is in your blood.
Strafing Breath DCS 87 You can sustain your breath weapon when you use it on the wing, covering a larger ground area in its effect.
Street Smart FRCS 38 You have learned how to keep informed, ask questions, and interact with the underworld without raising
suspicion.
Street Smart PG 44 You know how to keep informed, ask questions, and interact with the underworld without raising suspicions.
Strength of the Charger OA 66 You share the spirit of Utaku Shiko, the founder of the Utaku Battle Maiden tradition.
Strength of the Crab OA 87 You claim descent from Hida, the first Crab.
Strength of Two RE 113 Your quori spirit gives you unmatched willpower.
Strong Mind ECS 61 You are unusually hard to affect with psionic powers and mind attacks.
Strong Mind Und 27 You are unusually difficult to affect with psionic powers and mind attacks.
Strong Soul FRCS 38 The souls of your people are hard to separate from their bodies.
Strong Soul OA 66 You claim descent from Moto Soro, the simple peasant who earned his place among samurai and founded the
Moto family.
Strong Soul PG 44 You possess an innate resistance to fell magic and supernatural attacks.
Stunning Fist PH 101 You know how to strike opponents in vulnerable areas.
Subdual Substitution DD 52 The deity can modify a spell that uses energy to deal damage to deal subdual damage instead.
Subdual Substitution TB 42 You can modify a spell that uses energy to deal damage to deal nonlethal damage instead.
Subduing Strike BE 46 You are adept at striking to deal nonlethal damage even with normal weapons.
Subsonics CAd 112 Your music can affect even those who do not consciously hear it.
Feats 83 of 279
Feat Source Page Description
Subsonics SaS 40 Your music can affect even those who do not consciously hear it.
Subtle Sigil RD 154 You are able to fade your sigils into invisibility, but still tap into their magical energy.
Sudden Empower CAr 83 You can cast a spell to greater effect without special preparation.
Sudden Empower MH 28 You can cast one spell per day to greater effect without special preparation.
Sudden Energy Affinity MH 28 You can modify a spell's energy type once per day without special preparation.
Sudden Enlarge MH 28 You may cast one spell per day with a greater range than normal without special preparation.
Sudden Extend CAr 83 You can make a spell last longer than normal without special preparation.
Sudden Extend MH 28 You can cast one spell per day with a longer duration than normal without special preparation.
Sudden Maximize CAr 83 You can cast a spell to maximum effect without special preparation.
Sudden Maximize MH 28 Once per day you can cast a spell to maximum effect without special preparation.
Sudden Quicken CAr 83 You can cast a spell with a moment's thought without special preparation.
Sudden Quicken MH 28 Once per day you can cast a spell with a moment's thought without special preparation.
Sudden Silent CAr 83 You can cast a spell silently without special preparation.
Sudden Silent MH 28 Once per day you can cast a spell silently without special preparation.
Sudden Still CAr 83 You can cast a spell without gestures or special preparation.
Sudden Still MH 28 Once per day you can cast a spell without gestures without special preparation.
Sudden Widen CAr 83 You can increase a spell's area without special preparation.
Sudden Widen MH 28 Once per day you can increase the area of a spell without special preparation.
Sugliin Mastery Fr 50 You are a master at fighting with the massive sugliin.
Summon Earth Elemental Rac 169 Like many experienced deep gnomes, you have developed the ability to summon earth elementals to help you
with tasks.
Sun School CW 112 You have learned a number of esoteric martial arts techniques inspired by the sun.
Sunken Song Sto 94 You can project your voice underwater.
Superior Expertise DD 52 The deity has mastered the art of defense in combat.
Superior Expertise FP 215 You have mastered the art of defense in combat.
Superior Expertise OA 66 You have mastered the art of defense in combat.
Superior Initiative EL 67 You can react even more quickly than normal in a fight.
Supernatural Blow MW 25 Choose one favored enemy that is immune to critical hits. You know how to place blows against this opponent for
best effect.
Supernatural Transformation SS 39 You convert a spell-like ability to a supernatural ability.
Suppress Weakness Dr 74 Your vulnerability to an energy type is reduced.
Surefooted PG 45 You are used to fighting on steep slopes and treacherous surfaces.
Surrogate Spellcasting SS 39 You use substitute verbal and somatic components when casting spells.
Survivor FRCS 38 Your people thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness
and surviving to tell the tale.
Survivor Gh 39 Your people thrive in a region that others find uninhabitable, and you excel at uncovering the secrets of the
wilderness and surviving to tell the tale.
Survivor PG 45 Your people thrive in places that others find almost uninhabitable, and you know many of the secrets of the
wilderness.
Feats 84 of 279
Feat Source Page Description
Svirfneblin Figment Rac 169 Your time underground has made you acutely aware of even slight differences in sound and vision in caves that
have never seen the sun. Accordingly, your illusions are finely tuned and ultra-realistic.
Swamp Stalker SS 40 You are adapted to a marshy environment.
Swarm of Arrows EL 67 You can fire a veritable storm of arrows at nearby opponents.
Swarmfighting CW 105 You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by
side in close quarters.
Swarmfighting Rac 169 You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by
side in close quarters.
Swarm's Embrace Sh 158 You have a natural affinity for swarms and can stand in the midst of a swarm with few harmful effects.
Swift and Silent PG 45 The shadows are your friends, and your footfalls are whispers of death.
Swiftwing Elite RE 116 Your swiftwing shifter trait improves.
Swim Like a Fish CD 85 You can breathe and swim underwater with grace.
Swim-By Attack Sto 94 You can attack in the middle of a fast pass by your opponent.
Tactile Trapsmith CAd 112 You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when
disabling a trap.
Tail Constrict Dr 74 You can make constriction attacks with your tail.
Tail Rattle SK 147 Your tail gains a rattle like that of a serpent.
Tail Sweep Knockdown Dr 74 Your tail sweep attack knocks opponents prone.
Talenta Warrior RE 112 You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from
the back of a dinosaur mount.
Talented XPH 51 You can overchannel powers with less cost to yourself.
Talfirian Song Rac 170 You can use the power of your bardic music to enhance your illusion spells.
Tall Mouther Hunter ShS 21 Because of your cultural hatred for tall mouthers, you have had specific training in how best to fight them.
Tattoo Focus DMG 194 You bear the powerful magical tattoos of a Red Wizard of Thay.
Tattoo Focus FRCS 38 You bear the powerful magic tattoos of a Red Wizard of Thay.
Tattoo Focus PG 45 You bear the powerful magical tattoos of a Red Wizard of Thay.
Tattoo Magic LD 189 You can create tattoos that store spells.
Tattoo Magic Rac 170 You can create tattoos that store spells.
Temper Ectoplasm Gh 39 You can make durable equipment out of ectoplasm.
Tempest Breath Dr 74 You can make your breath weapon strike with the force of a windstorm.
Tenacious Magic EL 68 Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed.
Tenacious Magic FRCS 38 You can use the Shadow Weave to make your spells harder for Weave users to dispel.
Tenacious Magic PG 45 You can use the Shadow Weave to make your spells harder for Weave users to dispel.
Terrifying Rage DMG 210 While in a rage, you panic your opponents.
Terrifying Rage EL 68 While in a rage, you panic your opponents.
The Gentle Way Mastery OA 81 You have mastered the martial arts style of "The Gentle Way" -- a soft form emphasizing throws and movement.
Feats 85 of 279
Feat Source Page Description
Theocrat Rac 170 You have the delicate touch needed to maintain the favor of your patron deity and the political skills needed to
survive in the trenches of bureaucratic warfare common in the lands ruled by agents of the Mulhorandi pantheon.
Thicken Mucus LoM 23 An aboleth with this feat can produce mucus that is thicker than normal, and other creatures find it difficult to swim
through.
Thick-Skinned SS 40 Your tough hide grants improved damage reduction.
Thrall Bred LoM 182 Spawned in the breeding pits of the mind flayers or the beholders, you have unusual strength and hardiness, as
well as loyalty.
Thrall to Demon BV 50 The character formally supplicates himself to a demon prince.
Thrall to Demon CR 23 You formally supplicate yourself to a demon prince.
Three Mountains CW 114 You are a master of fighting with powerful bludgeoning weapons.
Throw Anything CW 105 In your hands, any weapon becomes a deadly ranged weapon.
Throw Anything SF 9 In your hands, any weapon becomes a deadly ranged weapon.
Thug FRCS 38 Your people know how to get the jump on the competition and push other people around.
Thug PG 45 You have a knack for getting the jump on the competition and pushing other people around.
Thunder Twin FRCS 38 You are one of the dwarven generation of twins born after Moradin's Thunder Blessing in the Year of Thunder
(1306 DC).
Thunder Twin PG 46 You are one of the generation of dwarf twins born after Moradin's Thunder Blessing in the Year of Thunder.
Thunderclap SS 40 You create a cone of deafening sound by clapping two limbs together.
Thundering Rage EL 68 Your rage attacks can cause thunderous roars that can deafen opponents.
Tireless PG 46 You don't know the meaning of the word "quit."
Titan Fighting RS 145 You have been trained to fight larger creatures, and you are adept at dodging their attacks.
Tomb-Born Fortitude LM 30 The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of
the grave.
Tomb-Born Resilience LM 30 The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison,
and disease.
Tomb-Born Vitality LM 31 The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat.
Tomb-Tainted Soul LM 31 Your soul is tainted by the foul touch of undeath.
Toothed Blow Sto 94 You are able to hammer your foes more effectively underwater.
Tormented Knight CR 23 You are inexorably bound to the loathsome yugoloths that lurk in the Barrens of Doom and Despair, and you
strive to bring misery and pain to all creatures that oppose them.
Totem Companion ECS 61 Instead of an animal companion, you have your totem magical beast as a companion.
Touch Attack Specialization Gh 39 Choose one of your ghost touch attacks that deals hit point damage, ability damage, or ability drain, such as
Corrupting Touch. You are especially good at using this touch attack.
Touch of Benevolence CR 22 Despite your evil alignment, you are prone to moments of benevolence and mercy.
Touch of Golden Ice BE 47 Your touch is poisonous to evil creatures.
Touch of Hate PG 177 Because you are favored by Bane, you can transform animals into evil minions.
Touch Spell Specialization CAr 83 You deal extra damage with touch spells.
Touchstone Sa 53 You forge a link with a power-rich location, referred to as a touchstone site.
Feats 86 of 279
Feat Source Page Description
Toughness PH 101 You are tougher than normal.
Tower Shield Proficiency PH 101 You are proficient with tower shields.
Toxic Mucus LoM 23 An aboleth with this feat can produce mucus that is poisonous to other creatures.
Track PH 101 You can follow the trails of creatures and characters across most types of terrain.
Trample PH 101 You are trained in using your mount to knock down opponents.
Transdimensional Spell CAr 84 You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances
fall within the spell's area.
Transdimensional Spell CD 85 You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances
fall within the spell's area.
Transdimensional Spell UE 45 You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances
fall within the spell's area.
Transfer Legacy WL 16 You can temporarily transfer one of your legacy item's abilities to another magic item.
Trap Sense EL 68 You can sense nearby traps even if not actively searching for them.
Trapmaster LE 9 You have studied the funereal architecture and lethal traps of a dozen long-dead cultures, which gives you an
uncanny knack for avoiding traps.
Treefriend SS 40 You are adapted to a forest environment.
Treetopper FRCS 38 Your people are at home in the trees and high places, daring falls that paralyze most other folk in abject terror.
Treetopper PG 46 Your people are at home in the trees and high places.
Tremendous Charge DCS 87 You know how to use your mount's power to make your lance attacks even more deadly.
Trivial Knowledge RS 145 You have the ability to dredge up obscure knowledge in appropriate situations.
True Believer CD 86 Your deity rewards your unquestioning faith and dedication.
Truebond DMG2 232 Your bond to your chosen item becomes stronger.
Truedive Elite RE 116 Your truedive shifter trait improves.
Trustworthy SaS 40 Others feel comfortable telling you their secrets.
Tunnel Fighting RS 145 You are adept at maneuvering and fighting in tight spaces and underground passages.
Tunnel Riding RS 145 You are particularly adept at maneuvering mounts through tight spaces and underground passages.
Tunnelfighter Und 27 You can fight more naturally in the cramped and close quarters of caves and tunnels than usual.
Tunnelrunner Und 27 You can move naturally in the cramped quarters of caves and tunnels.
Turtle Dart RS 145 You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a
large shield.
Twin Power XPH 51 You can manifest a power simultaneously with another power just like it.
Twin Spell CAr 84 You can simultaneously cast a single spell twice.
Twin Spell FRCS 39 You can cast a spell simultaneously with another spell just like it.
Twin Spell PG 46 You can cast a spell simultaneously with another spell just like it.
Twin Spell TB 42 You can cast a spell simultaneously with another spell just like it.
Twin Sword Style FRCS 39 You have mastered a style of defense that others find frustrating.
Twin Sword Style Gh 39 You have mastered a style of defense that others find frustrating.
Twin Sword Style PG 46 You have mastered a defensive style based on wielding a blade in each hand.
Feats 87 of 279
Feat Source Page Description
Two-Weapon Defense PH 102 Your two-weapon fighting style bolsters your defense as well as your offense.
Two-Weapon Fighting PH 102 You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Two-Weapon Rend EL 68 You can rend opponents when fighting with two weapons.
Unarmored Body RE 120 Your body is crafted without its normal layer of armor, trading off physical strength for magical potential.
Unavoidable Strike XPH 52 You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Unbalancing Strike OA 66 You can strike a humanoid opponent's joints to knock him off balance.
Uncanny Accuracy EL 68 You can ignore anything less than total cover or total concealment when using ranged weapons.
Uncanny Scent SS 40 You can pinpoint scents at a greater distance.
Unconditional Power XPH 52 Disabling conditions do not hold you back.
Undead Empathy ECS 61 You are adept at communicating with and influencing the undead.
Undead Leadership LM 31 You gain the service of loyal undead followers.
Undead Mastery CD 90 You can command a greater number of undead than normal.
Undead Mastery EL 68 You can command a greater number of undead than normal.
Underfoot Combat RW 152 You can enter the space that a foe at least two size categories bigger than you occupies.
Undying Fate RD 155 You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into
life and death.
Unholy Strike CD 90 Your attacks deal great damage to good creatures.
Unholy Strike EL 68 Your attacks deal great damage to good creatures.
Unquenchable Flame of Life LM 31 You are hardened to the attacks of the undead.
Up the Walls XPH 52 You can run on walls for brief distances.
Urban Stealth RD 154 You are particularly adept at moving quietly and unnoticed through the city.
Urban Tracking ECS 61 You can track the location of missing persons or wanted individuals within communities.
Urban Tracking RD 154 You can track down the location of missing persons or wanted individuals within communities.
Vampire Hunter LM 31 Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to
resist their dominating gaze ability.
Veil of Cyric CSW 146 You have reconciled yourself to the unfortunate truth that hard decisions and regrettable actions are necessary in
the service of your deity.
Vermin Companion ECS 62 Instead of an animal companion, you have a vermin creature as a companion.
Vermin Shape ECS 62 You can use your wild shape ability to assume vermin forms instead of animal forms.
Vermin Wild Shape EL 68 You can wild shape into vermin form.
Verminfriend BV 50 Vermin regard the character better than they would normally.
Versatile Performer CAd 112 You are skilled at many kinds of performances.
Veteran Knowledge HB 99 You are capable of seeing potential battlefield advantages where others cannot.
Via Negativa CR 22 You can channel greater amounts of negative energy into your inflict spells.
Vicious Wound SS 40 Damage you deal causes wounds that bleed excessively.
Vile Ki Strike BV 50 The character can focus evil power into his unarmed strike.
Feats 88 of 279
Feat Source Page Description
Vile Martial Strike BV 50 The character can focus evil power in her weapon blows.
Vile Natural Attack BV 50 The character can focus evil power into his natural attacks.
Violate Spell BV 50 The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are tainted with
the foulest evil.
Violate Spell-Like Ability BV 50 The creature's spell-like abilities are particularly tainted with evil.
Virulent Poison SS 40 Your poison attack is more effective.
Vorpal Strike EL 68 Your unarmed strikes can behead your opponents.
Vow of Abstinence BE 47 You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and
intoxication.
Vow of Chastity BE 47 You have taken a sacred vow to refrain from marriage and sexual intercourse.
Vow of Nonviolence BE 47 You have taken a sacred vow to avoid violence against humanoids.
Vow of Obedience BE 48 You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious
order or similar organization.
Vow of Peace BE 48 You have taken a sacred vow to abstain from harming any living creature.
Vow of Poverty BE 48 You have taken a sacred vow to forswear material possessions.
Vow of Purity BE 48 You have taken a sacred vow to avoid contact with dead flesh.
Vremyonni Training UE 45 You have had more than the typical amount of training with the vremyonni, the Old Ones who research spells and
craft magic items for the Witches of Rashemen.
Wand Mastery ECS 62 Wands are far more potent in your hands.
Wandstrike CAr 84 You can channel the magical energy of a wand through your melee attacks.
Warden Initiate ECS 62 You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting
the eastern plain and the great woods of the Eldeen Reaches.
Warped Mind LoM 182 Your tainted form has altered the physical nature of your brain, making you resistant to mental effects and more
capable of unleashing the power of your mind on others.
Warrior Instinct OA 66 Your ancestor, Matsu Hitomi, was the most famous female samurai of the early Empire.
Warrior Shugenja OA 66 Your ancestor, Agasha Nodotai, was a shugenja well versed in the code of bushido and the way of war.
Water Adaptation Rac 170 You favor your aquatic elven parent and have developed the ability to breathe and move about in water easily.
Water Adaptation Sto 94 You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily.
Water Heritage PlH 42 You are descended from creatures native to the Plane of Water.
Waterspawn LoM 182 Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely
well adapted to the icy deeps.
Weakening Touch CW 106 You can temporarily weaken an opponent with your unarmed strike.
Weapon Finesse PH 102 You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Weapon Focus PH 102 Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as a
weapon for purposes of this feat. You are especially good with this weapon.
Weapon Group (Axes) UA 95 You understand how to use axes and axelike weapons.
Weapon Group (Basic Weapons) UA 95 You understand how to use a few basic weapons.
Feats 89 of 279
Feat Source Page Description
Weapon Group (Bows) UA 95 You understand how to use bows.
Weapon Group (Claw Weapons) UA 95 You understand how to use weapons strapped to the hands.
Weapon Group (Crossbows) UA 95 You understand how to use crossbows.
Weapon Group (Druid Weapons) UA 95 You understand how to use weapons favored by druids.
Weapon Group (Exotic Double Weapon) UA 95 You understand how to use the exotic double weapons associated with the weapon groups that you have
mastered.
Weapon Group (Exotic Weapons) UA 96 You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Weapon Group (Flails and Chains) UA 96 You understand how to use flails and chain weapons.
Weapon Group (Heavy Blades) UA 96 You understand how to use large bladed weapons.
Weapon Group (Light Blades) UA 96 You understand how to use light bladed weapons.
Weapon Group (Maces and Clubs) UA 96 You understand how to use maces and clubs.
Weapon Group (Monk Weapons) UA 97 You understand how to use weapons normally favored by monks.
Weapon Group (Picks and Hammers) UA 97 You understand how to use picks and hammers.
Weapon Group (Polearms) UA 97 You understand how to use polearms.
Weapon Group (Slings and Thrown Weapons) UA 97 You understand how to use slings and handheld thrown weapons.
Weapon Group (Spears and Lances) UA 97 You understand how to use spears and javelins.
Weapon Specialization PH 102 Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose
unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this
weapon.
Whirling Steel Strike ECS 62 Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk
weapon: the longsword.
Whirlwind Attack PH 102 You can strike nearby opponents in an amazing, spinning attack
Whirlwind Tail Sweep Dr 75 You can sweep your tail in a circular arc.
Whispered Secrets RD 155 You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the
Whispered One's secrets.
White Scorpion Strike RE 112 Your fists and feet sting like the dread white scorpion and are particularly effective against undead.
Widen Aura of Courage EL 69 Your aura of courage is wider than normal.
Widen Aura of Despair EL 69 Your aura of despair is wider than normal.
Widen Power XPH 52 You can increase the area of your powers.
Widen Spell DD 52 The deity can increase the area of its spells.
Widen Spell Mag 23 You can increase the area of your spells.
Widen Spell PH 102 You can increase the area of your spells.
Widen Spell TB 42 You can increase the area of your spells.
Wield Oversized Weapon CW 153 You can use larger than normal weapons with ease.
Wild Talent LoM 182 Your mind wakes to a previously unrealized talent for psionics.
Wild Talent XPH 52 Your mind wakes to a previously unrealized talent for psionics.
Wildhunt Elite RE 116 Your shifter-enhanced instincts and senses allow you to detect concealed and invisible creatures.
Feats 90 of 279
Feat Source Page Description
Willing Deformity BV 50 Through scarification, self-mutilation, and supplication to dark power, the character intentionally mars her own
body.
Winged Warrior RW 153 You use your wings for more than just flying.
Wingover MM 304 The creature can change direction quickly while flying.
Wingover MM2 18 The creature can change direction quickly while flying.
Wingover MW 25 You change direction quickly once per round while airborne.
Wingsinger Sto 94 You can use song or a wind instrument to compel the winds to obey you.
Wingstorm Dr 75 You can flatten targets with blasts of air from your wings.
Wingstorm SS 40 You can flatten targets with blasts of air from your wings.
Winter's Champion Fr 50 Your paladin spell list is enhanced.
Winter's Child SS 40 You are adapted to a cold environment.
Winter's Mount Fr 50 Your special mount is native to the frostfell.
Wisdom Breeds Caution Und 27 Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you're
prepared. You rely more on caution and forethought than you do on physical prowess.
Wise to Your Ways Gh 39 You are particularly resistant to the unusual attacks of your favored enemy.
Witchlight Gh 39 You can create witchlight, a harmless faint light, on yourself or an object.
Wolf Berserker UE 45 You have studied the fighting style of the wolf and employ its tactics in combat.
Wolfpack RW 153 You can gain an extra advantage when you and your allies can gang up on a foe.
Wolverine's Rage CD 86 You can fly into a berserk rage when injured.
Woodland Archer RW 154 You have honed your archery ability in the wilds of the forest.
Woodwise ShS 21 You are trained in fighting in woodlands and know how to use the terrain to best advantage.
Woodwise UE 45 You are trained in fighting in woodlands and know how to use the terrain to best advantage.
Words of Creation BE 48 You have learned a few of the words that were spoken to create the world.
Wounding Attack XPH 52 Your vicious attacks wound your foe.
Wounding Spell LE 9 Because you have studied the cruel arts of the Athalantan magelords of old, you know how to cast spells that
cause terrible, bleeding wounds.
Yondalla's Sense RW 152 You display a shrewd perception of danger. Other halflings say the blessing of Yondalla is upon you.
Zen Archery CW 106 Your intuition guides your hand when you use a ranged weapon.
Zen Archery SF 9 Your intuition guides your hand when you use a ranged weapon.
Zone of Animation CD 90 You can channel negative energy to animate undead.
Zone of Animation EL 69 You can channel negative energy to animate undead.
Broken One's Sacrifice CV 28 Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others.
Carmendine Monk CV 28 You have learned that study is just as important as insight to finding enlightenment.
Defender of the Homeland CV 28 You have sworn a sacred oath to protect your country from evil.
Detect Shadow Weave User CV 28 You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave.
Druuth Slayer CV 29 You have studied the lore of the druuth (a cabal of doppelgangers led by a mind flayer) and know how to
recognize and resist their powers.
Duerran Metaform Training CV 29 Your studies have shown you the way to link your psionics and your enlarge person spell-like ability.
Duerran Stealth Training CV 29 Your studies have shown you the way to link your psionics and your invisibility spell-like ability.
Feats 91 of 279
Feat Source Page Description
From Smite to Song CV 29 You can channel your destructive holy energy into powerful song magic for the glory of Milil.
Initiate of Anhur CV 30 You have been initiated into the greatest secrets of Anhur's church.
Initiate of Arvoreen CV 30 You have been initiated into the greatest secrets of Arvoreen's church.
Initiate of Baravar Cloakshadow CV 30 You have been initiated into the greatest secrets of Baravar Cloakshadow's church.
Initiate of Eilistraee CV 30 You have been initiated into the greatest secrets of Eilistraee's church.
Initiate of the Holy Realm CV 30 You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauntea, Helm,
Lathander, Selune, or Sune).
Initiate of Horus-Re CV 30 You have been initiated into the greatest secrets of Horus-Re's church.
Initiate of Milil CV 31 You have been initiated into the greatest secrets of Milil's church.
Initiate of Nobanion CV 31 You have been initiated into the greatest secrets of Nobanion's church.
Initiate of Torm CV 31 You have been initiated into the greatest secrets of Torm's church.
Initiate of Tymora CV 32 You have been initiated into the greatest secrets of Tymora's church.
Knight of the Red Falcon CV 32 Your military order has a legendary ability to survive against overwhelming odds.
Knight of the Risen Scepter CV 32 Your military order is dedicated to fighting Set and his minions, and even death cannot stop you from this task.
Knight of Tyr's Holy Judgment CV 32 You can draw upon the power of Tyr to sense and understand the law and to locate devils.
Knight ot Tyr's Merciful Sword CV 33 You can draw upon the power of Tyr to sense where you are needed.
Mark of the Triad CV 33 You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater.
Overcome Shadow Weave CV 33 You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks.
Paladin of the Noble Heart CV 33 You are tasked by Ilmater to eliminate cruelty from the world, particularly that of Loviatar.
Silver Blood CV 33 You have magically or alchemically imbued your flesh and blood with silver, making you resistant to lycanthrope
attacks.
Silver Fang CV 33 By following a ritual taught by the Fangshields, your natural attacks are suffused with the power of silver and are
fully effective against lycanthropes.
Smiting Power CV 33 You use your smite ability to augment other combat maneuvers.
Sword of the Arcane Order CV 34 Members of your military order have a special connection with arcane magic.
Sun Soul Monk CV 34 Your training with this monk order gives you special powers depending on which sect you follow.
Archivist of Nature HH 119 In addition to your studies of the darkness, you have spent time studying giants and fey.
Bane Magic HH 119 Your spells deal extra damage to a particular type of creature.
Blood Calls to Blood HH 120 Exploring the latent potential in your blood due to your fiendish descent, you learn how to better adapt to the
mystical attacks of your forebears.
Corrupt Arcana HH 120 You can prepare and cast corrupt spells.
Corrupt Spell Focus HH 120 All spells you cast that have a corrupt component (such as call forth the beast, master's lament, or chain of
sorrow) are more potent than normal.
Debilitating Spell HH 120 By calling upon the taint within, you add a malign power to your offensive spells.
Debilitating Strike HH 120 By calling upon the taint within, you add a malign power to your melee attacks.
Deformity (Skin) HH 121 Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as
rhino hide.
Feats 92 of 279
Feat Source Page Description
Deformity (Tall) HH 121 Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts,
you have stretched yourself to well over 7 feet in height.
Deformity (Teeth) HH 121 By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that
enable you to make a grisly bite attack.
Deformity (Tongue) HH 121 Through protracted self-mutilation that involves frequently piercing your tongue and dipping it in acid, your tongue
becomes hideous to behold but oddly sensitive to the environment.
Disease Immunity HH 121 Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and
resistant to all others.
Draconic Archivist HH 122 In addition to your studies of the darkness, you have spent time studying dragons and constructs.
Dreamtelling HH 122 You can use your Knowledge (the planes) skill to interpret your dreams or the dreams of others, thus gleaning
useful information and insights.
Eldritch Corruption HH 122 You can add power to your spells or spell-like abilities at the expense of your companions' health.
Font of Life HH 122 Your life-force is strong enough to make you highly resistant to all forms of energy drain and level loss.
Forbidden Lore HH 123 You gain hideous insights into subjects not meant to be understood by mortal minds.
Greater Corrupt Spell Focus HH 123 Your corrupt spells are now even more potent than they were before.
Haunting Melody HH 123 You can use your music to inspire fear.
Improved Oneiromancy HH 123 With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities.
Lunatic Insight HH 123 Your madness grants you insight and knowledge.
Mad Faith HH 123 Your depravity has twisted the connection between you and your patron deity. You suffer flashes of insight
interrupted by flashes of madness.
Master of Knowledge HH 123 You have spent most of your life in study, and it comes naturally to you now.
Oneiromancy HH 123 You gain a number of abilities and advantages related to dreams and magic.
Pure Soul HH 124 Your faith or purity of mind overrides the evils within you. You are immune to taint.
Spirit Sense HH 124 You can see and communicate with the souls of the recently departed.
Surge of Malevolence HH 124 You empower yourself by drawing on the taint within.
Tainted Fury HH 124 You can channel your physical corruption into a state of fury.
Touch of Taint HH 124 One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption
or depravity.
Unnatural Will HH 124 You have learned to focus your force of personality and inner strength to stand against fearful circumstances.
Willing Deformity HH 125 Through scarification, self-mutilation, or supplication to dark powers, you intentionally mar your own body.
Augment Elemental MoE 46 Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat
prowess and durability.
Cull Wand Essence MoE 46 You can focus the raw magical energy of a wand or staff into a beam of energy.
Deathless Fleshgrafter MoE 46 You can grow and graft the tissues and body parts of deathless creatures onto others, granting the recipients of
your grafts new, potent abilities.
Dorje Mastery MoE 46 Psionic dorjes are more potent in your hands.
Dragon Prophesier MoE 46 Like the dragons, you seek to untangle and perceive the record of everything that has been, and more important,
what will be.
Feats 93 of 279
Feat Source Page Description
Dragon Totem Focus MoE 46 Your focus allows you to enjoy the benefit of a dragon totem ritual longer than normal.
Dragon Totem Lorekeeper MoE 47 You have been instructed in how to perform the rituals of dragon totem magic.
Dragon Totem Scion MoE 47 You are naturally attuned to the magic of the dragon totem ritual.
Eldeen Plantgrafter MoE 47 You can create and apply plant grafts onto others, granting the recipients of your grafts new, potent abilities.
Elemental Grafter MoE 47 You can create and apply elemental grafts onto others, granting the recipients of your grafts new, potent abilities.
Elemental Helmsman MoE 47 You are more capable of piloting an elemental vessel.
Elemental Smite MoE 47 You can channel the energy associated with one of your elemental grafts into your melee attacks.
Etch Schema MoE 47 You can create a minor schema.
Heroic Companion MoE 48 Your luck extends to your companion creature.
Heroic Focus MoE 48 Despite the dangers all around, you can quickly regain your psionic focus.
Improved Homunculus MoE 49 You are adept at improving and modifying your homunculus. Whenever you advance your homunculus's Hit Dice,
you can also imbue it with special supernatural abilities.
Prophecy's Artifex MoE 50 Your perception of the draconic Prophecy gives you insights that allow you to transcend the normal limits of
magic item use.
Prophecy's Explorer MoE 50 Your perception of the draconic Prophecy imbues you with a preternatural sense of your surroundings, enabling
you to move easily and quickly through dangerous areas.
Prophecy's Hero MoE 50 Your perception of the draconic Prophecy charges you with the will to prevail, providing you with the opportunity
to see a way to victory even when the odds are stacked against you.
Prophecy's Mind MoE 50 You meld your perception of the draconic Prophecy with a mental focus that provides you with momentary
warning when death is at hand.
Prophecy's Shaper MoE 50 Your perception of the draconic Prophecy is such that you can disrupt reality and make your spells more powerful
than reality would normally allow.
Prophecy's Shepherd MoE 50 Your perception of the draconic Prophecy is such that you can alter the natural flow of the world by connecting
your knowledge of life-force with the world around you.
Prophecy's Slayer MoE 51 Your perception of the draconic Prophecy includes a keen appreciation of life. You recognize how fragile and
tenuous life truly is when balanced against your lethal foreknowledge.
Psiforged Body MoE 51 As a warforged, your body can be crafted using trace amounts of psionically resonant deep crystal, providing you
with increased psionic power and the ability to store psionic energy in your body. If you take this feat, you will
often be referred to as a psiforged.
Feats 94 of 279
Feat Source Page Description
Azure Toughness MoI 35 You can use incarnumto boost your physical vigor.
Azure Turning MoI 35 You can blast ndead with incarnum-purified positive energy.
Azure Wild Shape MoI 35 You can channel incarnum to enhance your combat prowess while wild shaped.
Bonus Essentia MoI 35 You are better able to harness your personal store of incarnum.
Cerulean Fortitude MoI 35 You can use incarnum to boost your ability to resist effects that would adversely affect your health.
Cerulean Reflexes MoI 35 You can use incarnum to boost your ability to avoid harm.
Cerulean Will MoI 35 You can use incarnum to boost your willpower.
Cobalt Charge MoI 35 You can channel incarnum to deal devastating strikes when charging.
Cobalt Critical MoI 35 You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.
Cobalt Expertise MoI 35 By channeling the soul energy of weapon masters past, present, and future, you become more adept at
maneuvers of skill and expertise.
Cobalt Power MoI 37 By channeling the soul energy of brutal warriors past, present, and future, you become more capable of
overcoming your enemies through sheer strength.
Cobalt Precision MoI 37 You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.
Cobalt Rage MoI 37 You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.
Divine Soultouch MoI 37 You can channel positive or negative energy to imbue yourself with incarnum.
Double Chakra MoI 38 One of your chakras becomes capable of holding more incarnum than it is normally capable of containing.
Expanded Soulmeld Capacity MoI 38 Your soul's tie to incarnum allows you to maintain more essentia in a single soulmeld.
Healing Soul MoI 38 You can draw upon the soul energy of incarnum to heal your wounds.
Heart of Incarnum MoI 38 You tap into the power of your heart chakra to gain resilience.
Improved Essentia Capacity MoI 38 Your capability of investing essentia improves.
Incarnum-Fortified Body MoI 38 The incarnum within you strengthens your body's toughness, enabling you to withstand greater injury.
Incarnum Resistance MoI 38 Your body, untainted by incarnum, is not easily affected by the power of soul energy.
Incarnum Spellshaping MoI 38 You gain the ability to invest incarnum into your spellcasting.
Indigo Strike MoI 38 You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack or
sudden strike.
Midnight Augmentation MoI 38 You can augment a psionic power with your personal soul energy rather than mental energy.
Midnight Dodge MoI 39 You can channel incarnum to enhance your ability to avoid attacks against you.
Midnight Metamagic MoI 39 You can channel incarnum to alter your prepared spells.
Necrocarnum Acolyte MoI 39 You have experienced the power of necrocarnum, a dark and twisted form of incarnum.
Open Greater Chakra MoI 39 You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Open Least Chakra MoI 39 You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Open Lesser Chakra MoI 40 You open up one of your body's centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Feats 95 of 279
Feat Source Page Description
Psycarnum Blade MoI 40 You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes
with the weapon.
Psycarnum Crystal MoI 40 Your psycrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.
Psycarnum Infusion MoI 40 You transform your mental focus into a brief burst of soul energy.
Sapphire Fist MoI 40 You can channel incarnum to enhance your ability to deliver stunning attacks.
Sapphire Smite MoI 40 You can channel incarnum to enhance your ability to deal mighty blows.
Sapphire Sprint MoI 40 Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps.
Shape Soulmeld MoI 40 You gain the ability to shape a single soulmeld.
Share Soulmeld MoI 41 You can share a soulmeld with an ally with which you have a special bond.
Soulsight MoI 41 You can attune your soul to sense living creatures near you.
Soultouched Spellcasting MoI 41 By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell
resistance.
Split Chakra MoI 41 One of your chakras becomes capable of holding both a bound soulmeld and a magic item.
Undead Meldshaper MoI 41 Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Aereni Focus PE 20 From childhood you have studied one particular path, and these decades of devotion result in remarkable skill.
Aerenal Arcanist PE 20 Your family has studied wizardry for thousands of years.
Aerenal Half-Life PE 20 The Priests of Transition have guided you through strange rituals that left you poised between the world of the
living and the dead.
Perfect Reflection PE 25 You are particularly skilled at mimicking the forms and mannerisms of others.
Touch of Captivation PE 35 You are sakah, and your fiendish gift allows you to captivate people around you.
Touch of Deception PE 35 You are sakah, and your fiend gift allows you to alter your appearance and trick others.
Touch of Summoning PE 35 You are sakah, and your fiendish gift allows you to summon fell creatures to do your bidding.
Binding Brand PE 36 You carry the brand of the binding flame, marking you as a warrior of the Ghaash'kala clans.
Dragon's Insight PE 48 You can call on the power of your dragonmark to enhance your natural abilities.
Shield of Deneith PE 48 You can channel the power of your Deneith dragonmark to defend yourself in battle.
Swiftness of Orien PE 48 You can draw on the power of your Mark of Passage to temporarily enhance your speed or the speed of your
mount.
Aberrant Dragonmark Gift PE 49 Your aberrant dragonmark is especially potent.
Aberrant Dragonmark Mystery PE 49 You can use the power of your aberrant mark to enhance your magical abilities.
Aberrant Dragonmark Vigor PE 49 You can channel the energy of your aberrant mark to enhance your health.
Ritual of Arcane Opposition PE 60 You have been inured against the effects of arcane magic by a ritual of the Ashbound set.
Ritual of Blight's Embrace PE 60 You have been warded from the effects of poison and disease by a ritual of the Children of Winter, solidifying
your bond with vermin.
Ritual of the Timeless Soul PE 60 You have been blessed by the faerie lords of Thelanis in a ritual of the Greensinger sect, and you temporarily slip
from time's grasp.
Ritual of the Woodland Bond PE 60 You have formed a bond with the growth of the woods through a ritual of the Wardens of the Wood.
Feats 96 of 279
Feat Source Page Description
Friends of the Tribes PE 75 You are deeply familiar with the tribes of the Talenta Plains.
Talenta Dinosaur Bond PE 75 You have undergone grueling training on the dinosaur back and are skilled in the halfling techniques of fighting
while mounted.
Talenta Drifter PE 75 Your extensive travels on the Talenta Plains give you an advantage while in that region.
Galifaran Scholar PE 77 You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through
the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom.
Du'ulora Ancestor PE 83 The tsucora are the most common of the quori, but they are not the only spirits in Dal Quor.
Hashalaq Ancestor PE 83 The hashalaq quori essence within you allows you to sense the emotions of others.
Aberration Banemagic PE 86 You can cast spells that do extra damage to aberrations.
Indomitable Discipline PE 86 Your strict mental discipline allows you to resist attempts to manipulate your thoughts.
Unnatural Enemy PE 86 You have been trained in the ways of aberrations, and you know how to recognize them and spot their
weaknesses.
Sudden Willow Strike PE 109 Your monastic training allows great precision with your quarterstaff.
Child of the Swamps PE 119 You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain.
Battlebred PE 122 Due to traumatic experiences in past battles, the plane of Shavarath with its endless war seems never far from
you.
Chosen of the Deathless PE 122 You carry with you an intimate familiarity with the positive energy that suffuses the City of the Dead.
Manifest Druid PE 122 You have a familiarity with the three manifest zones of the Eldeen Reaches and the powers of the planes to which
they are linked.
Mastery of the Azure Sky PE 125 You have learned to calculate the precise location of Syrania at any given time, and to use that knowledge to
enhance spells you cast to grant flight.
Mastery of the Battleground PE 125 You have learned to calculate the precise location of Shavarath at any given time, and to use that knowledge to
enhance spells of battle that you cast.
Mastery of Chaos and Order PE 125 You have learned to calculate the precise locations of Daanvi and Kythri at any given time, and to use that
knowledge to imbue your spells with unusual regularity or strinking unpredictability -- or both.
Mastery of Day and Night PE 125 You have learned to calculate the precise locations of Irian and Mabar at any given time, and to use that
knowledge to enhance your manipulation of positive and negative energy.
Mastery of the Dead PE 125 You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to
capture the souls of creatures slain with your death spells.
Mastery of Dreams PE 125 By physically exploring the realm of Dal Quor, you have learned to instill your spells with the stuff of dreams . . .
and nightmares.
Mastery of Faerie Enchantment PE 125 You have learned to calculate the precise location of Thelanis at any given time, and to use that knowledge to
improve your ability to control the minds of other creatures.
Mastery of Ice and Fire PE 126 You have learned to caclulate the precies locations of Fernia and Risia at any given time, and to use that
knowledge to enhance cold and fire spells that you use.
Mastery of Madness PE 126 You have learned to reach magically to the ever-distant plane of Xoriat and draw some element of its madness
into the world -- but these techniques come with some risk.
Mastery of the Mists PE 126 By learning of the intricate relationship between the Ethereal Plane and the Material Plane, you gain the ability to
see and sometimes reach through the barrier between these two planes.
Feats 97 of 279
Feat Source Page Description
Mastery of the Silver Void PE 126 You have gained a deeper understanding of the Astral Plane and its relationship to the other planes of the
cosmos. You can use that knowledge to more quickly access that plane.
Mastery of Twilight Denizens PE 126 You have learned to calculate the precise location of Lamannia at any given time, and to use that knowledge to
summon more powerful creatures from that plane.
Mastery of Twisted Shadow PE 126 You gain the ability to reach into the Plane of Shadow when casting an illusion, concealing yourself in the raw
shadowstuff drawn forth.
Shifter Acrobatics PE 135 Your heritage makes you agile and light-footed.
Shifter Magnetism PE 135 Your heritage gives you a strong animal presence.
Shifter Stealth PE 135 You can call upon your bestial heritage to increase your stealth.
Bladebearer of the Valenar PE 141 You have trained extensively with scimitars, including the Valenar double scimitar. You are adept at striking from
horseback with the curved blades of the Valenar.
Shield of Blades PE 141 As a master of the double scimitar, you can weave a web of steel to protect yourself from attack.
Spirit of the Stallion PE 141 Your patron ancestor was a legendary cavalry soldier, and her spirit guides you and your mount.
Valenar Trample PE 141 You are trained in Valenar cavalry techniques emphasizing trampling your opponents into the ground.
Shocking Fist PE 151 Your slam attack can deal a shock.
Overload Metabolism PE 151 You can heal damage at a cost to your other physical attributes.
Heretic of the Faith PF 46 You stray significantly from the teachings of your faith.
Prophet of the Divine PF 49 Your communications with the divine manifest in a public fashion.
Bane of Infidels PF 53 In a church locked in eternal conflict with followers of another faith, you have learned to fight effectively against
the infidels. You know their ways and how to beat them.
Initiate of Amaunator PF 58 You have been initiated into the greatest secrets of Amaunator's faith.
Rulership PF 158 You are a ruler of an economic, frontier, governmental, military, religious, transport, or other community.
Accelerate Metamagic RDr 98 You can apply a selected metamagic feat to your spells more quickly than normal.
Dragon Breath RDr 98 You can use your breath weapon as often as a normal dragon.
Dragon Tail RDr 98 Your draconic ancestry manifests as a muscular tail you can use in combat.
Dragon Trainer RDr 98 Your draconic nature gives you special insight into training dragons and draconic creatures.
Dragon Wings RDr 100 Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Dragonwrought RDr 100 You were born a dragonwrought kobold, proof of your race's innate connection to dragons.
Extraordinary Trapsmith RDr 100 You are an expert at constructing mechanical traps.
Heavyweight Wings RDr 100 Your superior strength allows you to fly while heavily burdened.
Improved Dragon Wings RDr 100 Your draconic wings now grant you flight.
Kobold Endurance RDr 101 Thanks to your race's determination, you are capable of amazing feats of strength and stamina.
Kobold Foe Strike RDr 101 You are more effective in combat against your racial enemies.
Practical Metamagic RDr 101 You can apply a selected metamagic feat to your spells more easily.
Reinforced Wings RDr 101 You have strengthened the muscles of your wings.
Versatile Spellcaster RDr 101 You can use two lower-level spell slots to cast a spell one level higher.
Wyrmgrafter RDr 101 You can apply draconic grafts to other living creatures or to yourself.
Entangling Exhalation RDr 101 You can use your breath weapon to create an entangling mesh of energy.
Feats 98 of 279
Feat Source Page Description
Exhaled Barrier RDr 101 You can use your breath weapon to create a wall of energy.
Exhaled Immunity RDr 102 You can use your breath weapon to grant a willing creature immunity to energy.
Extra Exhalation RDr 102 You can use your breath weapon one more time per day than normal.
Furious Inhalation RDr 102 While raging, you can use your breath weapon to deal energy damage with your bite attacks.
Draconic Arcane Grace RDr 102 You can convert some of your arcane spell energy into a saving throw bonus.
Draconic Breath RDr 102 You can convert some of your arcane spell energy into a breath weapon.
Draconic Claw RDr 102 You develop natural weapons like those of your draconic ancestors.
Draconic Flight RDr 102 The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally.
Draconic Heritage RDr 102 You have a greater connection with your draconic bloodline than others of your kind.
Draconic Legacy RDr 104 You have realized greater arcane power through your draconic heritage.
Draconic Persuasion RDr 104 Your arcane talents lend you a great deal of allure.
Draconic Power RDr 104 You have greater power when manipulating the energies of your heritage.
Draconic Presence RDr 104 When you use your magic, your mere presence can terrify those around you.
Draconic Resistance RDr 105 Your bloodline hardens your body against effects related to the nature of your progenitor.
Draconic Skin RDr 105 Your skin takes on a sheen, luster, and hardness related to your draconic ancestor.
Draconic Toughness RDr 105 Your draconic nature reinforces your body as you embrace your heritage.
Spell Rehearsal RDr 105 Casting the same spell several times in a row or at the same target enables you to perfect it.
Wing Expert RDr 105 You can use your wings to create a variety of effects.
Divine Vigor RH 126 You can channel energy to increase your speed and durability.
Dragonthrall RH 126 You have pledged your life to the service of evil dragonkind.
Bind Vestige TM 72 You know how to make pacts with otherworldly spirits called vestiges.
Bind Vestige, Improved TM 73 You can bind a wider range of vestiges.
Defense against the Supernatural TM 73 Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.
Empower Supernatural Ability TM 73 You can use a supernatural ability with greater effect than normal.
Enlarge Supenatural Ability TM 73 You can increase the range of a supernatural attack.
Expel Vestige TM 73 You can expel a vestige to which you are bound before the duration of its pact with you has expired.
Extend Supernatural Ability TM 73 You can cause a supernatural ability with a duration to last longer than normal.
Favored Vestige TM 74 Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit.
Favored Vestige Focus TM 74 The supernatural abilities of your favored vestige are more potent than normal.
Ignore Special Requirements TM 74 The strange constraints that vestiges place on their summoning are meaningless to you.
Improved Binding TM 74 You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can.
Practiced Binder TM 74 When you bind a vestige, you gain an additional power associated with it.
Rapid Pact Making TM 74 Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat.
Rapid Recovery TM 74 You can use the abilities of your favored vestige more frequently.
Skilled Pact Making TM 74 Your strong will serves you well when making pacts with vestiges.
Sudden Ability Focus TM 74 One of your special attacks becomes more potent than usual.
Supernatural Crusader TM 75 You are adept at fighting supernatural creatures.
Feats 99 of 279
Feat Source Page Description
Supernatural Opportunist TM 75 You are adept at exploiting a creature's momentary distraction while it activates its supernatural abilities.
Widen Supernatural Ability TM 75 You can increase the area of your supernatural abilities.
Empower Mystery TM 136 You can cast mysteries to greater effect.
Enlarge Mystery TM 136 You can cast mysteries farther than normal.
Extend Mystery TM 136 You can cast mysteries that last longer than normal.
Favored Mystery TM 136 The mystery you choose becomes easier to cast.
Greater Path Focus TM 136 Choose a path of shadow magic to which you have already applied the Path Focus feat. Your mysteries of that
path are now even more potent.
Line of Shadow TM 136 You can cast a mystery without line of sight or line of effect to the target.
Maximize Mystery TM 136 You can cast mysteries to maximum effect.
Nocturnal Caster TM 137 You are empowered by darkness, making your abilities stronger at night.
Path Focus TM 137 Choose a path of shadow magic, such as Touch of Twilight. Your mysteries of that path are more potent than
normal.
Quicken Mystery TM 137 You can cast a mystery with a moment's thought.
Reach Mystery TM 137 You can cast touch-range mysteries without touching the target.
Shadow Cast TM 137 Your shadow shimmers as you cast a spell and you seem to cast your mysteries from elsewhere.
Shadow Familiar TM 138 Noctumancers developed this feat in order to gain a mystical companion.
Shadow Reflection TM 138 Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of
opportunity.
Shadow Vision TM 138 Your senses grow so attuned with shadow that you gain a limited ability to see in natural and magical darkness.
Recitation of the Sanguine State TM 232 This recitation purges all poisons from your body.
Recitation of Vital State TM 232 This recitation frees your body of disease and sickness.
Dazzling Energy CP 49 Your facility with energy is such that enemies are shaken by your prowess.
Deep Vision CP 49 Your mental focus helps you see farther with darkvision
Dire Flail Mind Blade CP 49 When you reshape your mind blade, you can change it into an exotic weapon: a dire flail.
Dire Stun CP 49 When you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time.
Don Mantle CP 49 You gain the granted ability of a mantle you have tapped.
Dromite Barrier CP 49 You can convert uses of yourenergy ray psi-like ability into walls of energy.
Dromite Ray CP 49 You an use yourenergy ray psi-like ability more often.
Duergar Expansion CP 49 You can use yourexpansion psi-like ability more often.
Duergar Invisibility CP 49 You can use yourinvisibility psi-like ability more often.
Dwarven Urgrosh Mind Blade CP 49 When you reshape your mind blade, you can change it into an exotic weapon: a dwarven urgrosh.
Ectopic Form CP 50 This feat allows you to create astral constructs with distinct appearances and specialties.
Elan Repletion CP 52 As an elan, you can sustain yourself with repletion longer than other members of your race.
Elan Resilience CP 52 As an elan, you can prevent greater amounts of damage than other members of your race.
Elan Resistance, Enhanced CP 52 As an elan, you can resist harmful effects more readily than other members of your race.
Elan Retainment CP 52 You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise
expend it.
Elemental Envoy CP 52 This feat allows you to acquire an elemental steward.
Energize Armor CP 53 You can charge your armor with psionic energy, making it resistant to energy damage.
Enervation Endurance CP 53 When facing the aftermath of a wild surge, enervation doesn't sap your power points.
Enhanced Beneficence CP 53 Your psychic aura is larger than normal, reflecting your devotion to your deity.
Envoy Cognizance CP 53 When your elemental envoy is nearby, its associated energy enhances your ability to manifest energy powers.
Euphoric Reduction CP 53 Channel your euphoric surge into a boost for one of your skills.
Extra Aura CP 54 You gain the aura ability of a mantle you have donned.
Focused Perception CP 54 When you concentrate your faculties, your power of sight pierces the darkness.
Githyanki Ectoform CP 54 You can leverage yourconcealing amorpha psi-like ability to gain greater control over your own body.
Githzerai Burst CP 54 You can leverage yourcat fall psi-like ability to gain greater control over yourself in your environment.
Githzerai Feedback CP 54 You can leverage yourinertial armor psi-like ability to further insulate yourself from harm.
Githzerai Knock CP 54 You can leverage yourconcussion blast psi-like ability to gain such fine control over manipulating force that you
can open locks or sealed doors.
Githzerai Link CP 55 You can leverage yourpsionic daze psi-like ability to forge direct mental contact with another creature.
Half-Giant Stomp CP 55 You can use yourstomp psi-like ability more often.
Half-Giant Thunderer CP 55 You can use yourstomp psi-like ability to far greater effect.
Instinctive Consummator CP 55 You always make good on your threats.
Invest Armor CP 55 You can charge your armor with additional protective qualities.
Lurk Augment, Extra CP 55 You can use your lurk augment more often than normal.
Lurk Augment, Ranged CP 55 You can use some of your lurk augments in conjunction with a ranged attack.
Lurk Master CP 55 You are more skilled in augmenting your attack than your training would indicate.
Maenad Fury CP 55 You can use your outburst racial trait more often.
Maenad Scream CP 55 You can use yourenergy ray (sonic) psi-like ability more often.
Maenad Deafening Scream CP 55 You can use yourenergy ray (sonic) psi-like ability to better effect.
Mantle Focus CP 55 The powers from one of your mantles become more potent.
Mental Juggernaut CP 56 You are adroit at avoiding the mind blasting effects of certain psionic abilities and powers.
Mind Cleave CP 56 When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.
Mind Empowerment CP 56 When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.
Mind Strike CP 56 When you use your psychic strike ability, you deal more damage.
Mind Strike, Swift CP 57 You possess a deadly speed when charging your mind blade with psychic energy.
Orc Double Axe Mind Blade CP 57 When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe.
Postpone Enervation CP 57 You can postpone the onset of your psychic enervation.
Practiced Manifester CP 57 Choose a manifesting class that you possess. The powers you manifest from that class are more powerful.
Privileged Energy CP 57 You favor one specific energy type over all others.
Psymbiot CP 57 You gain benefits when you are near other psionic characters or creatures.
Skin of the Construct CP 57 You can wear an astral construct as if it were a second skin.
Antagonist CP 60 The psionic entity you host seeks to cause damage and mayhem, and you have powers to further that end.
Defensive Shell CP 60 The psionic entity living in your mind enables you to better resist attacks.
Host Focus CP 60 You can use a psi-like ability granted by a host feat an extra time each day.
Pacifist CP 60 You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight.
Illithid Extraction CP 61 Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the brain of a
helpless victim.
Illithid Grapple CP 61 You embrace more of your illithid heritage, and grow at least one long purplish tentacle that you can reveal and
unfurl when you open your mouth.
Illithid Heritage CP 62 Somewhere in the deeps of time, your bloodline was polluted with illithid influence.
Illithid Legacy CP 62 You have realized greater psionic power through your illithid heritage.
Illithid Legacy, Greater CP 62 Your knowledge of psionic power has grown even further due to your illithid heritage.
Arcane Flourish PH2 74 You use your magical abilities to improve your performance talents.
Arcane Thesis PH2 74 You have studied a single spell in-depth.
Arcane Toughness PH2 75 You draw upon the power of your magic to sustain yourself, allowing you to continue fighting long after your
physical body has failed you.
Armor Specialization PH2 75 Through long wear and hours of combat, you have trained your body to believe in its armor.
Battle Dancer PH2 75 You strike at your foes in time with the music you sing or in cadence with an oration you deliver.
Bonded Familiar PH2 75 You enjoy a stronger than normal magical bond with your familiar, granting you access to two special abilities.
Bounding Assault PH2 75 You can move and attack with superior speed and power.
Brutal Strike PH2 76 You can batter foes senseless with your mace, morningstar, quarterstaff, or flail.
Combat Acrobat PH2 76 Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease.
Combat Familiar PH2 76 Your familiar is skilled in delivering attack spells againstyour foes.
Combat Tactician PH2 77 You excel at approaching an opponent from an unexpected direction to deliver deadly attacks.
Cometary Collision PH2 77 You are a thunderbolt of destruction on the battlefield.
Companion Spellbond PH2 77 You form a special magical link with your animal companion, allowing you to share spells with it over a greater
distance.
Crossbow Sniper PH2 77 You are skilled in lining up accurate, deadly shots with your crossbow.
Cunning Evasion PH2 78 When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight.
Dampen Spell PH2 78 From the lowliest prestidigitator to the most august hierophant, spellcasters both arcane and divine recognize the
power of counterspelling.
Deadeye Shot PH2 78 You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down.
Defensive Sweep PH2 78 You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away
or suffer a fearsome blow.
Driving Attack PH2 78 When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling.
Elven Spell Lore PH2 78 You have studied the mighty arcane traditions of the elven, granting you insight into the intricate workings of
magic and the theoretical structures behind spells.
Fade into Violence PH2 79 While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your
enemy's notice.
Fiery Fist PH2 79 By channeling your kienergy, you sheathe your limbs in magical fire.
Fiery KiDefense PH2 79 You channel your kienergy into a cloak of flame that injures any who attempt to strike you.
Flay PH2 79 When fighting unarmored opponents, you excel at twisting your weapon just before impact.
Grenadier PH2 79 You are skilled in using grenadelike weapons.
Hindering Opportunist PH2 79 When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally
against him.
Intimidating Strike PH2 79 You make a display of your combat prowess designed to strike terror in your foe.
Indomitable Soul PH2 80 Your physical toughness translates into greater mental resiliency.
Keen-Eared Scout PH2 80 Your sharp sense of hearing allows you to determine much more about your surroundings.
KiBlast PH2 80 You focus your kiinto a ball of energy that you can hurl at an opponent.
Leap of the Heavens PH2 80 Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.
Lunging Strike PH2 80 You make a single attack against a foe who stands just beyond your reach.
Lurking Familiar PH2 80 Your familiar hides within the folds of your robe or takes cover behind you as your opponents close in.
Mad Foam Rager PH2 80 You fight with the rage that only a rabid badger or a beer-addled dwarf can bring to bear.
Master Manipulator PH2 80 Your words are your weapons.
Melee Evasion PH2 81 Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows.
Melee Weapon Mastery PH2 81 You have mastered a wide range of weapons.
Overwhelming Assault PH2 81 If you attack a foe who does nothing to turn aside your attack, you press forward with an indomitable strike.
Penetrating Shot PH2 81 You send a powerful shot cleaving through your enemies.
Ranged Weapon Mastery PH2 82 You have mastered a wide range of weapons.
Rapid Blitz PH2 82 You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched
skill.
Robilar's Gambit PH2 82 By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position.
Shield Specialization PH2 82 You are skilled in using a shield, allowing you to gain greater defensive benefits from it.
Shield Ward PH2 82 You use your shield like a wall of steel and wood.
Short Haft PH2 82 You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they
shield you, and sometimes shielding them while they attack from behind you.
Slashing Flurry PH2 82 You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.
Spectral Skirmisher PH2 83 You have trained extensively in the use of magic that renders you invisible.
Spell-Linked Familiar PH2 83 You and your familiar can share spell energy, allowing your familir to cast a limited number of spells each day.
Stalwart Defense PH2 83 You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick,
distracting motion to ruin the foe's efforts.
Steadfast Determination PH2 83 Your physical durability allows you to shrug off attacks that would cripple a lesser person.
Telling Blow PH2 83 When you strike an opponent's vital areas, you draw on your ability to land crippling blows to make the most of
your attack.
Trophy Collector PH2 83 A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon's eye -- these
are the intimidating symbols of your trade.
Tumbling Feint PH2 84 When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend
himself.
Two-Weapon Pounce PH2 84 When you charge an opponent while wielding two weapons, you can make two quick attacks.
Two-Weapon Rend PH2 84 You wield two weapons with an artisan's precision.
Vatic Gaze PH2 85 Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are
capable of wielding.
Versatile Unarmed Strike PH2 85 You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Vexing Flanker PH2 85 You excel at picking apart an opponent's defenses when your allies also threaten them.
Wanderer's Diplomacy PH2 85 Many halflings journey far and wide across the world, spending no more than a few months in one place.
Water Splitting Stone PH2 85 You channel your kienergy to splinter the defenses of creatures whose tough hides or magical natures normally
allow them to shrug off your blows.
Weapon Supremacy PH2 85 You are a grandmaster in the use of your chosen weapon.
Ritual Blessing PH2 86 You call upon the powers of goodness and light to bless your allies.
Ritual Blood Bonds PH2 86 You invest your allies with the mighty power of your toten, god, or similar divine entity.
Combat Awareness PH2 86 When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents'
vitality.
Combat Defense PH2 87 The state of keen focus and mental discipline you attain in combat allows you to shift the focus of yoru defense
from one opponent to another with careful, precise maneuvers.
Combat Focus PH2 87 The way of the warrior requires more than simple, brute strength.
Combat Stability PH2 87 When you maintain your combat focus, you become difficult to dislodge.
Combat Strike PH2 87 Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended
between victory and defeat.
Sacred Healing PH2 89 You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions.
Sacred Purification PH2 89 You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the
undead.
Sacred Radiance PH2 89 You channel divine energy to fill the area around you with a soothing, gentle radiance.
Celestial Sorcerer Aura PH2 90 The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a
menacing aura.
Celestial Sorcerer Heritage PH2 90 Your ancestry manifests in the form of several special abilities.
Celestial Sorcerer Lance PH2 90 You can channel your arcane energy into a bolt of power that is baneful to evil creatures.
Celestial Sorcerer Lore PH2 90 The power of your ancestry grants you access to a variety of new spells.
Celestial Sorcerer Wings PH2 91 You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic
power.
Infernal Sorcerer Eyes PH2 91 Your eyes glow with infernal fire, allowing you to see through magical darkness.
Infernal Sorcerer Heritage PH2 91 Your innate magic derives from infernal ancestors.
Infernal Sorcerer Howl PH2 91 You channel the fury of your infernal ancesters into a thunderous roar that blasts your enemies with sonic power.
Infernal Sorcerer Resistance PH2 91 You are as tough and resilient as an infernal monstrosity, allowing you to shrug off acid and cold damage.
Blistering Spell PH2 91 Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.
Earthbound Spell PH2 91 You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it.
Flash Frost Spell PH2 91 Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Imbued Summoning PH2 92 Your summoning spells gain an element of surprise.
Smiting Spell PH2 92 You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an
opponent.
Blood-Spiked Charger PH2 92 You throw yourself into the fray, using your spiked armor and spiked shield to tear your opponents to pieces.
Combat Cloak Expert PH2 93 You are adept at turning your cloak into a vital part of your combat repertoire.
Combat Panache PH2 93 Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah
alone.
Einhander PH2 94 You excel at wielding a one-handed weapon while carrying nothing in your off hand.
Mad Alchemist PH2 94 You are an expert at using alchemical items.
Blood War Conscript [Vile] FCI 83 Your evil brand indicates your rank in the armies of the Blood War and infuses you with fury.
Chaotic Spell Recall [Abyssal Heritor] FCI 84 A few choice spells never stray far from your mind.
Claws of the Beast [Abyssal Heritor] FCI 84 Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed
strikes and sneak attacks.
Cloak of the Obyrith [Abyssal Heritor] FCI 85 The chaos of the Abyss suffuses your being, as it does the ancient obyriths.
Dark Speech [Vile] FCI 85 You learn a smattering of the language of truly dark power.
Demonic Conduit [Vile] FCI 85 Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful
and/or good targets.
Demonic Skin [Abyssal Heritor] FCI 85 Your skin has rough, scaly patches that enhance your natural armor.
Demonic Sneak Attack [Abyssal Heritor] FCI 85 You know exactly how to twist the blade to get the most out of your sneak attacks.
Demon Mastery FCI 85 You are particularly skilled at summoning demons and convincing them to serve you.
Evil Brand [Vile] FCI 85 You are physically marked forever as the servant of an evil power greater than yourself -- in this case, a demon
lord. The symbols is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know
beyond a doubt that you serve the lords of the Abyss.
Extract Demonic Essence FCI 86 You can draw upon the living essence of a willing or captured demon to fuel the creation of items or the casting of
potent spells.
Eyes of the Abyss [Abyssal Heritor] FCI 86 Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to
see in the dark.
Heart of the Nabassu FCI 86 Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.
Keeper of Forbidden Lore [Abyssal Heritor] FCI 86 A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets.
Ordered Chaos FCI 86 You are an unusually lawful Abyssal heritor.
Otherworldly Countenance [Abyssal Heritor] FCI 87 You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling
to others upon whom you focus your attentions.
Poison Healer FCI 87 Poison isn't always bad for you.
Poison Talons [Abyssal Heritor] FCI 87 Your claws drip with poison.
Precognitive Visions [Abyssal Heritor] FCI 87 You periodically experience visions from the near future.
Primordial Scion [Abyssal Heritor] FCI 87 The Abyss beckons. . . .
Thrall to Demon [Vile] FCI 87 You formally become a supplicant to a demon lord. In return for your obedience, you gain a small measure of that
demon lord's power.
Vestigial Wings [Abyssal Heritor] FCI 87 A pair of vestigial wings sprouts from your shoulders.
Ability Focus MM4 202 A particular special ability of a creature with this feat is more potent than normal.
Awesome Blow MM4 202 A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.
Clinging Breath MM4 202 This feat enables a creature's breath weapon to cling to creatures and continue to affect them after it has
breathed.
Craft Construct [Item Creation] MM4 202 A creature with this feat can create golems and other magic automatons that obey its orders.
Flyby Attack MM4 202 A creature with this feat can attack on the wing.
Improved Toughness MM4 203 A creature with this feat is significantly tougher than normal.
Lingering Breath MM4 203 The breath weapon of a creature with this feat forms a lingering cloud.
Multiattack MM4 203 A creature with this feat is adept at using all its natural weapons at once.
Powerful Charge MM4 203 A creature with this feat can charge with extra force.
Quicken Spell-Like Ability MM4 203 A creature with this feat can employ a spell-like ability with a moment's thought.
Blessed of Vulkoor [Racial] SX 134 A scorpion-shaped birthmark denotes you as one of the chosen of Vulkoor.
Drow Scorpion Warrior [Racial, Tactical] SX 134 Your study of the ways of the scorpion grants you special tactics.
Drow Skirmisher [Racial] SX 134 Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the
drow.
Earthquake Stomp SX 134 Your thunderous steps allow you to knock smaller enemies off their feet.
Echoing Spell [Metamagic] SX 134 Your spells return after you cast them, although with lessened effects.
Elder Giant Magic SX 135 You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power
in your spells.
Giant Banemagic SX 135 You can cast spells that deal additional damage to giants.
Jungle Veteran SX 135 You have a knack for surviving in harsh environments and avoiding the deadly ambushes of natives.
Mysterious Magic SX 135 Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify.
Rending Claws SX 135 Your expertise with scorpion claw gauntlets allows you to tear apart your opponents with deadly precision.
Breath of Unlife [Metabreath] DrF 47 Your breath weapon contains the chill of undeath.
Transdimensional Breath [Psionic] DrF 50 Your breath weapon affects bordering planes.
Follower of the Scaly Way DrF 57 You are an adherent of Sammaster's teachings.
Servant of a Dragon Ascendant DrF 92 You formally supplicate yourself to an immortal dragon quasi-deity.
Initiate of Tchazzar DrF 92 You have been initiated into the greatest mysteries of Tchazzar's church.
Adaptive Style ToB 28 With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you
currently face.
Avenging Strike ToB 28 Your strength of will and strong sense of justice allow you to smite your foes.
Blade Meditation ToB 28 You have learned a meditation that grants you insight into the martial disciplines you have studied.
Desert Fire ToB 29 The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting
sands that you can channel into your Desert Wind strikes.
Desert Wind Dodge ToB 29 Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco.
Devoted Bulwark ToB 29 Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground
even in the face of an enemy's resounding attack.
Divine Spirit [Divine] ToB 29 The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine
power, turns you into a font of spiritual energy.
Martial Study ToB 31 By studying the basics of a martial discipline, you learn to focus you kiand perfect the form needed to use a
maneuver.
Psychic Renewal [Psionic] ToB 32 Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating
maneuvers more frequently.
Rapid Assault ToB 32 Your fighting style emphasizes taking foes down with quick, powerful blows.
Scribe Martial Script [Item Creation] ToB 32 You know the secret of creating martial scripts -- small slips of paper into which you infuse your own martial
power and skill.
Shadow Blade ToB 32 In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to
augment your attacks with certain weapons.
Shadow Trickster ToB 32 Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow.
Song of the White Raven ToB 32 The White Raven discipline shows you how to rouse dedication and fervor within your allies' hearts.
Snap Kick ToB 32 You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.
Stone Power ToB 32 The principles of the Stone Dragon discipline teach you how to gather and focus your raw, physical strength into
an attack.
Sudden Recovery ToB 33 You can instantly recover your focus, balance, and personal energy after using a martial maneuver.
Superior Unarmed Strike ToB 33 Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable
areas.
Tiger Blooded ToB 33 The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal.
Unnerving Calm ToB 33 You know that the secret to defeating your enemies lies within the still center of your own mind.
Vital Recovery ToB 33 Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and
recover from damage you have sustained in the fight.
White Raven Defense ToB 33 The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the
chaos of battle.
Clarion Commander ToB 34 On the battlefield, you are a natural leader.
Distant Horizon ToB 34 An initiate of the Setting Sun sometimes learns a set of combat maneuvers to create the Distant Horizon fighting
form.
Faith Unswerving ToB 34 The initiate of the Devoted Spirit knows that his fanaticism and devotion to a cause are enough to carry him
through almost anything.
Gloom Razor ToB 35 The teachings of the Shadow Hand discipline allow you to confuse your enemies.
Stormguard Warrior ToB 36 The Stormguard Warrior feat encompasses a number of the more advanced tactics and techniques you would
use as a student of the Iron Heart school.
Armor of Scales [Ceremony] DM 15 You imbue a target with the protection of a dragon's blade.
Black Dragon Lineage [Draconic] DM 15 You have attuned yourself to your black dragon ancestry and can poison foes with your touch.
Blue Dragon Lineage [Draconic] DM 15 You have learned to harness the power of your blue dragon ancestry and can hurl orbs of lightning.
Brass Dragon Lineage [Draconic] DM 16 You have unlocked the power of your brass dragon ancestry and can put foes to sleep with ease.
Bronze Dragon Lineage [Draconic] DM 16 You have tapped into your bronze dragon blood and can channel arcane energy to repel foes.
Copper Dragon Lineage [Draconic] DM 16 You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility.
Double Draconic Aura DM 16 You can project two draconic auras simultaneously.
Draconic Armor [Draconic] DM 16 You learn to block damage from successful attacks, lessening the blows with spell energy.
Draconic Aura DM 16 You can tap into the raw power of dragons to create a variety of potent auras around you.
Draconic Heritage [Draconic] DM 17 You have a greater connection with your draconic bloodline than others of your kind.
Draconic Knowledge [Draconic] DM 17 Your draconic blood lets you access ancient draconic knowledge.
Draconic Senses [Draconic] DM 17 Your draconic blood grants you great sensory powers.
Draconic Vigor [Draconic] DM 17 You gain some of the vitality of your draconic ancestry when casting spells.
Dragonfire Assault [Draconic] DM 17 You can augment your most powerful melee attacks with draconic power.
Dragonfire Channeling [Draconic] DM 17 You channel draconic fire through your holy symbol.
Dragonfire Inspiration [Draconic] DM 17 You can channel the power of your draconic ancestry into the attacks of your allies.
Dragonfire Strike [Draconic] DM 18 You can call upon your innate draconic powers to augment certain weapon attacks.
Dragontouched [Draconic] DM 18 You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you
and the forces of dragonkind.
Gold Dragon Lineage [Draconic] DM 19 You can harness the legacy of your gold dragon ancestry to protect your allies.
Heart of Dragons [Ceremony] DM 19 You imbue your allies with draconic power.
Initiate of Aasterinian [Initiate] DM 20 You live for the moment, reveling in new experiences without fear of consequence.
Initiate of Astilabor [Initiate] DM 20 You share your deity's desire to acquire and protect treasure, and she has recognized this by granting you an
edge in achieving these goals.
Initiate of Bahamut [Initiate] DM 20 The Platinum Dragon has entrusted you with great power in the battle against evil.
Initiate of Falazure [Initiate] DM 20 Your celebration of death and decay has opened up new magical secrets involving the living and undead.
Initiate of Garyx [Initiate] DM 20 You channel the cleansing fire of destruction, as wielded by your deity.
Initiate of Hlal [Initiate] DM 21 Fueled by faith in your deity, your audacity and bravery truly know no bounds.
Initiate of Io [Initiate] DM 21 Your deity has entrusted you with the responsibility of tending to dragonkind.
Slayer of Dragons [Ceremony] DM 22 You protect your allies from the ravages they are sure to face while hunting dragons.
White Dragon Lineage [Draconic] DM 22 Your veins run with the savage blood of white dragons, allowing you to whyp yourself into a ragelike state.
Words of Draconic Power [Ceremony] DM 22 You tap into the great tradition of draconic magic to enhance the words of your allies.
Action Healing FE 145 You can spend an action point to enhance your healing power.
Ancestral Whispers FE 145 Through intense focus and divine energies, you can hear the advice of past ancestors.
Ceremonial Empowerment FE 145 Your divine might increases on your patron's holy days.
Construct Grafter [Item Creation] FE 145 You can apply construct grafts to other living creatures or to yourself.
Divine Alacrity [Divine] FE 145 You can channel divine energies into your own body, increasing your speed.
Divine Countermagic [Divine] FE 146 You channel divine energies to counter spells.
Divine Warrior [Divine] FE 146 Through divine power, you wield your deity's favored weapon to devastating effect.
Domain Spontaneity [Divine] FE 147 You are so familiar with one of your domains that you can convert other prepared spells into spells from that
domain.
Frantic Rage FE 147 Your divine madness allows you to channel your fury into frenetic agility rather than might.
Heroic Channeling [Divine] FE 147 You can call on your personal strength of will to channel positive or negative energy into divine feats.
Heroic Devotion [Divine] FE 147 Your devotion to your faith allows you to manipulate fate at the expense of some spellcasting ability.
Lucid Channeling FE 147 When you invite a celestial into your body, you open your mind completely to the divine spirit.
Nightbringer Initiate FE 147 You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter.
Sacred Resilience FE 147 You can channel divine energies to protect your allies from harm.
Touch of Silver FE 148 Your devotion to the Silver Flame allows you to burn the Church's foes with holy energies.
Unquenchable Flame of Life FE 148 You are hardened to the attacks of the undead.
Unyielding Bond of Soul FE 148 You are hardened to the attacks of the beings of other worlds.
Worldly Focus FE 148 Your belief in the omnipresence of the gods is so strong, you can channel your spells through the environment
rather than a holy symbol.
Wrest Possession FE 148 If you resist control by a possessing fiend, you can attempt to seize control of its abilities.
Enduring Life Rav 200 You can ignore the effect of negative levels for a short time.
Lasting Life Rav 200 You can shed negative levels with an act of will.
Favored in Guild Rav 205 You are an active and valued member of your guild.
Acidic Splatter CM 37 You can channel magical energy into orbs of acid.
Alacritous Cogitation CM 37 You can leave a prepared spell slot open to spontaneously cast a spell.
Aquatic Breath [Reserve] CM 39 Your reservoir of magic allows you to breathe normally even underwater.
Battlecaster Defense [Tactical] CM 39 You have mastered techniques for taking full advantage of spells in melee while remaining unharmed.
Battlecaster Offense [Tactical] CM 40 You cunningly mix melee combat and spellcasting to increase the potency of both.
Clap of Thunder [Reserve] CM 40 You can deliver a thunderous roar with a touch.
Cloudy Conjuration CM 40 Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a
cloud of the same when you teleport.
Clutch of Earth [Reserve] CM 40 You briefly increase the earth's pull on the target creature.
Dazzling Illusion CM 41 Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
Defending Spirit CM 41 Your watchful spirit helps keep you safe in combat.
Delay Potion CM 41 You can drink a potion and postpone its effects.
Dimensional Jaunt CM 41 With a single step, you can cross an entire room.
Dimensional Reach [Reserve] CM 41 You can transport small objects to you with an act of will.
Drowning Glance [Reserve] CM 41 With a look, you create a small but incapacitating amount of water in the subject's lungs.
Elemental Adept CM 42 You can spontaneously cast a spell of the element you have mastered.
Energy Abjuration CM 42 Casting an abjuration spell grants you protection from energy damage.
Energy Gestalt [Tactical] CM 42 You have learned to combine multiple energy effects to great advantage.
Face-Changer [Reserve] CM 42 Your mastery of illusions allows you to subtly alter your appearance at whim.
Favored Magic Foe CM 42 Through study, you have learned how best to defend yourself against your favored enemies' spells and how to
best affect them with your own.
Fearsome Necromancy CM 42 Creatures subjected to your necromantic spells feel the chill of fear.
Fey Heritage [Heritage] CM 43 You are descended from creatures native to the fey realms. You are naturally resistant to the most common
effects produced by
Fey Legacy [Heritage] CM 43 The magical powers of your ancestors manifest in you.
Fey Power [Heritage] CM 43 Your fey heritage augments the power of certain types of magic.
Fey Presence [Heritage] CM 43 You share your ancestor's knack for playing tricks on the minds of others.
Fey Skin [Heritage] CM 43 Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
Fiendish Heritage [Heritage] CM 43 You are descended from creatures native to the Lower Planes.
Fiendish Legacy [Heritage] CM 43 The magical powers of your ancestors manifest in you.
Fiendish Power [Heritage] CM 43 Your fiendish heritage augments the power of certain types of magic.
Fiendish Presence [Heritage] CM 43 You share your ancestors' ability to tamper with the minds of weak-minded fools.
Fiendish Resistance [Heritage] CM 43 Your bloodline inures you against corrosion and fire.
Fiery Burst [Reserve] CM 43 You channel your magical talent into a blast of fire.
Hasty Spirit CM 44 Your watchful spirit lends you a burst of speed in times of great need.
Hurricane Breath [Reserve] CM 44 The power of elemental air you hold in your mind allows you to exhale the wind.
Insightful Divination CM 44 Casting a divination spell grants you an uncanny insight into danger.
Invisible Needle [Reserve] CM 44 You can create tiny darts of force.
Magic Device Attunement CM 44 You have a knack for activating familiar magic items.
Magic Disruption [Reserve] CM 44 You can use your powers of abjuration to interfere with other casters' spells.
Metamagic Vigor [Tactical] CM 45 The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle.
Minor Shapeshift [Reserve] CM 45 Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Mystic Backlash [Reserve] CM 45 With a touch, your magic corrupts the spells of your enemy.
Piercing Evocation CM 46 Your evocation spells ignore an amount of energy resistance.
Ranged Recall CM 46 Your magical ranged attacks rarely miss.
Rapid Metamagic CM 46 You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others
can.
Residual Magic [Tactical] CM 46 You can use the lingering energy from a spell you cast to boost the effect of a later spell.
Retributive Spell [Metamagic] CM 47 You can keep a spell in reserve to use when a foe causes you harm.
Shadow Veil [Reserve] CM 47 You draw wisps of darkness across your enemy's eyes, obscuring the world around him.
Sickening Grasp [Reserve] CM 47 You wreak havoc with the inner organs of a target, causing it to grow ill.
Somatic Weaponry CM 47 You are adept at performing somatic spell components while your hands are occupied.
Storm Bolt [Reserve] CM 47 The electrical energy contained within your magic rages inside you, begging to be released.
Summon Elemental [Reserve] CM 47 You can channel the summoning power you hold to briefly bring forth an elemental servant.
Sunlight Eyes [Reserve] CM 48 The bright magic within you allows you to see through the darkest shadow.
Touch of Distraction [Reserve] CM 48 Your touch briefly clouds the mind of a foe, impeding its efforts.
Toughening Transmutation CM 48 Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.
Unsettling Enchantment CM 48 Your enchantment spells cloud the minds of even those who would otherwise resist their effects.
Vengeful Spirit CM 48 Your watchful spirit takes revenge on foes that have harmed you.
Wind-Guided Arrows [Reserve] CM 48 Your mastery of the wind allows you to alter the flight of a ranged weapon.
Winter's Blast [Reserve] CM 48 The frozen magic within you can burst forth in a hail of frost.
Manticores Sting Dra 44 Your are a master of the art of throwing numerous, sharp projectiles, such as daggers and darts.
Ashbound Mark Dra 135 As a member of the Ashbound sect, you use the power of your dragonark to rid the world of those who practice
arcane magic.
Bane of Argonnessen Dra 135 Your Siberys dragonmark swirls as you battle dragons, empowering your weapons to deal greater harm.
Breath of Siberys Dra 135 Your breath weapon becomes even more deadly.
Cannith Forgecraft Dra 135 You have a gift for repairing warforged and other constructs.
Dragonmark Adept Dra 138 Your lesser dragonmark gives you access to a new spell-like ability.
Dragonmark Battlestrike Dra 138 You use the power of your mark to deal devastating blows to other dragonmarked scions.
Dragonmark Fist Dra 138 The power of your dragonmark lets you deal devastating unarmed strikes.
Dragonmark Mastery Dra 138 You can quickly and instinctively call upon the power of your dragonmark.
Gatekeepers Mark Dra 140 As a member of the Gatekeepers sect, you have learned how to use the power of your dragonmark to better fight
and fend off aberrations.
Grace of Ghallanda Dra 140 The power of your dragonmark fills you with social grace, and diplomacy becomes your shield.
Greater Aberrant Dragonmark Dra 140 As it increases in power, your aberrant dragonmark expands to cover much of your body.
Greensingers Mark Dra 141 Your dragonmark increases the damage you deal to aberrations and evil outsiders while in a wild shape.
Healing Strike Dra 141 Your dragonmark allows you to heal and fight at the same time.
Heart of Siberys Dra 141 You channel the power of your Siberys dragonmark to protect and heal any ally in combat.
Hunters Mark Dra 141 Your dragonmark makes it easier to hunt and kill your favored enemies.
Improved Draconic Aura Dra 141 You draw power from your dragonmark to enhance your draconic aura.
Lesser Aberrant Dragonmark Dra 141 Your aberrant dragonmark increases in size and becomes more powerful.
Mark of the Dauntless Dra 142 Your dragonmark helps you shake off effects that would daze or stun a normal person, as well as help similarly
affected creatures regain their senses.
Mark of Deflection Dra 142 Your dragonmark helps deflect attacks made against you.
Mark of Destiny Dra 142 You can call upon the power of your Siberys mark to enhance your combat prowess.
Mark of Madness Dra 142 Your aberrant dragonmark causes momentary madness in creatures.
Mark of Purity Dra 142 Your dragonmark renders you immune to effects that would sicken or nauseate you, and gives you the power to
rid others of similar debilitations.
Mark of the Recovery Dra 142 You draw upon the power of your dragonmark to stay alive.
Mark of Resilience Dra 142 The power of your dragonmark gives you a survival edge.
Mark of Stars Dra 142 If the stars are the eyes of dragons that have ascended to godhood, they are watching over you.
Mark of Truth Dra 142 The power of your dragonmark aids your attacks against foes with aberrant marks.
Mark of Twelve Moons Dra 142 Your dragonmark has mysterious ties to one of Eberrons twelve moons.
Mark of Vengeance Dra 143 Your aberrant dragonmark strikes at the hearts of dragonmarked foes you attack.
Mark of Vermin Dra 143 Your aberrant dragonmark gives you a natural affinity for vermin.
Devil's Flesh [Devil-Touched] FCII 82 Your skin thickens and assumes a scaled, leathery texture that turns aside blows but serves as a clear mark of
your taint.
Devil's Sight [Devil-Touched] FCII 83 Your eyes glow with infernal energy, allowing you to pierce magical darkness.
Devil's Stamina [Devil-Touched] FCII 83 Your body is infused with the toughness and fortitude of a devil. You can shrug off attacks that would slay a lesser
creature.
Devil's Tongue [Devil-Touched] FCII 83 Your gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's
mind. As a physical mark of this ability, your tongue becomes forked like a serpent's.
Dilate Aura FCII 83 You can extend the range of your aura.
Disrupting Spell [Metamagic] FCII 83 You can cast spells that disrupt other caster's magical capabilities.
Divine Censure [Divine] FCII 83 You can channel divine energy to instill fear in evil outsiders.
Divine Defiance [Divine] FCII 83 You can channel divine energy to counter spells without readying an action in advance.
Divine Justice [Divine] FCII 83 You can channel divine energy to deal extra melee damage to evil outsiders.
Mark of Avernus FCII 84 Your unfailing allegiance to Bel gives you special strategic insights into the best ways to overcome your enemies.
By examining your opponents, you can land telling blows.
Mark of Cania FCII 84 Behind Mephistopheles's mask of civility and quick wit burns the fire of frustration and hatred. You acquire this
archdevil's temperament, and you can channel it to destroy your foes.
Mark of Dis FCII 84 The infernal attention of Dispater has made you paranoid and cautious, giving you decided advantages in
combat. Your attention to detail in battle leaves few openings for your opponents to attack.
Mark of Maladomini FCII 84 Maladomini is a sinking mire of corruption and filth. Those who serve the Lord of Flies acquire some of his most
unsavory characteristics. You exude stinking ichor like your master.
Mark of Malbolge FCII 84 Malbolge has transformed into a place of disturbing growth and decay. Glasya, the new mistress, has blessed
you with the same essence that infects everything in her domain, enabling you to draw power from the remains of
the Hag Countess.
Mark of Minauros FCII 84 Mammon is an expert at managing the various powers of Hell. From service to this archdevil, you know when to
use explosive violence and when to beat a hasty retreat.
Mark of Nessus FCII 84 All bow before Asmodeus. The Lord of Nessus grants you a hint of his commanding nature.
Mark of Phlegethos FCII 85 The disturbing infatuation of physical pleasure and pain has indelibly touched your mind, enabling you to draw
strength from your own suffering, as well as that of others.
Mark of Stygia FCII 85 Levistus demands that his servants work endlessly to extract him from his icy tomb. From your time on the
glacier, you have learned to use your environment to best advantage.
Persistent Refusal [Divine] FCII 85 You can channel divine energy to make a second save against an effect that specifically targets you.
Pious Defiance [Divine] FCII 85 You can channel positive or negative energy to firm your resolve.
Rapid Regeneration FCII 85 You regenerate more rapidly.
Vengeful Surge FCII 85 Opponents who target you with magical effects risk sparking your ire.
Advantageous Avoidance [Luck] CS 73 You have a knack for ducking at just the right moment.
Ascetic Stalker CS 73 You have practiced a secret technique that combines your considerable talents in unarmed combat with a greater
understanding of your inner ki.
Better Lucky Than Good [Luck] CS 74 You can succeed where others would surely fail.
Chant of the Long Road [Bardic Music] CS 74 You can channel the power of your bardic music to encourage your allies to pick up the pace on a long walk.
Chord of Distraction [Bardic Music] CS 75 You can channel the power of your bardic music to make a sudden sound or gesture that momentarily distracts
an opponent.
Concussion Attack [Ambush] CS 75 Your attacks can damage your opponent's ability to think clearly.
Cool Head CS 75 Your mental acuity serves you better than most.
Daredevil Athlete CS 76 You are capable of pulling off amazing stunts.
Daring Outlaw CS 76 You combine grace and stealth to deadly effect.
Daring Warrior CS 76 You combine agility and extraordinary combat prowess to great effect.
Deadly Defense CS 76 You are at your most dangerous when forced to protect yourself.
Deafening Strike [Ambush] CS 76 Your stealthy attack leaves your foe's head ringing.
Disemboweling Strike [Ambush] CS 76 You can slash open your opponent to devastating effect.
Dumb Luck [Luck] CS 77 You can survive situations that should kill you.
Eldritch Erosion [Ambush] CS 77 Your attack can weaken your foe's resistance to magic.
Expanded Ki Pool CS 77 You know the secret mantras that grant you greater understanding of your ki.
Enduring Ki CS 77 You can channel inner energy to make your kipowers last longer.
Epic of the Lost King [Bardic Music] CS 77 You can channel the power of your bardic music to reinvigorate your allies.
Fortuitous Strike [Luck] CS 77 You can hit a foe in just the right place.
Freerunner CS 77 You can move in more baffling ways than others.
Good Karma [Luck] CS 77 You can use your luck to aid an ally -- at the risk of your own neck.
Head Shot [Ambush] CS 77 By striking at your opponent's head, you can temporarily disrupt his thought processes.
Healer's Luck [Luck] CS 78 Your spells can heal more damage.
Impeding Attack [Ambush] CS 78 Your strikes render your target temporarily clumsy and awkward.
Improved Familiar CS 78 You can acquire a new familiar from a nonstandard list of creatures.
Improved Skirmish CS 78 With a few extra steps, you gain even greater benefits from your skirmishing combat style.
Lucky Break [Luck] CS 79 You can hit an object in just the right place.
Lucky Fingers [Luck] CS 79 Your good fortune can help prevent you from falling to your doom.
Lucky Start [Luck] CS 79 Sometimes your luck overcomes a slow natural reaction.
Magical Fortune [Luck] CS 79 Even you are sometimes surprised by how well your spells work.
Make Your Own Luck [Luck] CS 79 Your hard work lets you exploit minor loopholes.
Swift Hunter CS 81 You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities.
Tempting Fate [Luck] CS 81 You are very hard to kill.
Third Time's the Charm [Luck] CS 81 Your deity smiles upon you.
Throat Punch [Ambush] CS 82 By making a precise punch to the throat, you can render a target unable to speak effectively.
Unbelievable Luck [Luck] CS 82 The powers of fortune truly smile on you more than most mortals.
Victor's Luck [Luck] CS 82 You strike with devastating accuracy more often.
Warning Shout [Bardic Music] CS 82 The force of your performance is so potent that it can guide an ally to safety.
Altitude Adaptation SoS 114 Your body adapts quickly to changes in altitude
Ascetic Psion SoS 115 You are a practitioner of one of the many style comprising the kalashtar path of shadows, such as the
Tashalatora. Mixing meditation, discipline, and movement have taught you to become psionically focused more
easily while distracted.
Breath Control SoS 115 You have mastered your body's need for air.
Cold Endurance SoS 115 Either because of growing up in a cold environment or training your body and mind to ignore the biting effect of
cold, you can exist with ease in low-temperature environments.
Dream of Contact [Dreamtouched] SoS 115 The dreamspace threads through you and those you know, allowing your thoughts to touch in dreams.
Dream of Insight [Dreamtouched] SoS 116 Your connection to the dreamspace grants you insightful visions.
Dream of Perception [Dreamtouched] SoS 116 Your senses are sharpened where the dreamspace unfolds around you.
Dream of Strength [Dreamtouched] SoS 116 Your connection to the dreamspace floods you with grim intensity and determination.
Dream of the Moment [Dreamtouched] SoS 116 The voices of the dreamspace give you whispered glimpses of the actions unfolding around you.
Edgewalker Sentinel SoS 117 The techniques and training of the Edgewalker rangers help you battle creatures from other worlds.
Flying Tiger [Style] SoS 117 You have mastered the style of fighting with two hook swords at the same time, and you can perform astounding
maneuvers with them.
Gestalt Might [Host, Psionic] SoS 117 You call on your inner spirit to provide you with a burst of adrenaline.
Hazing Strike SoS 117 Your successful stunning attack clouds the mind as it hampers the body.
Insidious Terror [Psionic, Racial] SoS 117 Your intuitive sense of your victim's fears enhances the effectiveness of your psionic powers.
Kalashtar Mindlink [Psionic, Racial] SoS 117 You are innately talented with your racial mindlinkpsi-like ability.
Mind Mask [Psionic] SoS 117 Your mind conceals some of your traits.
Monk's Spade Mind Blade SoS 118 When you reshape your mind blade, you can change it into an exotic weapon: a monk's spade.
Mountain Stance SoS 118 You know how to stabilize yourself against unbalancing attacks.
Pole Master SoS 118 Your monastic training included extensive work with pole arms.
Psychic Warfare [Host, Tactical] SoS 118 You have studied the telepathic combat techniques of the Inspired and the kalashtar, and can draw on your inner
spirit to strengthen your attacks.
Quori Dread [Psionic, Racial] SoS 118 You can unsettle an enemy, filling his mind with whispers of nightmare drawn from Dal Quor.
Repel Outsiders SoS 118 Your study of Sarlona's manifest zones and planar breaches gives you a measure of control over the outsiders
that lurk there.
Stone Breaker [Style] SoS 118 You have mastered the style of fighting with two picks at the same time, allowing you to deal heavy damage to
your foes.
Stunning Master SoS 119 You have become so proficient with techniques using Stunning Fist that you can use it with monk weapons.
Tashalatora SoS 119 You have successfully integrated martial arts with psionic power under the tutelage of Tashalatora masters.
Versatile Unarmed Strike SoS 119 You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Wind and Fire [Style] SoS 119 You have mastered the style of fighting with two cutting wheels at the same time, and you are adept at opening
wounds with them.
Combat Tinkering Du 44 You can disarm traps or pick locks quickly and efficiently, even under the pressure of combat.
Gnome Tunnel Acrobatics [Tactical] Du 44 Goblin raiding parties whisper of the crazed but effective tactics that gnome tunnel guards use to defend their
homes. The gnomes excel at using acrobatics to penetrate enemy ranks or launch devastating attacks from
above.
Hammer and Piton [Style] Du 45 You can drive pitons into your foes, giving you a useful perch from which to strike.
Quick Reconnoiter Du 46 You are skilled at scanning an area or object quickly and thoroughly.
Trap Engineer Du 46 You have spent a great deal of time studying trap construction and recognize the work of famous builders, which
gives you an edge against their devices.
Trap Sensitivity Du 46 Your senses are so attuned that you can detect mechanical traps that are close by.
Tunnel Fighting Du 46 You are adept at maneuvering and fighting in tight spaces and underground passages.
Undermountain Tactics [Tactical] Du 46 Dwarves have developed a variety of cunning tactics to defeat those foolish enough to enter their mountain
redoubts, as have gnomes.
acid splash PH 196 conjuration (creation) [acid] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
aid PH 196 enchantment (compulsion) [mind- Arborea 2, cleric 2, Courage touch target
affecting] 2, Good 2, Luck 2
air walk PH 196 transmutation [air] Air 4, cleric 4, druid 4 touch target
alarm PH 197 abjuration bard 1, ranger 1, close (25 ft. + 5 ft./2 levels) area
sorcerer/wizard 1, Wealth 1
align weapon PH 197 transmutation [see text] Abyss 1, cleric 2 touch target
alter self PH 197 transmutation assassin 2, bard 2, personal target
sorcerer/wizard 2
analyze dweomer PH 197 divination bard 6, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
animal growth PH 198 transmutation druid 5, ranger 4, Scalykind medium (100 ft. + 10 ft./level) target
5, sorcerer/wizard 5
animal messenger PH 198 enchantment (compulsion) [mind- bard 2, druid 2, ranger 1 close (25 ft. + 5 ft./2 levels) target
affecting]
animal shapes PH 198 transmutation Animal 7, druid 8, Moon 8, close (25 ft. + 5 ft./2 levels) target
Scalykind 8
animal trance PH 198 enchantment (compulsion) [mind- bard 2, druid 2, Scalykind 2 close (25 ft. + 5 ft./2 levels) target
affecting, sonic]
animate dead PH 198 necromancy [evil] cleric 3, Death 3, touch target
sorcerer/wizard 4,
Undeath 3
animate objects PH 199 transmutation bard 6, Chaos 6, cleric 6, medium (100 ft. + 10 ft./level) target
Limbo 6
animate plants PH 199 transmutation druid 7, Plant 7 close (25 ft. + 5 ft./2 levels) target
animate rope PH 199 transmutation bard 1, Craft 1, medium (100 ft. + 10 ft./level) target
sorcerer/wizard 1
antilife shell PH 199 abjuration Animal 6, cleric 6, druid 6 10 ft. area
antimagic field PH 200 abjuration cleric 8, Magic 6, Protection 10 ft. area
6, sorcerer/wizard 6, Spell 8
antipathy PH 200 enchantment (compulsion) [mind- druid 9, Elf 9, Hatred 8, close (25 ft. + 5 ft./2 levels) target
affecting] Mentalism 7, sorcerer/wizard
8, Wealth 9
Bigby's crushing hand PH 203 evocation [force] Force 9, sorcerer/wizard 9, medium (100 ft. + 10 ft./level) effect
Strength 9
Bigby's forceful hand PH 204 evocation [force] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
Bigby's grasping hand PH 204 evocation [force] sorcerer/wizard 7, Strength medium (100 ft. + 10 ft./level) effect
7, Tyranny 7
cat's grace, mass PH 208 transmutation bard 6, Celerity 7, druid 6, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 6
cause fear PH 208 necromancy [fear, mind-affecting] Abyss 1, bard 1, blackguard close (25 ft. + 5 ft./2 levels) target
1, cleric 1, Death 1, Orc 1,
sorcerer/wizard 1
chain lightning PH 208 evocation [electricity] Air 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) target
changestaff PH 208 transmutation druid 7 touch target
chaos hammer PH 208 evocation [chaotic] Chaos 4, Limbo 4 medium (100 ft. + 10 ft./level) area
charm animal PH 208 enchantment (charm) [mind-affecting] druid 1, ranger 1 close (25 ft. + 5 ft./2 levels) target
charm monster PH 209 enchantment (charm) [mind-affecting] Charm 5, Elysium 4, bard 3, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 4
charm monster, mass PH 209 enchantment (charm) [mind-affecting] bard 6, Pride 9, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 8, Tyranny 8
charm person PH 209 enchantment (charm) [mind-affecting] bard 1, Charm 1, Elysium 1, close (25 ft. + 5 ft./2 levels) target
Lust 1, Renewal 1,
sorcerer/wizard 1
chill metal PH 209 transmutation [cold] Cold 2, druid 2 close (25 ft. + 5 ft./2 levels) target
chill touch PH 209 necromancy Cold 1, sorcerer/wizard 1 touch target
circle of death PH 209 necromancy [death] sorcerer/wizard 6, Undeath 5 medium (100 ft. + 10 ft./level) area
clairaudience / PH 209 divination (scrying) assassin 4, bard 3, Drow 2, long (400 ft. + 40 ft./level) effect
clairvoyance Knowledge 3, Lust 3,
Mentalism 3, Planning 3,
sorcerer/wizard 3
cloak of chaos PH 210 abjuration [chaotic] Chaos 8, cleric 8, Limbo 8, 20 ft. target
Orc 8
clone PH 210 necromancy sorcerer/wizard 8 0 ft. effect
cloudkill PH 210 conjuration (creation) sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
color spray PH 210 illusion (pattern) [mind-affecting] sorcerer/wizard 1 15 ft. area
command PH 211 enchantment (compulsion) [language- cleric 1, Domination 1, close (25 ft. + 5 ft./2 levels) target
dependent, mind-affecting] Mechanus 1, Pact 1,
Tyranny 1
command plants PH 211 transmutation druid 4, Plant 4, ranger 3 close (25 ft. + 5 ft./2 levels) target
confusion, lesser PH 212 enchantment (compulsion) [mind- bard 1, Madness 1, close (25 ft. + 5 ft./2 levels) target
affecting] Mentalism 1
consecrate PH 212 evocation [good] cleric 2 close (25 ft. + 5 ft./2 levels) area
contact other plane PH 212 divination sorcerer/wizard 5 personal target
contagion PH 213 necromancy [evil] blackguard 3, cleric 3, touch target
Destruction 3, druid 3,
Hades 4, Pestilence 3,
sorcerer/wizard 4
contingency PH 213 evocation sorcerer/wizard 6, Time 6 personal target
continual flame PH 213 evocation [light] cleric 3, sorcerer/wizard 2 touch target
control plants PH 213 transmutation druid 8, Plant 8 close (25 ft. + 5 ft./2 levels) target
control undead PH 214 necromancy sorcerer/wizard 7, Undeath 7 close (25 ft. + 5 ft./2 levels) target
control water PH 214 transmutation [water] cleric 4, druid 4, long (400 ft. + 40 ft./level) area
sorcerer/wizard 6, Water 4
create undead PH 215 necromancy [evil] cleric 6, Death 6, Evil 6, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 6, Undeath 6
create water PH 215 conjuration (creation) [water] cleric 0, Creation 1, druid 0, close (25 ft. + 5 ft./2 levels) effect
paladin 1
creeping doom PH 215 conjuration (summoning) druid 7, Scalykind 7, Spider close (25 ft. + 5 ft./2 levels) effect
8
crushing despair PH 215 enchantment (compulsion) [mind- bard 3, Envy 5, Hades 5, 30 ft. area
affecting] sorcerer/wizard 4
cure critical wounds PH 215 conjuration (healing) bard 4, blackguard 4, cleric touch target
4, druid 5, Healing 4
cure critical wounds, PH 215 conjuration (healing) cleric 8, druid 9, Healing 8 close (25 ft. + 5 ft./2 levels) target
mass
cure light wounds PH 215 conjuration (healing) bard 1, blackguard 1, cleric touch target
1, druid 1, Healing 1, paladin
1, ranger 2
cure light wounds, PH 216 conjuration (healing) Elysium 5, bard 5, cleric 5, close (25 ft. + 5 ft./2 levels) target
mass druid 6, Healing 5
cure minor wounds PH 216 conjuration (healing) cleric 0, druid 0 touch target
cure moderate PH 216 conjuration (healing) bard 2, blackguard 2, cleric touch target
wounds 2, druid 3, Healing 2, paladin
3, ranger 3
cure moderate PH 216 conjuration (healing) bard 6, cleric 6, druid 7 close (25 ft. + 5 ft./2 levels) target
wounds, mass
cure serious wounds PH 216 conjuration (healing) bard 3, blackguard 3, cleric touch target
3, druid 4, paladin 4, ranger
4, Healing 3
cure serious wounds, PH 216 conjuration (healing) cleric 7, druid 8 close (25 ft. + 5 ft./2 levels) target
mass
curse water PH 216 necromancy [evil] cleric 1 touch target
dancing lights PH 216 evocation [light] bard 0, sorcerer/wizard 0 medium (100 ft. + 10 ft./level) effect
darkness PH 216 evocation [darkness] assassin 2, Baator 2, bard 2, touch target
blackguard 2, Cavern 2,
cleric 2, sorcerer/wizard 2
daze PH 217 enchantment (compulsion) [mind- bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
affecting]
daze monster PH 217 enchantment (compulsion) [mind- bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
affecting]
death knell PH 217 necromancy [death, evil] Abyss 2, blackguard 2, cleric touch target
2, Death 2, Gluttony 2
demand PH 217 enchantment (compulsion) [mind- Baator 8, Charm 8, Nobility see text target
affecting] 8, sorcerer/wizard 8
desecrate PH 218 evocation [evil] cleric 2, Evil 2, Undeath 2 close (25 ft. + 5 ft./2 levels) area
destruction PH 218 necromancy [death] Abyss 7, cleric 7, Death 7, close (25 ft. + 5 ft./2 levels) target
Slime 7
detect animals or PH 218 divination druid 1, ranger 1 long (400 ft. + 40 ft./level) area
plants
detect chaos PH 218 divination cleric 1, Inquisition 1 60 ft. area
detect evil PH 219 divination cleric 1 60 ft. area
detect good PH 219 divination cleric 1 60 ft. area
detect law PH 219 divination cleric 1 60 ft. area
detect magic PH 219 divination bard 0, cleric 0, druid 0, 60 ft. area
sorcerer/wizard 0
detect thoughts PH 220 divination [mind-affecting] Baator 3, bard 2, Inquisition 60 ft. area
3, Knowledge 2, Mentalism
2, Mind 2, sorcerer/wizard 2
dictum PH 220 evocation [lawful, sonic] cleric 7, Dwarf 7, Inquisition 40 ft. area
7, Law 7, Mechanus 7
dimension door PH 221 conjuration (teleportation) assassin 4, bard 4, Portal 4, long (400 ft. + 40 ft./level) target
sorcerer/wizard 4, Travel 4
dimensional anchor PH 221 abjuration cleric 4, Portal 3, medium (100 ft. + 10 ft./level) effect
sorcerer/wizard 4
dimensional lock PH 221 abjuration cleric 8, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) area
diminish plants PH 221 transmutation druid 3, ranger 3 see text target or
area
discern lies PH 221 divination cleric 4, Drow 4, Inquisition close (25 ft. + 5 ft./2 levels) target
4, Mechanus 4, Nobility 4,
paladin 3, Tyranny 3
dispel magic PH 223 abjuration bard 3, cleric 3, druid 4, medium (100 ft. + 10 ft./level) target
Magic 3, paladin 3,
sorcerer/wizard 3
dispel magic, greater PH 223 abjuration bard 5, cleric 6, druid 6, medium (100 ft. + 10 ft./level) target
Liberation 6, sorcerer/wizard
6
displacement PH 223 illusion (glamer) bard 3, Illusion 3, touch target
sorcerer/wizard 3
disrupt undead PH 223 necromancy Glory 1, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
disrupting weapon PH 223 transmutation cleric 5 touch target
divination PH 224 divination cleric 4, Knowledge 4, personal target
Oracle 3, Pact 4
divine favor PH 224 evocation cleric 1, Mysticism 1, Nobility personal target
1, paladin 1
divine power PH 224 evocation Celestia 4, cleric 4, personal target
Competition 4, Orc 4, Pride
4, War 4
dominate animal PH 224 enchantment (compulsion) [mind- Animal 3, druid 3 close (25 ft. + 5 ft./2 levels) target
affecting]
dominate monster PH 224 enchantment (compulsion) [mind- Charm 9, Dragon 9, close (25 ft. + 5 ft./2 levels) target
affecting] sorcerer/wizard 9, Tyranny 9
dominate person PH 224 enchantment (compulsion) [mind- Baator 6,bard 4, Domination close (25 ft. + 5 ft./2 levels) target
affecting] 4, sorcerer/wizard 5
eagle's splendor, PH 225 transmutation Arborea 6,bard 6, cleric 6, close (25 ft. + 5 ft./2 levels) target
mass sorcerer/wizard 6
earthquake PH 225 evocation [earth] Cavern 8, cleric 8, long (400 ft. + 40 ft./level) area
Destruction 8, druid 8, Earth
7
elemental swarm PH 226 conjuration (summoning) [see text] Air 9, druid 9, Dwarf 9, Earth medium (100 ft. + 10 ft./level) effect
9, Fire 9, Ocean 9, Water 9
energy drain PH 226 necromancy cleric 9, Hades 9, Hunger 9, close (25 ft. + 5 ft./2 levels) effect
sorcerer/wizard 9, Undeath 9
enervation PH 226 necromancy Hunger 4, sorcerer/wizard 4, close (25 ft. + 5 ft./2 levels) effect
Suffering 4
enlarge person PH 226 transmutation sorcerer/wizard 1, Strength 1 close (25 ft. + 5 ft./2 levels) target
enlarge person, mass PH 227 transmutation sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
entangle PH 227 transmutation druid 1, Plant 1, ranger 1 long (400 ft. + 40 ft./level) area
enthrall PH 227 enchantment (charm) [language bard 2, cleric 2, Command 2, medium (100 ft. + 10 ft./level) target
dependent, mind-affecting, sonic] Elysium 2, Nobility 2,
Tyranny 2
entropic shield PH 227 abjuration cleric 1, Limbo 2, Luck 1, personal target
Storm 1
faerie fire PH 229 evocation [light] druid 1, Moon 1 long (400 ft. + 40 ft./level) area
false life PH 229 necromancy assassin 3, sorcerer/wizard personal target
2
false vision PH 229 illusion (glamer) bard 5, sorcerer/wizard 5, touch area
Trickery 5
fear PH 229 necromancy [fear, mind-affecting] bard 3, Moon 4, 30 ft. area
sorcerer/wizard 4, Tyranny 4
feather fall PH 229 transmutation assassin 1, bard 1, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 1
feeblemind PH 229 enchantment (compulsion) [mind- sorcerer/wizard 5, Suffering medium (100 ft. + 10 ft./level) target
affecting] 5
find the path PH 230 divination bard 6, Cavern 6, cleric 6, personal or touch target
druid 6, Elf 6, Elysium 6,
Knowledge 6, Travel 6
find traps PH 230 divination cleric 2 personal target
finger of death PH 230 necromancy [death] Abyss 8, druid 8, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 7
fire seeds PH 230 conjuration (creation) [fire] druid 6, Fire 6, Sun 6 touch target
fire shield PH 230 evocation [fire or cold] Fire 5, Retribution 4, personal target
sorcerer/wizard 4, Sun 4
fire storm PH 231 evocation [fire] cleric 8, druid 7, Fire 7 medium (100 ft. + 10 ft./level) area
fire trap PH 231 abjuration [fire] druid 2, Greed 4, touch target
sorcerer/wizard 4
fog cloud PH 232 conjuration (creation) druid 2, sorcerer/wizard 2, medium (100 ft. + 10 ft./level) effect
Water 2
forbiddance PH 232 abjuration cleric 6, Hatred 6, Pride 6, medium (100 ft. + 10 ft./level) area
Wealth 6
forcecage PH 233 evocation [force] Craft 8, Force 7, close (25 ft. + 5 ft./2 levels) area
sorcerer/wizard 7
foresight PH 233 divination Celestia 9, druid 9, Fate 9, personal or touch target
Halfling 9, Knowledge 9,
Oracle 9, sorcerer/wizard 9,
Time 8
fox's cunning PH 233 transmutation assassin 2, Baator 2, bard 2, touch target
sorcerer/wizard 2
fox's cunning, mass PH 233 transmutation Baator 6, bard 6, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 6
freedom PH 233 abjuration Arborea 9, Renewal 9, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 9
freedom of movement PH 233 abjuration assassin 4, bard 4, personal or touch target
blackguard 4, cleric 4, druid
4, Halfling 4, Liberation 4,
Luck 4, Ocean 4, ranger 4,
Time 4
geas/quest PH 234 enchantment (compulsion) [language- bard 6, Charm 6, cleric 6, close (25 ft. + 5 ft./2 levels) target
dependent, mind-affecting] Domination 6, Fate 6,
Inquisition 6, Nobility 6,
sorcerer/wizard 6, Tyranny 6
heroism PH 240 enchantment (compulsion) [mind- Arborea 3, bard 2, Courage touch target
affecting] 4, Pride 3, sorcerer/wizard 3
heroism, greater PH 240 enchantment (compulsion) [mind- Arborea 8, bard 5, Courage touch target
affecting] 7, Pride 7, sorcerer/wizard 6
hold person PH 241 enchantment (compulsion) [mind- sorcerer/wizard 7 medium (100 ft. + 10 ft./level) target
affecting]
hold person, mass PH 241 abjuration sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
hold portal PH 241 abjuration sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
holy aura PH 241 abjuration [good] cleric 8, Elysium 8, Good 8, 20 ft. target
Mysticism 8
holy smite PH 241 evocation [good] Elysium 4, Glory 4, Good 4 medium (100 ft. + 10 ft./level) area
hypnotic pattern PH 242 illusion (pattern) [mind-affecting] bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
hypnotism PH 242 enchantment (compulsion) [mind- bard 1, Pride 1, close (25 ft. + 5 ft./2 levels) area
affecting] sorcerer/wizard 1
ice storm PH 243 evocation [cold] Cold 4, druid 4, long (400 ft. + 40 ft./level) area
sorcerer/wizard 4, Storm 5,
Water 5, Windstorm 4
identify PH 243 divination bard 1, Magic 2, Oracle 1, touch target
sorcerer/wizard 1
illusory script PH 243 illusion (phantasm) [mind-affecting] assassin 2, bard 3, touch target
sorcerer/wizard 3
illusory wall PH 243 illusion (figment) sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
imbue with spell ability PH 243 evocation cleric 4, Family 4, Magic 4 touch target
implosion PH 243 evocation Abyss 9, cleric 9, close (25 ft. + 5 ft./2 levels) target
Destruction 9, Slime 9
imprisonment PH 244 abjuration Baator 9, Cavern 9, touch target
Inquisition 9, sorcerer/wizard
9
incendiary cloud PH 244 conjuration (creation) [fire] Fire 8, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) effect
inflict critical wounds PH 244 necromancy blackguard 4, cleric 4, touch target
Destruction 4
inflict critical wounds, PH 244 necromancy cleric 8 touch target
mass
inflict light wounds PH 244 necromancy blackguard 1, cleric 1, touch target
Destruction 1
inflict light wounds, PH 244 necromancy cleric 5, Destruction 5 close (25 ft. + 5 ft./2 levels) target
mass
inflict minor wounds PH 244 necromancy cleric 0 touch target
insect plague PH 244 conjuration (summoning) cleric 5, druid 5, Spider 5 long (400 ft. + 40 ft./level) effect
invisibility PH 245 illusion (glamer) assassin 2, bard 2, Lust 2, personal or touch target
sorcerer/wizard 2, Trickery 2
keen edge PH 246 transmutation Metal 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
knock PH 246 transmutation Greed 3, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
Leomund's secret PH 247 conjuration (summoning) sorcerer/wizard 5, Wealth 5 see text target
chest
Leomund's secure PH 247 conjuration (creation) bard 4, Cavern 4, close (25 ft. + 5 ft./2 levels) effect
shelter sorcerer/wizard 4
Leomund's tiny hut PH 247 evocation [force] bard 3, sorcerer/wizard 3 20 ft. effect
Leomund's trap PH 247 illusion (glamer) sorcerer/wizard 2 touch target
levitate PH 248 transmutation sorcerer/wizard 2 personal or close (25 ft. + 5 ft./2 levels) target
magic circle against PH 249 abjuration [good] cleric 3, Elysium 3, Good 3, touch area
evil paladin 3, sorcerer/wizard 3
magic circle against PH 250 abjuration [evil] assassin 3, cleric 3, Evil 3, touch area
good Hades 3, sorcerer/wizard 3
magic circle against PH 250 abjuration [chaotic] Chaos 3, cleric 3, Limbo 3, touch area
law sorcerer/wizard 3
magic fang PH 250 transmutation Dragon 1, druid 1, ranger 1, touch target
Scalykind 1
magic fang, greater PH 250 transmutation Dragon 3, druid 3, ranger 3, close (25 ft. + 5 ft./2 levels) target
Scalykind 3
magic jar PH 250 necromancy Envy 6, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
magic missile PH 251 evocation [force] Fate 2, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
magic mouth PH 251 illusion (glamer) bard 1, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
magic stone PH 251 transmutation cleric 1, druid 1, Earth 1, touch target
Halfling 1
magic vestment PH 251 transmutation Celestia 3, cleric 3, Halfling touch target
3, Nobility 3, Strength 3, War
3
magic weapon, PH 251 transmutation Celestia 4, cleric 4, Dwarf 4, close (25 ft. + 5 ft./2 levels) target
greater paladin 3, sorcerer/wizard 3
major creation PH 252 conjuration (creation) Craft 7, Creation 5, close (25 ft. + 5 ft./2 levels) effect
sorcerer/wizard 5
major image PH 252 illusion (figment) bard 3, sorcerer/wizard 3 long (400 ft. + 40 ft./level) effect
make whole PH 252 transmutation Balance 1, cleric 2 close (25 ft. + 5 ft./2 levels) target
mark of justice PH 252 necromancy cleric 5, Fate 5, Mechanus 1, touch target
paladin 4, Retribution 5
maze PH 252 conjuration (teleportation) Portal 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
meld into stone PH 252 transmutation [earth] Cavern 3, cleric 3, druid 3 close (25 ft. + 5 ft./2 levels) target
Melf's acid arrow PH 253 conjuration (creation) [acid] Slime 2, sorcerer/wizard 2 long (400 ft. + 40 ft./level) effect
mind fog PH 253 enchantment (compulsion) [mind- bard 5, Elysium 6, Hades 6, medium (100 ft. + 10 ft./level) effect
affecting] Mentalism 5, sorcerer/wizard
5
minor creation PH 253 conjuration (creation) Craft 4, Creation 4, Gnome 0 ft. effect
4, sorcerer/wizard 4
minor image PH 253 illusion (figment) bard 2, Creation 2, Gnome long (400 ft. + 40 ft./level) effect
3, Illusion 1, sorcerer/wizard
2
modify memory PH 255 enchantment (compulsion) [mind- assassin 4, bard 4, close (25 ft. + 5 ft./2 levels) target
affecting] Mentalism 4
moment of prescience PH 255 divination Competition 8, Elysium 9, personal target
Luck 8, sorcerer/wizard 8
Mordenkainen's PH 255 abjuration Magic 9, Mechanus 9, close (25 ft. + 5 ft./2 levels) area
disjunction sorcerer/wizard 9, Spell 9
Mordenkainen's PH 255 conjuration (creation) Halfling 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
faithful hound
Mordenkainen's PH 256 transmutation wizard 6 personal target
lucubration
Mordenkainen's PH 256 conjuration (creation) Community 8, close (25 ft. + 5 ft./2 levels) effect
magnificent mansion sorcerer/wizard 7, Trade 7
Mordenkainen's PH 256 abjuration sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) area
private sanctum
Mordenkainen's sword PH 256 evocation [force] sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
mount PH 256 conjuration (summoning) sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
move earth PH 257 transmutation [earth] druid 6, Halfling 6, long (400 ft. + 40 ft./level) area
sorcerer/wizard 6
neutralize poison PH 257 conjuration (healing) Arborea 4, bard 4, cleric 4, touch target
druid 3, paladin 4, ranger 3
nightmare PH 257 illusion (phantasm) [mind-affecting, bard 5, Darkness 7, Dream unlimited target
evil] 5, sorcerer/wizard 5
obscuring mist PH 258 conjuration (creation) Air 1, assassin 1, cleric 1, 20 ft. effect
Darkness 1, druid 1,
sorcerer/wizard 1, Water 1,
Windstorm 1
open/close PH 258 transmutation bard 0, sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) target
order's wrath PH 258 evocation [lawful] Law 4, Mechanus 4 medium (100 ft. + 10 ft./level) area
Otiluke's freezing PH 258 evocation [cold] Ocean 6, sorcerer/wizard 6 long (400 ft. + 40 ft./level) target,
sphere effect, or
area
Otiluke's resilient PH 258 evocation [force] Force 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
sphere
Otiluke's telekinetic PH 259 evocation [force] Force 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
sphere
Otto's irresistible PH 259 enchantment (compulsion) [mind- bard 6, Gnome 8, Limbo 8, touch target
dance affecting] sorcerer/wizard 8
overland flight PH 259 transmutation sorcerer/wizard 5 personal target
owl's wisdom PH 259 transmutation cleric 2, druid 2, paladin 2, touch target
ranger 2, sorcerer/wizard 2
owl's wisdom, mass PH 259 transmutation cleric 6, druid 6, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 6
pass without trace PH 259 transmutation assassin 2, druid 1, ranger 1 touch target
planar ally PH 261 conjuration (calling) [see text for cleric 6, Summoner 6 close (25 ft. + 5 ft./2 levels) effect
lesser planar ally]
planar ally, greater PH 261 conjuration (calling) [see text for cleric 8, Drow 8, Summoner close (25 ft. + 5 ft./2 levels) effect
lesser planar ally] 8
planar ally, lesser PH 261 conjuration (calling) [see text] cleric 4, Lust 4, Summoner 4 close (25 ft. + 5 ft./2 levels) effect
planar binding PH 261 conjuration (calling) [see text for sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
lesser planar binding]
planar binding, greater PH 261 conjuration (calling) [see text for sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) target
lesser planar binding]
planar binding, lesser PH 261 conjuration (calling) [see text] Rune 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
power word blind PH 263 enchantment (compulsion) [mind- Creation 8, Slime 8, close (25 ft. + 5 ft./2 levels) target
affecting] sorcerer/wizard 7, War 7
power word kill PH 263 enchantment (compulsion) [death, Creation 9, Orc 9, close (25 ft. + 5 ft./2 levels) target
mind-affecting sorcerer/wizard 9, War 9
power word stun PH 263 enchantment (compulsion) [mind- Celestia 8, Dream 8, close (25 ft. + 5 ft./2 levels) target
affecting] sorcerer/wizard 8, War 8
prayer PH 264 enchantment (compulsion) [mind- cleric 3, Community 3, 40 ft. area
affecting] Competition 3, Orc 3,
paladin 3
prestidigitation PH 264 universal bard 0, sorcerer/wizard 0 10 ft. target
project image PH 265 illusion (shadow) bard 6, Illusion 7, medium (100 ft. + 10 ft./level) effect
sorcerer/wizard 7
protection from arrows PH 266 abjuration sorcerer/wizard 2 touch target
protection from chaos PH 266 abjuration [lawful] cleric 1, Law 1, Mechanus 1, touch target
paladin 1, sorcerer/wizard 1
protection from energy PH 266 abjuration cleric 3, druid 3, Luck 3, touch target
Protection 3, ranger 2,
sorcerer/wizard 3
protection from evil PH 266 abjuration [good] Elysium 1, cleric 1, Good 1, touch target
paladin 1, sorcerer/wizard 1
protection from good PH 266 abjuration [evil] cleric 1, Evil 1, Hades 1, touch target
sorcerer/wizard 1
protection from law PH 266 abjuration [chaotic] Chaos 1, cleric 1, Limbo 1, touch target
sorcerer/wizard 1
protection from spells PH 266 abjuration Balance 8, Dwarf 8, Family touch target
8, Magic 8, sorcerer/wizard 8
pyrotechnics PH 267 transmutation bard 2, sorcerer/wizard 2 long (400 ft. + 40 ft./level) target
quench PH 267 transmutation druid 3 medium (100 ft. + 10 ft./level) area or
target
rage PH 268 enchantment (compulsion) [mind- bard 2, Hatred 4, Liberation medium (100 ft. + 10 ft./level) target
affecting] 3, Madness 3,
sorcerer/wizard 3, Rage 3
rainbow pattern PH 268 illusion (pattern) [mind-affecting] bard 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
raise dead PH 268 conjuration (healing) cleric 5 touch target
remove paralysis PH 271 conjuration (healing) cleric 2, paladin 2 close (25 ft. + 5 ft./2 levels) target
repel metal or stone PH 271 abjuration [earth] druid 8, Metal 9 60 ft. area
scrying PH 274 divination (scrying) bard 3, cleric 5, druid 4, Lust see text effect
5, Oracle 4, sorcerer/wizard
4
scrying, greater PH 275 divination (scrying) bard 6, cleric 7, Dream 7, see text effect
druid 7, Oracle 7, Planning
7, sorcerer/wizard 7
sculpt sound PH 275 transmutation bard 3 close (25 ft. + 5 ft./2 levels) target
searing light PH 275 evocation cleric 3, Glory 3, Sun 3 medium (100 ft. + 10 ft./level) effect
sleet storm PH 280 conjuration (creation) [cold] Cold 3, druid 3, long (400 ft. + 40 ft./level) area
sorcerer/wizard 3, Storm 4
slow PH 280 transmutation bard 3, Sloth 4, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 3
snare PH 280 transmutation druid 3, Elf 3, ranger 2 touch target
soften earth and stone PH 280 transmutation [earth] druid 2, Earth 2 close (25 ft. + 5 ft./2 levels) area
solid fog PH 281 conjuration (creation) sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
song of discord PH 281 enchantment (compulsion) [mind- bard 5, Limbo 7, Wrath 6 medium (100 ft. + 10 ft./level) area
affecting, sonic]
soul bind PH 281 necromancy cleric 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
sound burst PH 281 evocation [sonic] bard 2, cleric 2, Ocean 2 close (25 ft. + 5 ft./2 levels) area
speak with animals PH 281 divination bard 3, druid 1, ranger 1 personal target
speak with dead PH 281 necromancy [language-dependent] cleric 3, Pact 3, Retribution 3 10 ft. target
speak with plants PH 282 divination bard 4, druid 3, ranger 2 personal target
spectral hand PH 282 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
spell immunity PH 282 abjuration cleric 4, Protection 4, touch target
Strength 4
spell immunity, PH 282 abjuration cleric 8, Pride 8 touch target
greater
spell resistance PH 282 abjuration Baator 5, cleric 5, Magic 5, touch target
Protection 5
spell turning PH 282 abjuration Arborea 7, Baator 8, Luck 7, personal target
Magic 7, Retribution 7,
sorcerer/wizard 7
spellstaff PH 282 transmutation druid 6 touch target
spike growth PH 283 transmutation druid 3, ranger 2 medium (100 ft. + 10 ft./level) area
spike stones PH 283 transmutation [earth] druid 4, Earth 4 medium (100 ft. + 10 ft./level) area
spiritual weapon PH 283 evocation [force] cleric 2, Mysticism 2, War 2 medium (100 ft. + 10 ft./level) effect
storm of vengeance PH 285 conjuration (summoning) druid 9, cleric 9, Nobility 9, long (400 ft. + 40 ft./level) effect
Retribution 9, Storm 9,
Wrath 9
suggestion PH 285 enchantment (compulsion) [language- Baator 4, bard 2, Charm 3, close (25 ft. + 5 ft./2 levels) target
dependent, mind-affecting] Domination 3, Drow 3,
sorcerer/wizard 3
suggestion, mass PH 285 enchantment (compulsion) [language- bard 5, Domination 7, medium (100 ft. + 10 ft./level) target
dependent, mind-affecting] Dragon 8, sorcerer/wizard 6
summon monster I PH 285 conjuration (summoning) [see text] bard 1, blackguard 1, cleric close (25 ft. + 5 ft./2 levels) effect
1, Portal 1, sorcerer/wizard
1, Summoner 1
summon monster II PH 286 conjuration (summoning) [see text] bard 2, blackguard 2, cleric close (25 ft. + 5 ft./2 levels) effect
2, sorcerer/wizard 2,
Summoner 2
summon monster IV PH 286 conjuration (summoning) [see text for bard 4, blackguard 4, cleric close (25 ft. + 5 ft./2 levels) effect
summon monster i] 4, sorcerer/wizard 4
summon monster IX PH 288 conjuration (summoning) [see text for Abyss 9, Arborea 9, Baator close (25 ft. + 5 ft./2 levels) effect
summon monster i] 9, Celestia 9, Chaos 9, cleric
9, Evil 9, Good 9, Law 9,
sorcerer/wizard 9
summon monster V PH 286 conjuration (summoning) [see text for Abyss 5, Arborea 5, Baator close (25 ft. + 5 ft./2 levels) effect
summon monster i] 5, Celestia 5, bard 5, cleric
5, sorcerer/wizard 5,
Summoner 5
summon monster VI PH 287 conjuration (summoning) [see text for bard 6, cleric 6, close (25 ft. + 5 ft./2 levels) effect
summon monster i] sorcerer/wizard 6, Storm 6
summon monster VII PH 287 conjuration (summoning) [see text for Abyss 7, Arborea 7, Baator close (25 ft. + 5 ft./2 levels) effect
summon monster i] 7, Celestia 7, cleric 7,
sorcerer/wizard 7,
Summoner 7
summon monster VIII PH 287 conjuration (summoning) [see text for cleric 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
summon monster i]
summon nature's ally I PH 288 conjuration (summoning) druid 1, ranger 1 close (25 ft. + 5 ft./2 levels) effect
summon nature's ally PH 288 conjuration (summoning) druid 2, ranger 2 close (25 ft. + 5 ft./2 levels) effect
II
summon nature's ally PH 288 conjuration (summoning) [see text] druid 3, ranger 3 close (25 ft. + 5 ft./2 levels) effect
III
summon nature's ally PH 288 conjuration (summoning) [see text] Animal 4, druid 4, ranger 4 close (25 ft. + 5 ft./2 levels) effect
IV
summon nature's ally PH 289 conjuration (summoning) [see text] druid 9, Gnome 9 close (25 ft. + 5 ft./2 levels) effect
IX
summon nature's ally PH 289 conjuration (summoning) [see text] druid 5 close (25 ft. + 5 ft./2 levels) effect
V
summon nature's ally PH 289 conjuration (summoning) [see text] druid 6 close (25 ft. + 5 ft./2 levels) effect
VI
sympathy PH 292 enchantment (compulsion) [mind- druid 9, Greed 9, Lust 8, close (25 ft. + 5 ft./2 levels) target
affecting] sorcerer/wizard 8
tasha's hideous PH 292 enchantment (compulsion) [mind- bard 1, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
laughter affecting]
telekinesis PH 292 transmutation sorcerer/wizard 5 long (400 ft. + 40 ft./level) target
teleport PH 292 conjuration (teleportation) Portal 5, sorcerer/wizard 5, personal and touch target
Travel 5
teleport object PH 293 conjuration (teleportation) Greed 7, sorcerer/wizard 7 touch target
teleport, greater PH 293 conjuration (teleportation) sorcerer/wizard 7, Travel 7 personal and touch effect
transmute rock to mud PH 295 transmutation [earth] druid 5, Slime 6, medium (100 ft. + 10 ft./level) area
sorcerer/wizard 5
transport via plants PH 295 transmutation druid 6 unlimited target
trap the soul PH 295 conjuration (summoning) Gluttony 9, Lust 9, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 8
tree shape PH 296 transmutation druid 2, ranger 3 personal target
tree stride PH 296 conjuration (teleportation) Celerity 5, druid 5, Elf 4, personal target
ranger 4
true resurrection PH 296 conjuration (healing) cleric 9 touch target
true seeing PH 296 divination cleric 5, Dragon 5, druid 7, touch target
Inquisition 5, Knowledge 5,
sorcerer/wizard 6, Trade 6
wall of fire PH 298 evocation [fire] druid 5, Fire 4, medium (100 ft. + 10 ft./level) effect
sorcerer/wizard 4
wall of force PH 298 evocation [force] Force 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
wall of ice PH 299 evocation [cold] Cold 5, Ocean 5, medium (100 ft. + 10 ft./level) effect
sorcerer/wizard 4
wall of iron PH 299 conjuration (creation) Metal 5, sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
wall of stone PH 299 conjuration (creation) [earth] cleric 5, Craft 5, druid 6, medium (100 ft. + 10 ft./level) effect
Earth 5, sorcerer/wizard 5
wall of thorns PH 300 conjuration (creation) druid 5, Plant 5 medium (100 ft. + 10 ft./level) effect
warp wood PH 300 transmutation druid 2 close (25 ft. + 5 ft./2 levels) target
water breathing PH 300 transmutation cleric 3, druid 3, Ocean 3, touch target
sorcerer/wizard 3, Water 3
astral hospice SpC 17 conjuration (teleportation) cleric 4 close (25 ft. + 5 ft./2 levels) effect
attune form SpC 17 transmutation cleric 3, druid 3, touch target
sorcerer/wizard 4
augment familiar SpC 17 transmutation sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
aura against flame SpC 18 abjuration cleric 2, druid 1 personal target
aura of evasion SpC 18 abjuration cleric 5, sorcerer/wizard 6 10 ft. area
aura of vitality SpC 18 transmutation druid 7 close (25 ft. + 5 ft./2 levels) target
avascular mass SpC 19 necromancy [death, evil] Deathbound 8, close (25 ft. + 5 ft./2 levels) effect
sorcerer/wizard 8
avasculate SpC 19 necromancy [death, evil] Deathbound 7, close (25 ft. + 5 ft./2 levels) effect
sorcerer/wizard 7
avoid planar effects SpC 19 abjuration cleric 2, druid 2, 20 ft. target
sorcerer/wizard 3
awaken construct SpC 21 transmutation cleric 9, sorcerer/wizard 9 touch target
awaken sin SpC 21 enchantment (compulsion) [fear, cleric 3, paladin 2 touch target
good, mind-affecting]
awaken undead SpC 21 necromancy [evil] Deathbound 6, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 7
awaken, mass SpC 21 transmutation druid 8 medium (100 ft. + 10 ft./level) target
axiomatic storm SpC 22 conjuration (creation) [lawful, water] cleric 3, paladin 3 n/a area
ball lightning SpC 23 evocation [electricity] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
balor nimbus SpC 24 transmutation Abyss 4, cleric 2, personal target
sorcerer/wizard 2
bands of steel SpC 24 conjuration (creation) sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target
barghest's feast SpC 24 necromancy [evil] cleric 6, sorcerer/wizard 7 touch target
battering ram SpC 24 evocation [force] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
battle hymn SpC 25 enchantment (charm) [mind-affecting] bard 2, sorcerer/wizard 4 30 ft. target
binding winds SpC 27 evocation [air] druid 2, Windstorm 2 medium (100 ft. + 10 ft./level) target
bite of the king SpC 28 necromancy Gluttony 8, Hunger 8 touch target
bite of the werebear SpC 28 transmutation druid 6, sorcerer/wizard 7 personal target
bite of the wereboar SpC 28 transmutation druid 4, sorcerer/wizard 5 personal target
bite of the wererat SpC 28 transmutation druid 2, sorcerer/wizard 3 personal target
bite of the weretiger SpC 28 transmutation druid 5, sorcerer/wizard 6 personal target
bite of the werewolf SpC 29 transmutation druid 3, sorcerer/wizard 4 personal target
black blade of disaster SpC 29 conjuration (creation) sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
blackfire SpC 29 necromancy [evil] sorcerer/wizard 8 medium (100 ft. + 10 ft./level) effect
blacklight SpC 30 evocation [darkness] Darkness 3, sorcerer/wizard close (25 ft. + 5 ft./2 levels) area
3
blade of pain and fear SpC 30 evocation assassin 2, blackguard 2, 0 ft. effect
cleric 3, Deathbound 2,
sorcerer/wizard 3
blade storm SpC 30 transmutation ranger 3 personal target
blade thirst SpC 31 transmutation ranger 3 touch target
blades of fire SpC 31 conjuration (creation) [fire] ranger 1, sorcerer/wizard 1 touch target
bombardment SpC 37 conjuration (creation) druid 8 long (400 ft. + 40 ft./level) area
bonefiddle SpC 37 necromancy bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
bottle of smoke SpC 37 conjuration (creation) druid 3, ranger 3 touch effect
brain spider SpC 38 divination [mind-affecting] cleric 7, Mind 7 long (400 ft. + 40 ft./level) target
brambles SpC 38 transmutation cleric 2, druid 2 touch target
branch to branch SpC 38 transmutation druid 1, ranger 1 personal target
breath flare SpC 38 transmutation [light] sorcerer/wizard 1 personal target
breath of the jungle SpC 39 transmutation druid 1 medium (100 ft. + 10 ft./level) effect
breath weapon SpC 39 transmutation [see text] sorcerer/wizard 9 personal target
admixture
breath weapon SpC 39 transmutation [see text] sorcerer/wizard 5 personal target
substitution
briar web SpC 39 transmutation druid 2, ranger 2 medium (100 ft. + 10 ft./level) area
brilliant aura SpC 39 transmutation cleric 8, druid 8, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 7
brilliant blade SpC 40 transmutation cleric 7, druid 7, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 6
bristle SpC 40 transmutation sorcerer/wizard 2 touch target
buoyant lifting SpC 40 evocation druid 1 close (25 ft. + 5 ft./2 levels) target
burning blood SpC 40 necromancy sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
burning sword SpC 41 evocation [fire] sorcerer/wizard 2 touch target
burrow SpC 41 transmutation druid 2, ranger 2 touch target
burrow, mass SpC 41 transmutation druid 4, ranger 3 touch target
buzzing bee SpC 41 conjuration (creation) sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
cacophonic burst SpC 41 evocation [sonic] bard 5, sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
cacophonic shield SpC 41 evocation [sonic] bard 4, sorcerer/wizard 5 10 ft. area
call kolyarut SpC 42 conjuration (calling) [lawful] cleric 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
dark way SpC 58 illusion (shadow) bard 2, cleric 2, close (25 ft. + 5 ft./2 levels) effect
sorcerer/wizard 2
darkbolt SpC 58 evocation [darkness] Darkness 5 medium (100 ft. + 10 ft./level) effect
darkfire SpC 59 evocation [fire] cleric 3 0 ft. effect
darkvision, mass SpC 59 transmutation sorcerer/wizard 4 10 ft. target
dawn SpC 59 abjuration druid 0, ranger 1 15 ft. target
dead end SpC 59 illusion (shadow) assassin 1, bard 1, touch target
sorcerer/wizard 1
deadfall SpC 59 conjuration (creation) druid 8 long (400 ft. + 40 ft./level) effect
deafening clang SpC 59 transmutation [sonic] paladin 1 touch target
death armor SpC 60 necromancy sorcerer/wizard 2 personal target
death dragon SpC 60 necromancy [evil, fear, mind- cleric 7 personal effect
affecting]
death pact SpC 60 necromancy cleric 8, Pact 8 touch target
death throes SpC 60 necromancy [force] cleric 5, sorcerer/wizard 5 personal target
death ward, mass SpC 61 necromancy cleric 8, druid 9 close (25 ft. + 5 ft./2 levels) target
decomposition SpC 61 necromancy druid 2 50 ft. area
decoy image SpC 61 illusion (figment) ranger 3 long (400 ft. + 40 ft./level) effect
deep breath SpC 61 conjuration (creation) [air] druid 1, ranger 1, personal target
sorcerer/wizard 1
deeper darkvision SpC 62 transmutation ranger 4, sorcerer/wizard 3 touch target
defenestrating sphere SpC 62 evocation [air] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
demon dirge SpC 63 transmutation cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
demonhide SpC 63 abjuration [evil] blackguard 2 touch target
desiccating bubble SpC 63 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
detect favored enemy SpC 64 divination ranger 1 60 ft. area
devil blight SpC 64 transmutation cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
diamondsteel SpC 64 transmutation paladin 3, sorcerer/wizard 3 touch target
discolor pool SpC 66 illusion (glamer) bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
disguise undead SpC 66 illusion (glamer) sorcerer/wizard 2 touch target
dispel ward SpC 67 abjuration cleric 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
dispelling breath SpC 67 abjuration sorcerer/wizard 5 personal target
dispelling screen SpC 67 abjuration sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
dispelling screen, SpC 67 abjuration Drow 6, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
greater
displacer form SpC 67 transmutation sorcerer/wizard 4 personal target
disquietude SpC 68 enchantment (compulsion) [mind- close (25 ft. + 5 ft./2 levels) target
affecting, sonic]
disrupt undead, SpC 68 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
greater
dissonant chant SpC 69 abjuration [sonic] bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
dissonant chord SpC 69 evocation [sonic] bard 3 10 ft. area
distort speech SpC 69 transmutation [sonic] bard 1 close (25 ft. + 5 ft./2 levels) target
distract SpC 69 enchantment (compulsion) [mind- bard 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
affecting]
distract assailant SpC 69 enchantment (compulsion) [mind- assassin 1, sorcerer/wizard close (25 ft. + 5 ft./2 levels) target
affecting] 1
distracting ray SpC 69 abjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
divine agility SpC 69 transmutation cleric 5 touch target
dragon ally SpC 72 conjuration (calling) Dragon 7, sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) effect
dragon ally, greater SpC 72 conjuration (calling) sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
dragon ally, lesser SpC 72 conjuration (calling) sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
dragon breath SpC 73 evocation [good or evil] cleric 5, sorcerer/wizard 4 personal target
dragonsight SpC 73 transmutation bard 5, sorcerer/wizard 5 personal target
dragonskin SpC 73 transmutation sorcerer/wizard 3 personal target
dream casting SpC 73 illusion (phantasm) [mind-affecting]; sorcerer/wizard 6 unlimited target
see text
dream sight SpC 74 divination Dream 6 see text target
drown SpC 74 conjuration (creation) [water] druid 6 close (25 ft. + 5 ft./2 levels) target
drown, mass SpC 74 conjuration (creation) [water] druid 9 close (25 ft. + 5 ft./2 levels) target
duelward SpC 74 abjuration sorcerer/wizard 5 personal target
earth lock SpC 75 abjuration [earth] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
earth reaver SpC 75 transmutation [fire] cleric 5, sorcerer/wizard 5 medium (100 ft. + 10 ft./level) area
earthbind SpC 76 transmutation druid 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
earthen grace SpC 76 abjuration [earth] druid 2, sorcerer/wizard 3 touch target
earthen grasp SpC 76 transmutation [earth] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
earthfast SpC 76 transmutation druid 2 close (25 ft. + 5 ft./2 levels) area
easy climb SpC 76 transmutation ranger 2 medium (100 ft. + 10 ft./level) area
easy trail SpC 76 abjuration druid 2, ranger 1 40 ft. area
ebon eyes SpC 77 transmutation assassin 1, cleric 1, touch target
sorcerer/wizard 1
echo skull SpC 77 divination druid 5 touch target
ectoplasmic armor SpC 77 abjuration sorcerer/wizard 1 touch target
ectoplasmic feedback SpC 78 abjuration sorcerer/wizard 2 personal target
effulgent epuration SpC 78 abjuration sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) effect
electric jolt SpC 78 evocation [electricity] sorcerer/wizard 0 close (25 ft. + 5 ft./2 levels) effect
electric loop SpC 78 evocation [electricity] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
fly, mass SpC 96 transmutation sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
fly, swift SpC 96 transmutation bard 2, druid 3, personal target
sorcerer/wizard 2
focusing chant SpC 96 enchantment (compulsion) [mind- bard 1 personal target
affecting]
foebane SpC 96 evocation ranger 4 touch target
force chest SpC 97 evocation [force] sorcerer/wizard 4 0 ft. effect
force claw SpC 97 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
force ladder SpC 97 evocation [force] sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
force missiles SpC 98 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
forceward SpC 98 abjuration [force] sorcerer/wizard 4 15 ft. effect
forcewave SpC 98 evocation [force] sorcerer/wizard 4 10 ft. effect
forestfold SpC 98 transmutation druid 3, ranger 3 personal target
fortify familiar SpC 98 universal sorcerer/wizard 3 touch target
fortunate fate SpC 99 conjuration (healing) cleric 7 touch target
foundation of stone SpC 99 transmutation [earth] cleric 1, druid 1 close (25 ft. + 5 ft./2 levels) target
freeze SpC 99 conjuration (creation) [cold] druid 6 medium (100 ft. + 10 ft./level) effect
freezing fog SpC 99 conjuration (creation) [cold] sorcerer/wizard 6 medium (100 ft. + 10 ft./level) effect
frost breath SpC 100 evocation [cold] cleric 2, druid 2, 30 ft. area
sorcerer/wizard 2
fugue SpC 100 evocation [sonic] bard 4 medium (100 ft. + 10 ft./level) area
fuse arms SpC 100 transmutation cleric 2, sorcerer/wizard 2 touch target
g'elsewhere chant SpC 100 conjuration [sonic, teleportation] bard 3 touch target
gembomb SpC 101 evocation [force] Gnome 2, Trade 2 touch target
gemjump SpC 101 conjuration [teleportation] sorcerer/wizard 6 unlimited; see text target
general of undeath SpC 102 necromancy [evil] cleric 8 personal target
ghost touch armor SpC 102 transmutation cleric 2, sorcerer/wizard 2 touch target
ghost touch weapon SpC 102 transmutation cleric 3 close (25 ft. + 5 ft./2 levels) target
ghoul gesture SpC 104 necromancy Hunger 3 medium (100 ft. + 10 ft./level) effect
ghoul glyph SpC 105 necromancy Hunger 2, sorcerer/wizard 2 touch target
guiding light SpC 108 evocation [light] bard 1, cleric 1, long (400 ft. + 40 ft./level) target
sorcerer/wizard 1
gutsnake SpC 108 transmutation sorcerer/wizard 5 personal target
hail of stone SpC 108 conjuration (creation) [earth] sorcerer/wizard 1 medium (100 ft. + 10 ft./level) area
hailstones SpC 109 evocation [cold] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
hamatula barbs SpC 109 transmutation cleric 3, sorcerer/wizard 3 touch target
hand of divinity SpC 109 evocation [see text] blackguard 2, cleric 2, touch target
paladin 2
hand of the faithful SpC 109 abjuration [see text] cleric 4, paladin 3 10 ft. area
hardening SpC 109 transmutation sorcerer/wizard 6 touch target
harmonic chorus SpC 110 enchantment (compulsion) [mind- bard 2 close (25 ft. + 5 ft./2 levels) target
affecting]
haste, swift SpC 110 transmutation ranger 2 personal target
haunting tune SpC 110 enchantment (compulsion) [fear, bard 3 medium (100 ft. + 10 ft./level) target
mind-affecting, sonic]
hawkeye SpC 110 transmutation druid 1, ranger 1 personal target
heal animal SpC 110 conjuration (healing) druid 5, ranger 3 touch target
companion
healing lorecall SpC 110 divination cleric 2, druid 2, ranger 1 personal target
herald's call SpC 113 enchantment (compulsion) [mind- bard 1 20 ft. area
affecting, sonic]
heroics SpC 113 transmutation sorcerer/wizard 2 touch target
hidden lodge SpC 113 conjuration (creation) bard 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
hide from dragons SpC 114 abjuration assassin 4, bard 5, touch target
sorcerer/wizard 7
hide the path SpC 114 abjuration cleric 6, druid 6 anywhere in the area to be warded area
hindsight SpC 114 divination bard 6, sorcerer/wizard 9 60 ft. area
hiss of sleep SpC 114 enchantment (compulsion) [mind- sorcerer/wizard 7 close (25 ft. + 5 ft./2 levels) target
affecting]
holy mount SpC 115 transmutation paladin 2 touch target
holy spurs SpC 115 transmutation paladin 1 close (25 ft. + 5 ft./2 levels) target
holy star SpC 115 abjuration cleric 7 0 ft. effect
holy storm SpC 115 conjuration (creation) [good, water] cleric 3, paladin 3 20 ft. area
infernal wound SpC 122 transmutation [evil] cleric 2, sorcerer/wizard 2 touch target
inferno SpC 123 transmutation [fire] druid 5 close (25 ft. + 5 ft./2 levels) target
infestation of maggots SpC 123 necromancy druid 3 touch target
inhibit SpC 123 enchantment (compulsion) [mind- bard 1, cleric 1, medium (100 ft. + 10 ft./level) target
affecting] sorcerer/wizard 1
inky cloud SpC 123 conjuration (creation) cleric 2, sorcerer/wizard 2 30 ft. area
insidious rhythm SpC 124 enchantment (compulsion) [mind- bard 1 medium (100 ft. + 10 ft./level) target
affecting]
insightful feint SpC 124 divination assassin 1, sorcerer/wizard personal target
1
inspirational boost SpC 124 enchantment (compulsion) [mind- bard 1 personal target
affecting, sonic]
interplanar telepathic SpC 125 divination sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
bond
invisibility, superior SpC 125 illusion (glamer) sorcerer/wizard 8 personal target
invisibility, swift SpC 125 illusion (glamer) assassin 2, bard 1 personal target
iron bones SpC 125 transmutation cleric 4, sorcerer/wizard 4 touch target
iron silence SpC 125 transmutation assassin 2, bard 2, cleric 2 touch target
know opponent SpC 129 divination bard 3, cleric 3 close (25 ft. + 5 ft./2 levels) target
know vulnerabilities SpC 129 divination bard 2, cleric 3, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 4
land womb SpC 130 abjuration druid 4, ranger 4 touch target
languor SpC 130 transmutation druid 4 close (25 ft. + 5 ft./2 levels) effect
last breath SpC 130 transmutation druid 4 touch target
launch bolt SpC 130 transmutation sorcerer/wizard 0 touch target
launch item SpC 130 transmutation sorcerer/wizard 0 touch target
lawful sword SpC 131 evocation paladin 4 touch target
lay of the land SpC 131 divination bard 4, druid 4, ranger 1 personal target
life bolt SpC 131 necromancy sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
light of Venya SpC 132 evocation [good, light] cleric 3, sorcerer/wizard 3 medium (100 ft. + 10 ft./level) target/effect
mage armor, mass SpC 136 conjuration (creation) [force] sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
mage hand, greater SpC 136 transmutation sorcerer/wizard 1 medium (100 ft. + 10 ft./level) target
magic fang, superior SpC 136 transmutation druid 4, ranger 4 personal target
magic miasma SpC 137 abjuration sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
make manifest SpC 137 transmutation cleric 4, sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
malevolent miasma SpC 137 conjuration (creation) sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) area
mantle of chaos SpC 137 abjuration [chaos] cleric 3, Limbo 3 personal target
mantle of evil SpC 137 abjuration [evil] blackguard 3, cleric 3, personal target
Hades 3
mantle of good SpC 137 abjuration [good] cleric 3, Elysium 3, paladin 3 personal target
mantle of law SpC 138 abjuration [law] cleric 3, Mechanus 3, personal target
paladin 3
mantle of the icy soul SpC 138 transmutation [cold] cleric 6, druid 5 touch target
manyjaws SpC 138 evocation [force] sorcerer/wizard 3 medium (100 ft. + 10 ft./level) effect
mark of the hunter SpC 138 divination ranger 3 medium (100 ft. + 10 ft./level) target
mark of the outcast SpC 138 necromancy blackguard 1, cleric 2, druid close (25 ft. + 5 ft./2 levels) target
2
marked object SpC 139 divination assassin 2, ranger 1, personal target
sorcerer/wizard 2
master air SpC 139 transmutation druid 2 personal target
master earth SpC 139 transmutation druid 7 personal target
master's touch SpC 139 divination bard 1, sorcerer/wizard 1 personal target
maw of chaos SpC 140 abjuration [chaotic] sorcerer/wizard 9 medium (100 ft. + 10 ft./level) area
maw of stone SpC 140 transmutation Cavern 7 close (25 ft. + 5 ft./2 levels) effect
mechanus mind SpC 140 enchantment (compulsion) [lawful, Mechanus 2, sorcerer/wizard touch target
mind-affecting] 2
memory rot SpC 140 evocation druid 5 close (25 ft. + 5 ft./2 levels) target
mesmerizing glare SpC 140 enchantment (compulsion) [mind- bard 2, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
affecting]
metal melt SpC 140 transmutation [fire] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
miasma SpC 141 evocation druid 6 close (25 ft. + 5 ft./2 levels) target
miasma of entropy SpC 141 necromancy druid 4, sorcerer/wizard 5 30 ft. area or
target
mind poison SpC 141 necromancy sorcerer/wizard 3 touch target
mindless rage SpC 142 enchantment (compulsion) [mind- bard 2, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) target
affecting]
minor disguise SpC 142 transmutation bard 0 personal target
miser's envy SpC 142 enchantment (compulsion) [mind- bard 2, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
affecting]
moment of clarity SpC 142 abjuration paladin 1 touch target
nerveskitter SpC 146 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
net of shadows SpC 147 illusion (shadow) [darkness] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
nightmare lullaby SpC 147 enchantment (compulsion) [mind- bard 2 medium (100 ft. + 10 ft./level) target
affecting, sonic]
night's caress SpC 147 necromancy [evil] sorcerer/wizard 5 touch target
nightshield SpC 148 abjuration cleric 1, sorcerer/wizard 1 personal target
nightstalker's SpC 148 transmutation sorcerer/wizard 5 personal target
transformation
nimbus of light SpC 148 evocation [light] cleric 1, Purification 1 personal target
nixie's grace SpC 148 transmutation [water] bard 6 personal target
obedient avalanche SpC 148 conjuration (creation) [cold] Cold 9, sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
omen of peril SpC 149 divination cleric 1, druid 1, Liberation 1, personal target
ranger 1
one mind SpC 149 divination paladin 2 personal target
one mind, greater SpC 149 divination paladin 3 personal target
one mind, lesser SpC 149 divination paladin 1 personal target
one with the land SpC 149 transmutation druid 2, ranger 2 personal target
ooze puppet SpC 150 transmutation sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
opalescent glare SpC 150 necromancy [death, good] Arborea 4, cleric 6, personal target
sorcerer/wizard 6
orb of acid SpC 150 conjuration (creation) [acid] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
otyugh swarm SpC 151 conjuration (creation) Pestilence 9 medium (100 ft. + 10 ft./level) effect
owl's insight SpC 152 transmutation druid 5 touch target
panacea SpC 152 conjuration (healing) cleric 4, druid 5 touch target
pavilion of grandeur SpC 153 conjuration (creation) Creation 9 close (25 ft. + 5 ft./2 levels) effect
perinarch SpC 153 transmutation druid 4, Limbo 4, close (25 ft. + 5 ft./2 levels) n/a
sorcerer/wizard 4
perinarch, planar SpC 154 transmutation druid 9, Limbo 9, close (25 ft. + 5 ft./2 levels) n/a
sorcerer/wizard 9
persistent blade SpC 154 evocation [force] sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
phantasmal assailants SpC 154 illusion (phantasm) [fear, mind- sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
affecting]
phantasmal decoy SpC 155 illusion (phantasm) [mind-affecting] ranger 3 medium (100 ft. + 10 ft./level) target
phantasmal SpC 155 illusion (phantasm) [mind-affecting] druid 6 medium (100 ft. + 10 ft./level) target
disorientation
phantasmal thief SpC 155 conjuration (creation) Greed 8, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
phantom bear SpC 155 conjuration (summoning) druid 9 medium (100 ft. + 10 ft./level) effect
phantom foe SpC 156 illusion (phantasm) [mind-affecting] assassin 2, sorcerer/wizard touch target
2
phantom stag SpC 157 conjuration (creation) druid 5 0 ft. effect
phantom threat SpC 157 illusion (phantasm) [mind-affecting] bard 1 close (25 ft. + 5 ft./2 levels) target
phantom wolf SpC 157 conjuration (summoning) druid 8 medium (100 ft. + 10 ft./level) effect
plague of rats SpC 157 conjuration (summoning) Pestilence 5 medium (100 ft. + 10 ft./level) effect
plague of undead SpC 158 necromancy [evil] cleric 9, sorcerer/wizard 9 close (25 ft. + 5 ft./2 levels) target
planar bubble SpC 158 abjuration cleric 7, sorcerer/wizard 7 touch area
plane shift, greater SpC 159 conjuration (teleportation) cleric 7, sorcerer/wizard 8 touch target
plant body SpC 159 transmutation druid 5 personal target
poison thorns SpC 159 transmutation druid 5 personal target
poison vines SpC 160 conjuration (creation) druid 4
portal alarm SpC 160 abjuration bard 2, sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) target
portal alarm, improved SpC 160 abjuration bard 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
portal beacon SpC 161 transmutation cleric 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
positive energy aura SpC 161 conjuration (healing) cleric 4 personal area
replicate casting SpC 173 transmutation [see text] sorcerer/wizard 9 see text effect
resist energy, mass SpC 174 abjuration cleric 3, druid 3, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 4
resist planar SpC 174 abjuration cleric 1, druid 1, Hades 2, touch target
alignment Limbo 2, paladin 1, ranger 1,
sorcerer/wizard 1
resistance, greater SpC 174 abjuration bard 4, cleric 4, druid 4, touch target
sorcerer/wizard 4
resistance, superior SpC 174 abjuration bard 6, cleric 6, druid 6, touch target
sorcerer/wizard 6
resonating bolt SpC 174 evocation [sonic] bard 4, sorcerer/wizard 3 60 ft. area
restoration, mass SpC 174 conjuration (healing) cleric 7 close (25 ft. + 5 ft./2 levels) target
resurgence SpC 174 abjuration blackguard 1, cleric 1, touch target
paladin 1
resurgence, mass SpC 175 abjuration blackguard 3, cleric 3, close (25 ft. + 5 ft./2 levels) target
paladin 3
reveille SpC 175 necromancy [language-dependent] bard 2 touch target
revenance SpC 175 conjuration (healing) bard 6, blackguard 4, cleric touch target
4, paladin 4
reverse arrows SpC 175 abjuration sorcerer/wizard 3 personal target
revive outsider SpC 175 conjuration (healing) cleric 6 touch target
revive undead SpC 175 necromancy [evil] Deathbound 5, touch target
sorcerer/wizard 6
righteous aura SpC 176 abjuration [good, light] paladin 4 personal target
righteous fury SpC 177 transmutation paladin 3 personal target
righteous wrath of the SpC 177 enchantment (compulsion) [mind- cleric 5, Purification 7 30 ft. target
faithful affecting]
ring of blades SpC 177 conjuration (creation) cleric 3 personal target
ruby ray of reversal SpC 177 abjuration sorcerer/wizard 6 medium (100 ft. + 10 ft./level) target
ruin delver's fortune SpC 178 transmutation bard 4, sorcerer/wizard 4 personal target
rushing waters SpC 178 conjuration (creation) [water] druid 4 medium (100 ft. + 10 ft./level) area
rust ray SpC 178 transmutation sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
sacred haven SpC 178 abjuration [good] paladin 4 30 ft. target
safe clearing SpC 179 abjuration ranger 3 30 ft. area
safety SpC 179 abjuration cleric 3 touch target
saltray SpC 179 evocation druid 2 close (25 ft. + 5 ft./2 levels) effect
sanctuary, mass SpC 179 abjuration Balance 5, cleric 5 close (25 ft. + 5 ft./2 levels) target
sandblast SpC 180 evocation druid 1 10 ft. area
sarcophagus of stone SpC 180 conjuration (creation) n/a n/a n/a
scale weakening SpC 180 transmutation sorcerer/wizard 2 close (25 ft. + 5 ft./2 levels) effect
scatterspray SpC 180 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
scent SpC 180 transmutation druid 2, ranger 1 touch target
scintillating scales SpC 181 abjuration sorcerer/wizard 2 personal target
scintillating sphere SpC 181 evocation [electricity] sorcerer/wizard 3 long (400 ft. + 40 ft./level) area
scorch SpC 181 evocation [fire] sorcerer/wizard 2 30 ft. area
scourge SpC 181 necromancy Pestilence 7 long (400 ft. + 40 ft./level) target
scramble portal SpC 181 transmutation [chaotic] sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) target
seal portal SpC 181 abjuration sorcerer/wizard 6 close (25 ft. + 5 ft./2 levels) target
second wind SpC 182 transmutation paladin 1 touch target
seek eternal rest SpC 182 conjuration (healing) paladin 3 personal target
sense heretic SpC 182 divination paladin 1 touch target
sensory deprivation SpC 182 illusion (phantasm) [mind-affecting] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
serene visage SpC 182 illusion (glamer) bard 1, sorcerer/wizard 1 personal target
servant horde SpC 182 conjuration (creation) sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
shadow binding SpC 182 illusion (shadow) sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) area
shadow cache SpC 183 illusion (shadow) bard 3, sorcerer/wizard 3 touch area
shadow form SpC 183 illusion (shadow) assassin 4, sorcerer/wizard personal target
5
shield of warding SpC 188 abjuration [good] cleric 3, paladin 2 touch target
shieldbearer SpC 188 transmutation sorcerer/wizard 1 touch target
shifting paths SpC 188 illusion (glamer) druid 7, sorcerer/wizard 8 medium (100 ft. + 10 ft./level) area
shock and awe SpC 189 enchantment [mind-affecting] assassin 1, bard 1, close (25 ft. + 5 ft./2 levels) target
sorcerer/wizard 1
shroud of flame SpC 189 evocation [fire] sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
shroud of undeath SpC 189 necromancy cleric 2, sorcerer/wizard 2 personal target
sign SpC 189 enchantment (compulsion) [mind- cleric 1 personal target
affecting]
sign of sealing SpC 189 abjuration sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
sign of sealing, SpC 190 abjuration sorcerer/wizard 6 n/a target
greater
silent portal SpC 190 illusion (glamer) assassin 1, sorcerer/wizard close (25 ft. + 5 ft./2 levels) target
0
silverbeard SpC 190 transmutation paladin 1 personal target
sink SpC 190 transmutation cleric 3, druid 3 close (25 ft. + 5 ft./2 levels) target
sirine's grace SpC 191 evocation bard 4, druid 5 personal target
skeletal guard SpC 191 necromancy [evil] sorcerer/wizard 8 touch target
skull watch SpC 191 necromancy cleric 3, sorcerer/wizard 3 touch target
slapping hand SpC 191 evocation [force] sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
slashing darkness SpC 191 evocation cleric 3 medium (100 ft. + 10 ft./level) effect
slide SpC 191 transmutation sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) target
spell vulnerability SpC 200 transmutation cleric 4, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
sphere of ultimate SpC 200 conjuration (creation) sorcerer/wizard 9 medium (100 ft. + 10 ft./level) effect
destruction
spider curse SpC 200 transmutation [mind-affecting] Spider 6 medium (100 ft. + 10 ft./level) target
spider plague SpC 201 conjuration (summoning) [see text] cleric 6 close (25 ft. + 5 ft./2 levels) effect
symphonic nightmare SpC 218 enchantment (compulsion) [mind- bard 6, cleric 7, touch; see text target
affecting] sorcerer/wizard 7
synostodweomer SpC 218 transmutation sorcerer/wizard 7 personal target
tactical precision SpC 218 divination [mind-affecting] bard 2 close (25 ft. + 5 ft./2 levels) target
targeting ray SpC 219 divination bard 1, sorcerer/wizard 1 medium (100 ft. + 10 ft./level) effect
telepathic aura SpC 219 divination paladin 4 100 ft. area
telepathic bond, lesser SpC 219 divination [mind-affecting] Mind 3, sorcerer/wizard 3 30 ft. target
undead lieutenant SpC 226 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
undead torch SpC 226 necromancy sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) target
undeath's eternal foe SpC 226 abjuration [good] cleric 9 close (25 ft. + 5 ft./2 levels) target
veil of undeath SpC 229 necromancy [evil] cleric 8, sorcerer/wizard 8 personal target
vigor SpC 229 conjuration (healing) cleric 3, druid 3 touch target
vigor, greater SpC 229 conjuration (healing) cleric 5, druid 5 touch target
vigor, lesser SpC 229 conjuration (healing) cleric 1, druid 1 touch target
visage of the deity SpC 230 transmutation [evil or good] cleric 6, Mysticism 6 personal target
visage of the deity, SpC 231 transmutation [evil or good] cleric 9, Competition 9, personal target
greater Mysticism 9, Purification 9
visage of the deity, SpC 231 transmutation [evil or good] blackguard 4, cleric 3, personal target
lesser Mysticism 3, paladin 4
viscid glob SpC 231 conjuration sorcerer/wizard 5 medium (100 ft. + 10 ft./level) target
vision of glory SpC 231 divination cleric 1, paladin 1 touch target
vitriolic sphere SpC 231 conjuration (creation) [acid] sorcerer/wizard 5 long (400 ft. + 40 ft./level) area
voice of the dragon SpC 232 transmutation bard 4, Dragon 4, personal target
sorcerer/wizard 4
vortex of teeth SpC 232 evocation [force] druid 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) area
vulnerability SpC 232 transmutation assassin 4, cleric 5, touch target
sorcerer/wizard 5
wail of doom SpC 233 necromancy [fear, mind-affecting, bard 5 30 ft. area
sonic]
wall of chaos SpC 233 abjuration [chaotic] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
wall of dispel magic SpC 233 abjuration cleric 5, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) effect
wall of evil SpC 233 abjuration [evil] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
wall of gears SpC 233 conjuration (creation) Mechanus 6, sorcerer/wizard medium (100 ft. + 10 ft./level) effect
6
wall of gloom SpC 233 illusion (shadow) [darkness, fear, sorcerer/wizard 2 medium (100 ft. + 10 ft./level) effect
mind-affecting]
wall of good SpC 233 abjuration [good] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
wall of greater dispel SpC 234 abjuration cleric 8, sorcerer/wizard 8 close (25 ft. + 5 ft./2 levels) effect
magic
wall of law SpC 234 abjuration [lawful] cleric 4, sorcerer/wizard 4 close (25 ft. + 5 ft./2 levels) effect
wall of light SpC 234 evocation [light] cleric 3, sorcerer/wizard 3 close (25 ft. + 5 ft./2 levels) effect
wall of limbs SpC 234 evocation sorcerer/wizard 5 medium (100 ft. + 10 ft./level) effect
wall of sand SpC 235 conjuration (creation) [earth] cleric 4, druid 5, medium (100 ft. + 10 ft./level) effect
sorcerer/wizard 4
wall of smoke SpC 235 conjuration (creation) druid 1, sorcerer/wizard 1 close (25 ft. + 5 ft./2 levels) effect
wall of water SpC 235 conjuration (creation) [water] druid 4, sorcerer/wizard 4 medium (100 ft. + 10 ft./level) effect
weapon of energy SpC 236 transmutation [see text] cleric 3, sorcerer/wizard 3 touch target
weapon of impact SpC 237 transmutation bard 3, cleric 3, touch target
sorcerer/wizard 3
weapon of the deity SpC 237 transmutation blackguard 3, cleric 3, touch target
paladin 3
weapon shift SpC 237 transmutation bard 2, sorcerer/wizard 1 touch target
weather eye SpC 238 divination druid 3 1 mile + 1 mile/level area
weighed in the SpC 238 necromancy Balance 9 30 ft. area
balance
whirling blade SpC 238 transmutation bard 2, sorcerer/wizard 2 60 ft. effect
whirlwind, greater SpC 239 evocation [air] druid 9, Windstorm 9 medium (100 ft. + 10 ft./level) effect
wild runner SpC 239 transmutation druid 4, ranger 4 personal target
wind at back SpC 239 evocation druid 4 medium (100 ft. + 10 ft./level) target
wind tunnel SpC 239 evocation druid 5 close (25 ft. + 5 ft./2 levels) target
wingbind SpC 240 evocation [force] sorcerer/wizard 4 medium (100 ft. + 10 ft./level) target
winged mount SpC 240 transmutation blackguard 4, paladin 4 touch target
wings of air SpC 240 transmutation druid 2, sorcerer/wizard 2 touch target
wings of air, greater SpC 240 transmutation druid 4, sorcerer/wizard 4 touch target
wings of the sea SpC 240 transmutation cleric 1, druid 1, ranger 1, touch target
sorcerer/wizard 1
winter chill SpC 241 transmutation [cold] druid 1 close (25 ft. + 5 ft./2 levels) target
winter's embrace SpC 241 evocation [cold] druid 2 close (25 ft. + 5 ft./2 levels) target
wither limb SpC 241 necromancy [evil] Deathbound 4 close (25 ft. + 5 ft./2 levels) target
withering palm SpC 241 necromancy cleric 7 touch target
wood rot SpC 241 transmutation druid 4 touch target
wood wose SpC 242 conjuration (creation) druid 1 close (25 ft. + 5 ft./2 levels) effect
word of balance SpC 242 evocation [sonic] Balance 7, druid 7 30 ft. target
word of binding SpC 242 conjuration (creation) paladin 3 close (25 ft. + 5 ft./2 levels) target
wounding whispers SpC 242 abjuration [sonic] bard 3 personal target
wrack SpC 243 necromancy [evil] cleric 4, sorcerer/wizard 5 close (25 ft. + 5 ft./2 levels) target
wracking touch SpC 243 necromancy druid 2, sorcerer/wizard 2 touch target
wraithstrike SpC 243 transmutation assassin 3, sorcerer/wizard personal target
2
Swarm, Cranium Rat Greater Pack FF 169 Magical Beast, Medium (Extraplanar, Swarm of Diminutive Creatures) 11
Swarm, Cranium Rat Lesser Pack FF 167 Magical Beast, Medium (Extraplanar, Swarm of Diminutive Creatures) 2