4e Heroic Tier Feats
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Name | Prerequisite(s) | Description |
---|---|---|
(Domain) Power of Vengeance | Divine Class, and Must worship a deity of the strength domain | The power of vengeance imbues your attacks with extra power and lets you strike at the heart of your opponent's will, assisting you on your crusade by granting Divine Retribution. |
Aasimar Lineage | 1st level, non-aasimar (but have an aasimar parent) | ancestral smite 1/day, resist cold 3 + 1/2 level |
Aberrant Heritage | Living humanoid race | A long slimy tentacle protrudes from some part of your body. |
Absorb Ritual | Makari | After having mastered a ritual, the Makari can absorb it permanently. |
Absorptive Gel | Rakshia | Your internal gel absorbs shock and dissipates energy, reducing the damage to vital organs. |
Accelerating Avian | Kinnari | +1 Speed |
Acrobatic Leap | Warforged Doll | You gain a +2 feat bonus to Acrobatics. In addition, you may use your Acrobatics skill instead of Athletics when jumping. |
Adaptability | Erid (4e Race) | Erid can manipulate the energy within them to adapt to any given situation or environment. |
Additional Overlord Speciality | Overlord(4e Race) | Some Overlords are Extremely Talented. |
Airborne Retreat | Avern | Shift immediately when you are bloodied. |
Alchemist Sniper | Alchemical weaponmaster | You gain greater expertise in your usage of alchemical weapons on a new way. |
Ambush Strike | Hito-Neko, pounce racial power | Your ability to take your prey by surprise leaves them unable to properly react. |
Ancient Rakshasa | Rakshasa | You gain the memory of a thousand lifetimes power. |
Angelic Presence | Angel | Your divine presence awes your foes. |
Aquatic Adaptation | Rakshia, No other adaptation feat | Your shell is now more streamline and can move far easier in the water |
Arachne's Weave | Channel Divinity class feature, must worship Arachne. | Arachne weaves her webs to trap your foes. |
Araneidae Aspect | Dex 15; a race with the Spider keyword | You have the weaving ability of the araneida. |
Arcane Cuts | Blood Mage, Covenant of Chaos class feature | You increase the potency of your Covenant of Chaos. |
Arcane Gift | Eredar (4e Race), Draenei (4e Race), Krokul (4e Race) | You gain proficiency with an implement of your choice, a +1 feat bonus to hit with implements, and access to two wizard cantrips. |
Arcane Shield | Cha 13, Any arcane class | You can create a barrier on instinct to protect you from your foes' attacks. |
Argent Swarm | High-elf | When you use your "Argent Soul" encounter power, you may teleport 3 squares and gain combat advantage against any enemy you target with an attack until the end of your next turn. |
Armor Proficiency (Spidersilk) | Dex 16, training with hide armor | You are trained in spidersilk armor. |
At Home in the Deep | Drow | |
Attack Recharge | Through concentrated training you learn to make better use of one of your encounter attack powers. | |
Auto Restart | Psiforged | Even when defeated, you will inevitably rise again. |
Avern Soul | Avern, revenant | You gain the avern racial power. |
Avern Stunter | Avern, spirited updraft racial power | Avoid opportunity attacks while flying and land safely when falling. |
Azer Lineage | Any non-azer race | |
Barbed Claws | Barbed Devil | Your claws are weapons |
Barbed Tail | Barbed Devil | You slap prone enemies with your spiked tail. |
Bariaur Lineage | 1st level, non-bariaur (but have a bariaur parent) | One of your parents was a bariaur, and you have inherited some of their power. |
Base Modron | Modron | At some point in the past you were a base modron, and have their resistance to positive and negative energy. |
Battle Link | Blood Mage | A bloodied ally assists your attacks and you heal them in return. |
Beast Mastery | Red Goblin | Bonus to skill checks handling Beasts. |
Beauty of the Elves | Cha 15, Eladrin or Elf | You are wondrous and fair to look upon. |
Benthic Dive | Tarthian, Benthic Reversal racial power | Teleport instead of shift when using Benthic Reversal |
Beshadowed Mind | Shadar-Kai, Int or Wis 13 | You can cause damage and block a target's line of sight. |
Bird's Eye Target | Kinnari, Ranger | Designate a quarry when you draw a weapon |
Blackfire Touch | Shadar-Kai, Int or Wis 15 | You can cause fire and necrotic damage with your touch. |
Bladeling Lineage | 1st level, non-bladeling (but have a bladeling parent) | One of your parents was a bladeling, and you have inherited some of their power. |
Bladeshock Mechanism | Metalborn, armor lockup racial power | Two small blades of a custom shape fly through the air from your chest, spinning through the air and implanting themselves deep in your foes. |
Blessed Faerie | Kokiri Race, Faerie Guidance Racial Power | Even when your Faerie cannot help your allies defeat the enemy, it channels your deity to help them stay on their feet. |
Blood Awakening | Iejirisk | Few races have blood as strong as the iejirisk. In order to gain the full power of their ancestors, they have to deviate from their current profession and focus on their innate abilities. Once they have tapped into their draconic heritage, they are a force to be reckoned with. |
Blood Frenzy | You gain a bonus against Bloodied enemies. | |
Blood Hunter | Ranger, hunter's quarry class feature | You thirst for the blood of a certain type of creature. |
Bloody Hiss | Drakkoth | You fuel your poisonous breath with your rage. |
Body Shield | Skum | You grant allies a bonus to their AC. |
Bog Cloud | Lizardfolk, Trained in Arcana or Religion | You can invoke the power of the marsh to summon a Bog Cloud. |
Bone-Breaking Whip | Iejirisk, Str 15 or Dex 15, tail whip racial power | One swift crack of your tail or swipe of ur claws can shatter bones and dislocate joints. |
Bound Disguise | Kamui, thread disguise | |
Breach | Triton, trained in Athletics | As an adept swimmer, you can leap up like the other majestic animals of the sea. |
Brightscale | Triton, Adaptive Resistance | Your scales gain yet another property thanks to your ability to adapt. |
Brute Fang | Str 13, Bite racial power. | Your fangs have the power of the theraphosid. |
Bugbear Lineage | Non-bugbear | You have the natural bushwhacking ability of one of your bugbear parents. |
Bullywug Lineage | 1st level, non-bullywug (but have a bullywug parent) | One of your parents was a bullywug, and you have inherited some of their power. |
Burning Blood | Azer | Immunity to fire and additional fire damage with metal weapons while bloodied; |
Butchering Expertise | Tsuku-Master, oni-obake class feature | |
Cage of Gloom | Shadar-Kai | With a successful hit you can make a secondary attack that will Restrain your target. |
Call of the Wild | Pooka | You commune with the critters and beasties of the wilderness. |
Calm Self | Naga | Through your training in mind and matter, you master a good deal of what it means to excel in both. |
Careful Preparation | Makari, ritual master | The Makari has truly mastered rituals of his school |
Cautious Attack | Wis 13 | You trade offensive power to sure your defenses against a single opponent. |
Cave Dweller | Red Goblin | Gain Darkvision, +1 feat bonus to dungeoneering and thievery. |
Cavern Curse | Troglodyte, Trained in Arcana or Religion | This foul curse causes ongoing necrotic damage and slows your foe. |
Cawl Heritage | Fenrirborn, Wolfborn | Your melee attacks are more effective |
Centaur Lineage | Non-centaur (but have a centaur parent) | One of your parents was a centaur, and you have inherited some of their power. |
Chameleon Hunter | You must be a Reptile, trained in Nature or Stealth | Your ability makes you harder to hit. |
Chant of Renewal | Troglodyte, Trained in Arcana or Religion | You are able to heal those around you with a brief chant. |
Chant of the Riftworm | Kantus race member and a divine class | You gain the Channel Divinity: Chant of the Riftworm Encounter Power |
Chaos Blood | Fel Orc (4e Race), Thane Blood (4e Feat) | Your chaos powers are particularly potent, leading to different erratic functions as a result of your inherent chaos blood magic. |
Chaos Magic | Demon Hunter (4e Class), Sorcerer or Fel Orc (4e Race) | When you hit with an attack, you gain a +1 bonus to attack rolls until the end of your next turn. When you miss with an attack, you gain a -1 penalty to your attack rolls until the end of your next turn. |
Cheat Fate | You may only take this Feat at 1st level. | Once per day you may reroll any attack or skill check you disapprove of, but you must take the second result, even if it is lower, and your next attack or skill check made is treated as an automatic failure. |
Chilled Wyvernblood | Wyvernborn | Your cold blood freezes your enemy. |
Chitin Launcher | 15 Con, Rakshia | Small spines form on the underside of for arm, and can be launched with a quick flick of the arm. |
Chosen of the Forest | Kokiri Race, Children of the Forest racial ability | You move through the underbrush like a natural |
Claw Fighter | Gnoll, Fenrirborn,Pit Fiend, Wolfborn, Kattin, Telia Catfolk, Hito-Neko, Skum, Catkin, Rakshasa, Iejirisk, Daemonata, Incubi, Rakshia, Dryad, Ursarusian, Truankia | Your claws are weapons. |
Claws of the Beast | Demonic Ancestry | Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed attacks. |
Cleanse the Chaos | Triton | By Melora's will, you strike at those who try to encroach from the realm of primordials onto the natural world. |
Clever Opportunist | Combat Reflexes | You can switch positions with your opponent on and opportunity attack. |
Cliff Warrior | Kor | Ignore rocky difficult terrain, get up from prone as minor action in this terrain. |
Cloth Blade | Kamui | With enough practice, you can learn to shape your fibers into a sharpened blade, allowing you to make small daggers or large swords. |
Cloth Grab | Kamui, Con 13 | |
Cloth Whip | Kamui | With practice, you can learn to harden your fibers into blunt instruments, making either a though whip or a spiked mace-like ball. |
Club Fists | Ogrillon | Ogrillons have a natural urge to mash things with their fists. You have shunned weapons of wood and steel, eventually pounding your knuckles into calloused knobs of hard gristle. You can even deflect incoming blows without harm, intuitively. |
Cold Fire | Int 15, Con 13 | Bonus to attack rolls and inflict vulnerability with fire and cold powers. |
Command Spiders | Channel Divinity class feature, must worship Lolth or Arachne. | You have the ability to force spiders to obey you. |
Conch Call | Triton, Trained in Nature | You can emulate noises that all creatures of the sea can understand. |
Conflicting Origin | Eladrin | You put your effort into training your body more than your mind. |
Conjured Frenzy | Twili, Int 15 | Twili Frenzy becomes an area power. |
Conjured Weapon Focus | +1 feat bonus per tier to damage rolls with conjured weapons; use conjured weapon as implement for at-will implement attacks. | |
Contraction | Duergar, expansion racial power | |
Crackling Wildfire | Fire and lightning rain down upon your foes with the fury of a raging storm. | |
Crushing Jaws | Crocodilian, vice bite, Str 13 | Creatures grabbed by vice bite take further damage |
Cyclops Lineage | 1st level, non-cyclops (but have a cyclops parent) | One of your parents was a cyclops, and you have inherited some of their power. |
Daemonfey Blademaster | Daemonfey, Proficiency with any military or superior light blade or heavy blade. | Gain a fighting style with light blades and brutal weapons. |
Daemonfey Stealth | Dex 13, Daemonfey, Assassin | Due to your races tendency to avoid the public you are especially adept at stealth. |
Daemonic Control | Through the strength of will only an adventurer could muster you have found that you can call upon your innate magical powers more often. | |
Dance of Death | Shadar-Kai, wielding a weapon from the Flail group, Dex 15 | Moving with upmost grace you shift and attack your enemies. |
Dark Iron Dwarf | Dwarf (4e Race) | You gain Dark vision and a +2 bonus to visual perception rolls made in the dark. |
Dark Iron Hide | Dwarf (4e Race), Dark Iron Dwarf (4e Feat) | You gain a resistance to all damage equal to 2/3/5 at each paragon tier, and temporary hitpoints equal to 3 + 1/2 your level at the start of each encounter. |
Dark Iron Warrior | Dwarf (4e Race), Dark Iron Dwarf (4e Feat), Duergar Weapon Proficiency (4e Feat) | You gain access to certain features and special Dark Iron At-will, Utility, Encounter and Daily powers |
Darkscale | Triton, Adaptive Resistance | Your scales ward off the very essential energies of death. |
Dazzling Fire | Drow | |
Deceptive Illumination | Drow | |
Deep Shadow | Shadar-Kai, Int or Wis 15 | You summon an aura of shadowy darkness that conceals you and other shadow creatures, while hindering and harming your enemies. |
Deformity (Mutilation) | Vasharan (human subrace), 13 Con | Your scared body is disgusting you gain a bonus to intimidate skill and fortitude defense |
Deformity (obese) | Vasharan (human subrace), 13 Con | Through intentional gorging and general gluttony you gain regeneration 1 when you are bloodied and an extra healing surge but you lose some mobility |
Deformity Eyes | Vasharan (human subrace) | with your scary cursed eyes you get darkvision but this vision disturb the perception |
Deformity Gaunt | Vasharan (human subrace), 13 dex and
you must not have more than 13 con |
Through intentional starvation and macabre operations you gain skill bonus on accrobatic and stealth checks but you lose an healing surge. |
Deformity, Brain | Vasharan (human subrace) | after several brain trauma your mind adapt itself from your madness. you gain bonus in a trained skill at the price of a another skill |
Demonic Descendant | Vasharan (human subrace) | when you deal necrotic damage to a target, you get a bonus to attack roll and damage again that target. |
Demonic Sneak Attack | Demonic Ancestry | You instinctively know how to twist the blade to get the most out of your sneak attacks. |
Derro Lineage | 1st level, any non-derro race | |
Despana School | Ability to use one or more powers with the summoning keyword | You have learned House Despana's fighting techniques, which involve teaming up against an enemy with summoned creatures. |
Deva Touched | 1st level, non-deva (but have been touched by a deva spirit) | You've been touched by a reincarnation of a deva spirit, and inherited some of their power. |
Developed Mastery | Str 15, Dex 15, Developed Style class feature, Elemental Swordsman (4e Class). | Through hard training, you have mastered your own style. |
Devilish Lineage | 1st level, non-Devil | One of your parents had the heredity of a devil, and you have inherited some of their power. |
Diirinka's Hideous Laughter | Channel Divinity class feature, must worship Diirinka | |
Dimensional Gate | Dark Elf (4e Race) or Fel Orc (4e Race) | You may replace a utility power your level or lower with a power that allows you and your allies to teleport from certain squares. |
Dire Heritage | Fenrirborn, Lycanthropy | You come from culture that emphasizes the primal side of your Race |
Directed Roar of the Jungle King | Lioneer, roar of the jungle king class feature | Your roar becomes a directed blast rather than a general burst. |
Distracting Faerie | Kokiri Race, Rogue Class, Sneak Attack class feature, Faerie Guidance racial power. | Your Faerie companion flits in your enemies' faces, making openings rather than simply pointing them out. |
Divine Fury | Æsir, Level 11, Divine Wrath | You gain a scaling, +1/2/3 bonus to damage rolls with your Divine Wrath racial power. |
Divine Intercession | Channel Divinity class feature | You can channel divine energy to remove yourself from a dangerous situation. |
Divine Tolerance | Old Blood, Intelligence 13, ever dead flesh racial trait | You can now take healing effects with a more regular effect |
Divine Vitality | You may only take this Feat at 1st level, 16 Charisma & 16 Constitution, | You've Inherited some Divine Gift Increasing your Vitality. |
Dominating Grab | Barbed Devil | With your gaze you paralyze your victim, before impaling him on your spikes. |
Doppleganger Lineage | 1st level, non-doppelganger (but have a doppelganger parent) | One of your parents was a doppelganger, and you have inherited some of their power. |
Dracon Heritage | Fenrirborn or Wolfborn | Your blood is filled with the ancient power of dragons. |
Draconic Ancestry | Bard or Sorcerer. You can only take this feat at character creation. | The old blood of Dragons runs deep in your veins. |
Draconic Fury | Dracomancer, Draconic Predator | +1 to attacks with draconic powers against bloodied enemies. |
Dragon Heart | Dragonborn, "Dragon Breath" racial encounter power | You gain an additional use of the "Dragon Breath" racial encounter power. |
Dragon Teeth | Cadmian | Your bite is a weapon. |
Dragon Weapon Proficiency | Dragonborn | You gain proficiency with a broad range of weapons, including weapons from the Dark Sun's player's guide, the Triple-headed flail, Tratnyr, Kukri, and Falx, and gain a +2 or +1 bonus to damage with them. |
Dragon's Knowledge | Dragonborn or Iejirisk, Int 13 | Your mind holds ancient knowledge even you don't fully understand. |
Dragon's Rage | Dracomancer, Dragon Shape | Your power in your dragon form swells and you lash at others with it. |
Dragonborn Lineage | 1st level, non-dragonborn (but have a dragonborn parent) | One of your parents was a dragonborn, and you have inherited some of their power. |
Dragonborn Senses | Dragonborn | You gain Darkvision and a +1 bonus to perception rolls. |
Dragonbreath Coating | Dragon Breath racial power, Con 15 | Sacrifice your Dragon Breath encounter power to gain type-damage or type-resist. |
Dragonsbane | Dragoon, Str 13 | Your strikes on your favored prey increase in ferocity. |
Drow Illusion Mastery | Drider | Drawing on the power of Lolth, you gain a power formerly lost from your drowi heritage. |
Drow Lineage | 1st level, non-drow (but have a drow parent) | One of your parents was a drow, and you have inherited some of their power. |
Dual Flexibility | You are adept in the art of two-weapon fighting and can alternate weapons naturally. | |
Duergar Lineage | Any non-duergar race | |
Duergar Lineage (MM2) | 1st level, dwarf | One of your parents was a duergar, and you have inherited some of their abilities. |
Duergar Weapon Proficiency | Dwarven | You gain proficiency with all picks and axes, and a scaling +1/2/3 bonus to attack rolls with them. |
Duergar Weapon Training | Dwarven | When you use a pickaxe for a weapon attack, you may target the fortitude defense instead of the original defense. |
Durability | Psiforged | You are made of sturdier stuff than most psiforged. |
Dwarf Lineage | 1st level, non-dwarf (but one parent was a dwarf) | One of your parents was a dwarf, and you have inherited some of their abilities. |
Dwarven Origin | Mijor (4e Race) | Thanks to your dwarven blood, you are relatively unburdened by heavy loads and poison. |
Dwarven Resilience | Dwarf (4e Race), Dark Iron Dwarf (4e Feat) | You gain an additional use of your second wind and gain a +1 bonus to attack rolls when you use it. |
Earthen Adaptation | Rakshia, No other Adaptation feat | You carry a series of retractable claws on your hands that allow for easy digging, in addition to soft hooks that dig into soft terrain helping you keep a grip. |
Echoing Scream | Derro, scream of insanity racial power | |
Eladrin Lineage | 1st level, non-eladrin (but have a eladrin parent) | One of your parents was an eladrin and you have inherited some of their power. |
Element Expertise | Arcana Class, 15 Int or 15 Cha | You trained hard to bring your mind, your soul and the forces of one element in harmony. |
Elemental Assistance | Elemental Calling, Elemental Swordsman (4e Class), Wis 13. | The spirits of the elements guide you when attempting skills. |
Elemental Bond | Power of the Elements class feature, Elemental Swordsman (4e Class) | |
Elf Lineage | 1st level, non-elf (but have a elven parent) | One of your parents was an elf, and you have inherited some of their power. |
Elfhunter | Drow | Because of your cultural hatred for elves, you have specific training in how best to fight them. |
Elite Battle Training | Yautja | The first time you are hit with an attack during an encounter you gain resist 5 to all damage until the end of your next turn. |
Elite Hunter's Training | Yautja | The bonus for your trophy hunter racial trait increases to +2 at 11th level and +3 at 21st level. |
Elite Tracker's Training | Yautja | You gain a +5 bonus to tracking checks, and a +1 bonus to insight and perception. |
Elven Accuracy | Elf, Eladrin, Half-elf, Drow, Draco-Elf, High-elf, Blood-elf, Night elf, and Dark Elf | You may replace a use of one of your racial encounter powers with the 'Elven Accuracy' power. In addition, you may take the highest of either result with this power. |
Elven Marksmanship | Elf, Eladrin, Half-elf, Blood-elf, Night-elf, Draco-Elf, Drow, or High-elf | You gain proficiency with all bows and crossbows, and a +1/2/3 scaling feat bonus to damage rolls when using them. |
Empowered Breath | Dragonborn, Dragon Breath | You gain an additional ongoing effect to your dragonbreath power. |
Empowered Pounce | Hito-Neko, pounce racial power | Your capable of more strategic surprise attacks. |
Enraged Blood Lust | Your blood lust increases | |
Enraged Half-Dragon Form | Dracomancer, dragon shape | +1 attack, +2 damage when charging in half-dragon form. |
Entropic Affinity | Elementalist, Chaos Power | You empower your chaos power to greater heights. |
Expert Guidance | Kokiri Race, Faerie Guidance Racial Power | Your Faerie cleverly points out places to deal real damage. |
Extended Flight | Gritaur, Take Wing racial power, Con 13 | You are a stronger flier than most gritaurs. |
Extreme Diehard | 14 Constitution, | You are especially hard to kill. Not only do your wounds automatically stabilise when grievously injured, but you can remain conscious and continue to act even at death’s door.. |
Eyes of the Forest | Kokiri Race, Children of the Forest Racial Trait | You're so used to peering through underbrush that it no longer impedes your sight. |
Fade into Darkness | Darkvision | You become stealthier in the shadows |
Faerie Hunter | Kokiri Race, Ranger class, Faerie Guidance racial power, Hunter's Quarry class feature | Your Faerie cleverly points out places to deal real damage. |
Familiar | Warlock or Ranger | You can replace your Warlock's Curse or Hunter's Quarry power with with a creature that deals damage instead, which does between d6 and d10 damage per tier. |
Fantastic Leap | Dragoon, Halfling | Your height poses no difficulty for your attacks. |
Fascinating Illumination | Drow | |
Fast Walk | Phantom, Ghost Walk racial power, 11th Level | Go your normal speed when in Ghost Walk. |
Feint | Satyr | You leap and spring across the ground. |
Feline Agility | Telia Catfolk | You use your feline form to its highest potential, increasing your agility. |
Feral Might | Grizzly Bear, Str 13 | As a bear, you favor weapons that compliment your brutal nature. |
Ferocious Half-Dragon Form | Dracomancer, dragon shape | You deal extra damage while in your half-dragon form against targets you have advantage against. |
Ferocity | Minotaur | When you are bloodied or dying, you can make a basic attack against a nearby creature as a free action. |
Fey Senses | Half-Eladrin | |
Fiery Redoubt | Azer, warding flame racial power | +2 bonus to fire damage rolls while warding flame is active. |
Find your Quarry | Ranger, hunter's quarry class feature | Be ready for battle faster, when your Quarry is revealed. |
Fire Spell Empowerment | Lath | Due to your natural connection to fire, you do more damage with fire spells. |
Firewrought Endurance | Azer | +2 bonus to Endurance; extra Con modifier hit points regained when healing surge spend while bloodied |
Flail Duelist Assassin | Rogue | You can use flails like other rouges use daggers |
Flail Duelist Brawler | Fighter | |
Flail Duelist Novice | Str 11; Dex 15; fighter, ranger, rogue, or barbarian; proficiency with any one-handed flail or any flail with reach | Your skill with flails opens up options in combat you otherwise wouldn't have. |
Flail Duelist Rager | Barbarian | A barbarian is frightening, a barbarian with flail expertise is terrifying. |
Flail Duelist Warrior | Ranger | |
Flaming Blade | Str 15, Wis 13, Elemental Swordsman (4e Class) | |
Flashing Tail | Gritaur, Dex 15, Tail Training feat | You don't just know how to handle a weapon with your tail, you handle it so well you don't even have to think about it! |
Flexible Club | Proficiency with Sling, Dex 15 | You are skilled enough with a sling to keep the rock in the sling while you hit people with it |
Flexible Kagune | Gūru | Through daily use, you've learned how to use your kagune for the basic uses |
Flock Mentality | Kinnari, Warlord | When you allow an ally to move or shift, you can also move |
Flying Charge | chirot | You charge from the air to elongate the distance of your flight. |
Focused Blast | Mind Flayer, Mind Blast racial power. | You pinpoint your Mind Blast, ripping your enemy apart. |
Forced Disguise | Kamui, thread disguise | |
Forceful Frenzy | Twili, Str 15 | Knock prone with Twili Frenzy |
Foreboding Soul | Int 13 | Gain bonus to damage with Fear and Necrotic attacks with combat advantage. |
Fox Magic | Seishin Kitsune | You gain better control of the powers you've gained. |
Fox Senses | Seishin Kitsune | You learn to use your nose and ears like a real fox. |
Frenzied Attack | Grimlock | You are empowered to attack by the sensation of a weakened enemy. |
Frenzied Beserker | Minotaur | When you are bloodied, you can enter the "frenzied berserker" stance. |
Frenzied Lion's Pelt | Lioneer, lion's pelt power | Your unarmed claw attacks deal more damage. |
Frenzied Momentum | Twili, Dex 15 | Shift when using your Twili Frenzy power. |
Frenzied Rush | Gnoll, ferocious charge racial power | +1 to speed, defenses against opportunity attacks when using ferocious charge |
Frightful Presence | Cha 17 | |
Frozen Survival | Wyvernborn, Constitution 13 | You chill your blood to guard yourself from cold. |
Gensai Lineage | 1st level, non-gensai (but have a gensai parent) | One of your parents was a gensai, and you have inherited some of their power. |
Ghost-Bound Strategy | Tsuku-Master, noppera-obake class feature | |
Gift of the Spider Queen | Drow | You can use your innate drow racial powers in new and potent ways. |
Githyanki Lineage | 1st level, non-githyanki (but have a githyanki parent) | One of your parents was a githyanki, and you have inherited some of their power. |
Githzerai Lineage | 1st level, non-githzerai (but have a githzerai parent) | One of your parents was a githzerai, and you have inherited some of their power. |
Gliding Leap | Iejirisk or any other winged race, trained in Athletics | You can use your wings to glide across pits and ledges, as well as to propel yourself skyward when you leap. |
Gloom Strike | Extra damage class feature +3 dice, Drow, Darkness racial power | Your sneak attacks leave a residue of darkness that clouds your enemy's vision. |
Gloomstrike | Shadar-Kai | Your attacks blind targets that cannot see you. |
Gnoll Lineage | 1st level, non-gnoll (but have a gnoll parent) | One of your parents was a gnoll, and you have inherited some of their power. |
Gnome Lineage | 1st level, non-gnome (but have a gnome parent) | One of your parents was a gnome, and you have inherited some of their power. |
Goblin Lineage | Non-goblin (but have a goblin parent) | One of your parents was a goblin, and you have inherited their sneakiness. |
Goblin Skulk | Goblin | You can shift an additional 2 squares and gain combat advantage against the next enemy you target with an attack after you use your Goblin Shift power. |
Goblin Weapon Proficiency | You must be a goblin, or a goblin-orc. | You gain proficiency with Urukhai Pick-axe, the Scimitar, the Falchion, and the Glaive, and gain a +2 bonus to damage with them. |
Goliath Lineage | 1st level, non-goliath (but have a goliath parent) | One of your parents was a goliath, and you have inherited some of their power. |
Gore | Satyr | You can attack with your horns, and knock the target Prone. |
Grasping Tentacle | Tentacle power | |
Greater Deadly Charge | Spider Rider, Deadly Charge class feature | Your charges are even more deadly. |
Greater Lycanthropy | Fenrirborn, Lycanthropy racial power | Your wolf form is more powerful |
Greater Vitality | 16 Strength and 16 Constitution | A force arises in you, granting grater life force |
Group Challenge | Dragoon, Half-Elf, Dragon's Call class feature | You can rally allies to see the advantage you mark. |
Gruesome Vengeance | Rakshasa, cat's vengeance racial power | +2 to damage against cat's vengeance target. |
Guardian of Erberus | Barbed Devil | Years of tireless guard duty in the gloomy vaults of Hell have made you vigilant. |
Guardian of Malebolge | Horned Devil | Your duties in the eighth circle of Hell have allowed you to see in pitch darkness, and taught you to be forceful. |
Half-Breed | This feat must be taken as a starting feat, Fenrirborn | You come from two heritages and show some of your parent's traits |
Half-Dragon Flyby | ||
Halfling Lineage | 1st level, non-halfling (but have a halfling parent) | One of your parents was a halfling, and you have inherited some of their power. |
Harrying Attack | Satyr | You attack shift and attack again. |
Hatred | You absolutely hate a particular kind of creature. | |
Healing Touch | Cha 15, any arcane class | You can channel your magic to heal your allies. |
Hellfire Ray | Cambion, Trained in Arcana or Religion | You can fire a ray of hellfire. |
Hellsword | Cambion, Constitution 15 | Hellfire enshrouds your melee weapon. |
Hobogoblin Lineage | 1st level, non-hobogoblin (but have a hobogoblin parent) | One of your parents was a hobogoblin, and you have inherited some of their power. |
Honor Bound Ally | Kumiho | |
Hook Trickster | Kor | Pull prone enemies with Hook attacks. |
Hose Heritage | Wolfborn | You are adept at rushing head first into battle |
Human Lineage | 1st level, non-human (but have a human parent) | One of your parents was a human, and you have inherited some of their power. |
Hunter's Eyes | Gritaur, Wis 13 | Even for a race known for its keen eyes you're exceptional. As long as you can see any hint of your target you know exactly where to aim your attacks. |
Hunting Tactics | Skum | You and your allies gain extra damage against targets you Flank. |
Hurl Flame | Barbed Devil, Produce Flame Racial Utility power. | You can lob a globe of infernal fire. |
Hurling Charge | Half-Ogre | You make a Ranged attack, and then charge into combat. |
Impaling Shot | Troglodyte | Your javelin attack also restrains your enemy. |
Impish Bite | Imp | Bite attack |
Imposing Faerie | Kokiri, Guiding Faerie Racial Power | Your Faerie is unusually large for its kind, and it makes clear that you're not to be trifled with. |
Improved Battle Dance | Kinnari | Shift half your speed when using Kinnari Battle Dance |
Improved Bear Hug | Grizzly Bear | Your size is notable, and that aids you greatly whilst wrestling your foes. |
Improved Call of the Khan-Ur | charr race | The powerful blood in your veins bolsters your racial capabilities |
Improved Disarm | Dexterity 13 | +4 to disarm attacks |
Improved Echolocation | Grimlock | Your ability to discern surroundings without sight is enhanced by your wisdom. |
Improved Hurl Rock | Hill Giant, hurl rock | You can use hurl rock twice per encounter. In addition, if you hit with the hurl rock power, you push the target 1 square. |
Improved Razor Swarm | Bladeling race[1] or bladeling heritage feat; razor storm racial power | |
Improved Rhinocereetle Horn | Rhinocereetle | |
Improved Superior Mind | Illithid, Int 15, superior mind racial trait | Your mind expands in its mental prowesses. |
Improved Trip and Dismount | Strength 13 | +4 to trip and dismount attacks |
Improved Unarmed Combat | Strike unarmed with better damage and greater accuracy. | |
Infernal Wrath | Cambion | You gain the tiefling Infernal Wrath racial power. |
Inferno Pulse | Genasi, Fire Soul Manifestation | Flames explode from your body in a reaction to your enemies attack. |
Inlindl School | Shield Proficiency | You have learned House Inlindil's fighting techniques, which focus on fighting with a single-handed weapon and a shield. |
Innate Finesse | Sentient, Smilodon Maioribus | You no longer suffer a -2 AC penalty from Mortal Bite should it miss. |
Instinctive Darkness | Drow, Cloud of darkness racial power | After intensive training, you can negate light instinctively. |
Intensified Reversal | Tarthian, Benthic Reversal racial power | Activate Benthic Reversal in response to any saving throw |
Intensify Darkness | Drow, Cloud of darkness racial power | By extending your effort, you can expand the area of your Cloud of darkness power. |
Interloper's Hatred | Twili | Bonus to attacks against immortals, gain radiant resistance |
Ize Heritage | Fenrirborn or Wolfeborn | Your affinity for cold has granted you greater defenses against it |
Jetting Charge | Avern, spirited updraft racial power | Use spirited updraft to fly while charging. |
Jeweled Tentacles | Mind Flayer. | |
Kalashtar Lineage | 1st level, non-kalashtar, but have a kalashtar parent | One of your parents was a kalashtar, and you inherited some of their power. |
Kargath Cultist | Fel Orc (4e Race) | Your reverence towards Kargath Bladefist grants you a special encounter power, as well as shifting bonuses based on chaos magic. |
Keen Focus | Hito-Neko | Nothing will keep you from finishing your hunt. |
Keeper of Forbidden Lore | Demonic Ancestry | A shared demonic racial memory grants you access to hidden secrets. |
Kenku Lineage | 1st level, non-kenku (but have a kenku parent) | One of your parents was a kenku, and you have inherited some of their power. |
Kinnari Advance | Kinnari, Any Martial Class | Use an At-Will power instead of a melee basic attack on a charge |
Kinnari Valor Song | Kinnari, Bard, Virtue of Valor | Use your strength instead of constitution for your Virtue of Valor |
Knight of the Spider Queen | Spider Rider | You are a master of spider-mounted combat, easily the equal (or superior) of any horseman. |
Knights of the Silver Hand | Divine Class, Argent Dawn (4e Theme) | You gain access to certain features ordinary Argent Dawn members do not have, and At-will, Utility, Encounter and Daily powers |
Kobold Lineage | 1st level, non-kobold(but have a kobold parent) | One of your parents was a kobold, and you have inherited some of their power. |
Kokiri Weapon Training | Kokiri Race | You're trained in the traditional weapons of the Kokiri. |
Kor Climbing | Kor, Str 13 | +2 Athletics, ignore some fall damage. |
Lay on Hands | Wisdom 15 | You multiclass as Paladin, and gain the Paladin's "Lay on hands" class feature. In addition, you may replace it with the paladin power "Ardent Vow" or "Virtue's Touch" class feature. |
Lethal Execution | Ghost Warrior | Your Ghostly Chaos attacks with two handed weapons use d8's |
Lethal Poison | Ghost Warrior | Your ranged attacks slow your target |
Light's Perseverance | Human | You gain proficiency with all heavy and lights blades and a scaling +1/2/3 feat bonus to damage when using them. |
Living Construct Familiar | Dvergur (4e Race), Warforged, or has the Living Construct feature | You gain a mechanical familiar, a small mechanical robot assistant who aids you in various ways. |
Lolth's Boon | Channel Divinity class feature, must worship Lolth | You can channel the dark power granted to you by Lolth to empower spiderkind. |
Lolth's Caress | Channel Divinity class feature, must worship Lolth | You can channel the dark power granted to you by Lolth to speed up the effects of poison. |
Lolth's Meat | Drow | Like all drow, you understand that you exist only to provide Lolth with food and pleasure. This knowledge lends you a cirtain bloodthirsty readiness. |
Long-Jump | Dragoon, Dex 13 | You master the footwork necessary to achieve heights previously more arduous. |
Luck of the Climber | Kor, Luck of the Kor racial power | Shift when using Luck of the Kor, and the power has a higher threshold. |
Luns Heritage | Fenrirborn or Wolfborn, trained in Nature, trained in Heal | Your clan background gives you stronger healing skills |
Lycosid Precision | Str 13, Dex 13, creature with the Spider keyword | Your bite attacks have perfect accuracy. |
Lycosid Speed | Str 13, Dex 13, creature with the Spider keyword. | You have the lightning-speed of your lycosid cousins. |
Lycosidae Aspect | Str 13, Dex 13, race with the Spider keyword. | You have the strength of a mighty wolf spider, and the speed of one too. |
Magical Tunes | Satyr, and possess a set of Woodwind pipes (pan flute) | Tunes played on your wooden pipes have mystical effects. |
Mags Heritage | Fenrirborn or Wolfborn, Int 13 | You gain power after you hit with a magic spell |
Marsh Blessing | Lizardfolk, Trained in Arcana or Religion | You can invoke the power of the marsh to bestow healing on your allies. |
Martial Expertise | Barbarian | You gain access to chainmail, scale and plate armor. |
Master of Poisons | You are highly trained and adept in the use of toxic substances. | |
Master of Shadow | Drow | |
Master of Shadow and Illusion | Half-Drow | |
Mauling Bite | Troglodyte | You can make a vicious attack with your fang filled mouth. |
Mettle Finesse | Lioneer, mettle class feature | You deal more damage for maximizing your mettle spending. |
Mijor Weapon Training | Mijor (4e Race) | Living in the cold, you learned to defend yourself. |
Minotaur Lineage | 1st level, non-minotaur (but have a minotaur parent) | One of your parents was a minotaur, and you have inherited some of their power. |
Miyamoto Musashi | Proficiency with the Katana | You are so proficient with the Katana, you can use it in one hand. |
Mobility (Warmage) | Warmage | Whenever you Empower a Mystic Orb, you may shift a number of squares equal to your Wisdom modifier. Whenever you conjure a Mystic Orb, you may shift a number of squares equal to one half of your Wisdom modifier. |
Modron Infused | 1st level, non-modron | Some of your parts and thought has been replaced by those of a modron, and you have inherited some of their power. |
Monodrone | Modron, Dexterity 13 | At some point you were a spherical monodrone, and have chosen to retain their small stature. |
Nasty Sting | Imp, tail sting, Dex 13 | Tail sting causes more damage. |
Natural Heritage | Dragonborn, Dragoon, dragon breath racial power | Channeling the dragons you slew with your resonant origin, you power your sigil. |
Natural Resistance | Tiefling, Dragoon, Dragon's Sigil class feature | Your infernal heritage bolsters your defenses. |
Necrotic Empowerment | You have unlocked an understanding of Necromancy more than any other. You know how to make it hurt more. | |
Necrovenom Sting | Wyvernborn, Wyvern Sting racial power | Your barbed tail's poison becomes even more deadly. |
Nimble Spinner | Nerubian, webwinder racial power | You find ease in positioning yourself for tactical advantage, even while spinning webs. |
Noble Centaur Weapon Training | Centaur, Noble (4e Race) | You gain proficiency and a +2 feat bonus to damage rolls with spears and polearms. |
Obelisk | Hunter (Shaman), Spirit Totem (Shaman Encounter Power) | The size of your totem is increased to large, taking up 2 x 2 squares instead of 1 square, or 4 x 4 squares at paragon levels. |
Ogrillon Crusher | Ogrillon, fighter | |
Onyxeye Mechanim | Metalborn | Your eyes burst into a dull lavender light, and suddenly darkness is a foreign concept to you |
Opportunistic Hook-Slinger | Kor, Dex 15 | Opportunity attack with a hook when missed by a melee attack |
Opportunistic Ornithurine | Kinnari | Don't provoke opportunity attack from foes granting combat advantage |
Orc Ironblood | Orc, Variant, Fighter, Battlerager Vigor class feature | Add one-half your Constitution modifier to the temporary hit points granted by your Battlerager Vigor. |
Orc Lineage | 1st level, non-orc (but have an orc parent) | One of your parents was an orc, and you have inherited some of their power. |
Orcish Slayer | Orc, Variant | You gain proficiency and a +2 feat bonus to damage rolls with axes and maces. |
Orcish Vitality | Orc | You gain a bonus to your healing surge value equal to your constitution modifier. |
Overwhelming Flame | charr race, Flame legion | You impose your burning passion into your evocative fire tactics |
Pachamama Inti | You must worship a god of strength | You gain proficiency with the Macana Mace and Macuahuitl weapons. In addition, the Macana Mace gains the heavy thrown property, with a range of 5/10. |
Paralyzing Poison | Drakkoth | Your poisonous breath halts your foes in their tracks. |
Pentadrone | Modron (4e Race), Constitution 13 | You were a pentadrone, and have retained their ability to control a paralyzing, buoyant gas. |
Perfect Accuracy | Str 13, Dex 13, creature with the Spider keyword | Your bite attacks are exceptionally precise. |
Planetouched Lineage | 1st level, non-planetouched (but have a planetouched parent) | One of your parents was a planetouched, and you have inherited some of their power. |
Pneumatic Mechanism | Metalborn | With a sudden enormous leap and an artful arial dodge, you land on another side of the enemy, freeing up space for your allies. |
Poison Claws | Argonian | Your unarmed strikes also deal poison damage and do an additional +1 damage. |
Poison Healer | Con 13 | Poison isn't always bad for you. |
Poison Ray | Troglodyte, Trained in Arcana or Religion | You can fire a venomous bolt of energy that weakens your foe. |
Poison Spittle | Lizardfolk | Your saliva is a deadly toxin. |
Poisonous Bite | Spydric-One | You have poison glands and a deadly bite. |
Potent Venom | Drakkoth | Poison powers are more potent. |
Pounce | Gritaur, Dex or Str 13 | You leap at the enemy, bringing your forelegs up to put your claws and entire mass behind the attack. |
Pouncing Kitty | Catkin | You charge at your foe - they dodge, but you turn that to your advantage. |
Powered by Positive Energy | Overlord(4e Race), Character Level 6. | Some Overlords are fueled by not only negative energy but positive as well. |
Powerful Growth | Duergar, expansion racial power | |
Predator of the Depths | Nerubian Race | You are an expert at hunting the deep places of the world. |
Predator's Path | Nerubian Race, Martial power source | Your movements are confident and agile on the tangled webbing that would hinder a lesser creature. |
Predator's Talons | birdfolk | Your talons are not only sharp, but also have a deathly gripping potential. |
Prehensile Tentacles | Illithid, Dex 15 | Your tentacles function like virtual fingers, letting you use them as such. |
Preternatural Spell | Farspawn, Wizard | You can cast a spell that changes throughout time. |
Primordial Scion | good, unaligned or chaotic evil, Demonic Ancestry | Thew Abyss beckons... |
Profane Agony | Channel Divinity class feature, evil or chaotic evil alignment. | You can channel the dark power granted to you by your deity to deal terrible pain to your foes. |
Proficent Soul Eater | Old Blood (4e Race), Wisdom 16 | You may consume the Souls of all your foes |
Protective Shadow | Twili, Shadow Form racial power | +1 to ally Reflex and Will on Shadow Form |
Psychic Refusal | Powers that attack your mind have difficulty passing your defenses. | |
Quadrone | Modron, Dexterity 13 | At some point you were a four-armed quadrone, and have retained their ability to dual-wield bows. |
Radiant Aura | Æsir, Level 11 | You can shine a Divine Aura with a range of 2, giving regeneration 2 for each ally in the aura, make enemies vulnerable to 2 radiant damage, and shining a bright light in every direction. |
Radiant Blast | Draenei | Your radiant burst power increases to a close burst 2, and the target before the attack gains vulnerable 5 to radiant damage. |
Radiant Spell | Wis 13, wizard | Your spells are as bright as the brightest day. |
Ragefilled Strike | Drakkoth | Unable to contain your rage, you lash out at your enemy. |
Rake | Gritaur, Dex 13, Str 13 | Having grabbed your foe you pin him to the ground and bring up your hindlegs for a disembowling strike! |
Rakshasa Tainted | Non-rakshasa | You can use the deceptive veil of the spirit of the rakshasa that tainted you. |
Rapid Assault | Cha 13 | Your bloodlust and impulsiveness are what made you love battle in the first place, and now you can't wait to battle again. |
Razor Talons | Kinnari, Monk | Use monk unarmed strike when neither hand is free |
Reactive Resistance | Drow | |
Rec Heritage | Fenrirborn or Wolfborn, trained in Thievery | You are a child of the Recs, known for their ingenuity |
Resist Poison | Dwarf, Lizardfolk, or Troglodyte | You are able to resist damage caused by poison. |
Resistance Substitution | Any Arcane, a racial, feat-based, or class-based energy resistance | Change your innate resistance to that of a different type of energy. |
Ride-By Attack | Dexterity 15, Spider rider | You are skilled at making fast, overrun charges. |
Ritual Defense | Makari | The Makari has learned how to shrug off the effects of hostile rituals. |
Run Like The Wind | Catkin, burst of speed racial power | You are able to swiftly avoid your opponents Opportunity Attacks. |
Rune Caster | Artificer (4e Class) | Your training in rune magic has paid off. |
Rycnorse Weapon Training | Rycnorse | +2 damage and proficiency with rapiers and longswords |
Sadistic Reward | Drow | |
Salticidae Aspect | Dex 15; a race with the Spider keyword | You have all the leaping talent of your salticid kin. |
Savage Critcal | Ghost Warrior | Your ghostly attacks tear deeper into your foe's |
Savage Mastery | Orc, Half-Orc, Troll | You gain proficiency with all axes, the Uruk-Hai Pickaxe, and a +1/2/3 scaling feat bonus to damage rolls with these weapons. |
Scarlet Mantle | Blood Elf | You gain a +1 bonus to attack rolls when bloodied. |
Scytodidae Aspect | Dex 13; a race with the Spider keyword | You can trap your foes by salivating your mucilage. |
Second Skin | Dragoon, Con 15 | Your body tempers to carry more heft but still move with grace. |
Shadar-kai Lineage | 1st level, non-shadar-kai (but have a shadar-kai parent) | One of your parents was a shadar-kai, and you have inherited some of their power. |
Shadow Distraction | Ghost Warrior class | You are adept at distracting foes and sneaking by unnoticed with the power of trickery to cover your tracks. |
Shadow Soldier | Shadar-Kai | You are deadly with the chosen weapons of the Raven Queen. |
Shadowborn Warrior | Drow | |
Shardmind Embedment | 1st level, non-shardmind (but have pieces of the gate grafted to you) | You have the crystalline fragments of the gate grafted in and onto you, inheriting some of their power. |
Shared Madness | Derro, scream of insanity racial power | |
Shi'quos School | You have learned the mobile fighting style of House Shi'quos. | |
Shifter Lineage | 1st level, non-shifter (but have a shifter parent) | One of your parents was a shifter, and you have inherited some of their power. |
Silent Footfall | Hito-Neko | You are a hunter born, often silent and always deadly. |
Silkcraft Expertise | Ettercap (4e Race), web silkcraft or cord silkcraft utility power | Your silk becomes translucent and you wield it efficiently and quietly. |
Silkcraft Mastery I | Ettercap (4e Race), web silkcraft or cord silkcraft racial utility powers | You produce silk at an increased rate. It becomes keen-edged - better able to find chinks in armor. |
Skill Focus (Underdark) | You are knowledgeable about the secrets of the subterrainean world and are wise in its ways. | |
Skirmish | Half-Ogre | Your sheer size overwhelms your enemies. |
Skum Bite | Skum | While swimming you can bite a foe you are grabbing. |
Slaad Mutation | 1st level, non-rogue slaad (or have been infected by a slaad or chaos) | You have been infected by a slaad or raw chaos and survived, gaining strange powers through it. |
Snaky Hair | Medusa, Female | Your snaky hair is a weapon. |
Soul Bound Armor | 15 Wis, Old Blood | Your armor is becomes bound with your soul |
Soul Harvest | Demon Hunter (4e Class) | You start off each day with two extra Soulstones, and when you use Soulstones you gain a +1 bonus to a defense of your choice. |
Soulscorch | Cambion, Trained in Arcana or Religion | Hellfire erupts around your enemy. |
Spear Talent | Skum, proficient with a spear weapon | You can make an extra melee attack with any weapon from the Spear group. |
Spellbook of Arachane Lore | Arachnomancer | |
Spellscale Lineage | 1st level, non-spellscale (but have a spellscale parent) | One of your parents was a spellscale, and you have inherited some of their power. |
Spiderfriend Weaves | Arachnomancer | Your weaves do not affect your spiderkind allies. |
Spinner's Endurance | Nerubian Race | You have natural or trained talent with web spinning, allowing you to fashion webs more efficiently and more frequently. |
Springbok Mechanism | Metalborn | Seeing a foe pass just out of reach, you prime the springs that are attached to your arms. |
Spry Step | Elf, dragoon, Dex 13 | Your jumps become so nimble that attacks fail to reach you as much. |
Star-Driven Targeting | Cosmer | The stars empower your hit to a more sensitive location on your enemy, making it deadlier. |
Stolen Mind | Mind Flayer | By eating brains, you learn new tricks |
Stoneforge Acolyte | Kor, Wis 17 | You gain the Stoneforge Creation power. |
Stoneforge Initiate | Kor, Wis 15 | You gain the Stoneforge Crafting power. |
Strange Words | Farspawn, Bard, words of friendship power | Apply words of friendship to Intimidate check |
Strong Back | None. | You gain a +2 bonus to endurance and 1 extra healing surge. You move at your normal speed even when it would normally be reduced by a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. When determining your normal load, heavy load, or maximum drag load, treat your Strength score as 5 points higher. |
Stronger Kagune | Gūru | Your violence and fighting has increased the strength of your attacks |
Student of the death | Intelligence 13, Charisma 13 | You have learned to animate dead and control them. |
Surprising Riposte | Rogue, trained in bluff skill | Through deft maneuvres, you unravel your opponent's defenses. |
Swamp's Grasp | Lizardfolk, Trained in Arcana or Religion | You can invoke the power of the marsh to use Swamp's Grasp. |
Swift Weaver | Spydric-One | |
Tail Lash | Lizardfolk | You use your tail to get advantage against your enemy. |
Tail Slap | Lizardfolk | Your tail allows you to defend against flanking enemies. |
Tail Training | Gritaur, Dex 13 | Ordinary gritaurs can hold things with their dexterous tails, but no more than that. You have trained yourself to the point where you can not only hold a slippery object like a sword, but even wield it effectively in combat. |
Tailed Fighter | Apeling | Your tail can now wield offhand weapons. |
Tainted Blood | Demon Hunter (4e Class) | You can reduce the damage of your Demon's power ability by one in order to slow the target. |
Takedown Pounce | Gritaur, Str 13 | When you leap onto the enemy you lock your claws on him and bear him down. |
Talented Tentacles | Mind Flayer. | You can use your Tentacles with amazing skill. |
Tears of Scarlet | Blood Elf, Elven Accuracy power | When you use the Elven Accuracy power, the target also takes damage equal to your Highest Ability modifier + 1d6 on a successful hit, and you gain temporary hitpoints equal to the damage you inflict on the target. |
Teddy Bear Lineage | You must be not a Teddy Bear (but have one Teddy Bear parent) | Not entirely a Teddy Bear, but to have fuzzy bear and a cute personality |
Tenacious | Hardy and resilient | |
Thane Blood | Fel Orc (4e Race) | You possess particularly strong Fel Orc blood, giving you a resistance to fire equal to 5 + 1/2 your level. In addition, your powers ignore any target’s resistance
to that damage type up to the value of your resistance. You also gain a different ongoing effect at the start of each encounter. |
The Chosen | Æsir, Level 11 | You gain the "Supernal" language, three other languages to your choice, a +2 bonus to all History, Diplomacy, Bluff and Intimidate rolls, and the ability to communicate telepathically to all creatures out to 20 squares. In addition, you qualify as a Divine class for the purpose of meeting prerequisites. |
The Contagion | Eredar, Corrupting Fire racial encounter power | Increase the damage die of your Corrupting Fire racial encounter power from d4 to d10, and cause an additional ongoing effect. |
Thinblade Accuracy | Elf, elven accuracy | You gain proficiency with the Elvin Thinblade and a bonus to damage when you use your "Elven accuracy" power. |
Three-tail Sneak | Seishin Kitsune | You grow your third tail. |
Thri-Kreen Weapon Training | Thri-Kreen | |
Thrill of Victory | Æsir | You gain a +1 racial bonus to attack rolls against bloodied enemies. |
Thunder Hooves | Centaur, Noble (4e Race), Quick Kick | When you use quick kick against a target that is marked by you, the target takes 5 thunder damage if you hit or miss it. |
Tiefling Lineage | 1st level, non-tiefling (but have a tiefling parent) | One of your parents was a tiefling, and you have inherited some of their power. |
Toil of Laduguer | Channel Divinity class feature, must worship Laduguer | |
Tormtor School | Proficiency with Javelins, Weapon Focus (Spear) | You have learned House Tormtor's fighting technique from your weapons masters. |
Tough as Dragon's Hide | Dragoon, Human, currently wearing any type of heavy armor | Your skin absorbs the dead dragon blood you bathe in to harden your defense. |
Toxic Death | Cha 13 | You have mastery of poison and darkness. |
Tribal Mastery | You must be an orc, troll, or half-orc. | You gain proficiency with all spears, and a +1/2/3 scaling feat bonus to damage rolls when using them. |
Trickster Tunes | Pooka, possess any Woodwind instrument (flute, pan flute, ocarina, bagpipes etc). | Pookas are an inherently musical lot, taking to the art of song, dance and melody with a diligence not seen in any other pursuit they practice - except perhaps for the art of trickery. Fortunately, they have found a way to combine their love of music with their love of mischief. |
Trident Stretch | triton | Your skills with the trident allow you to utilize it's reach more. |
Tridrone | Modron, Wisdom 13 | At some point you were a three-armed tridrone, and have retained their ability to hurl multiple thrown weapons at once. |
Triton Deeplurker | Triton race, Rogue class | Your expertise with your trademark weapon allows you to wield it with amazing ease. |
Triton Stormcaster | Triton race, any Arcane or Psionic class | Utilizing your trademark trident, you can imbue magic and interact with great powers. |
Triton Tidespeaker | Triton race, any Divine or Primal Class | Your symbolic weapon becomes imbued as a conduit to channel energy. |
Triton Trident Mastery | Triton race | Your power wielding your proficient weapon of choice grows and you can use it in ways inconceivable before. |
Tunnel Grace | Troglodyte, Trained in Arcana or Religion | You can bless your allies with extra movement. |
Tunnelfighter | You can fight more naturally in the cramped and close quarters of caves and tunnels than usual. | |
Tunnelrunner | You can move naturally in cramped quarters of caves and tunnels. | |
Twili Frenzy | Twili | You gain the Twili Frenzy power. |
Twilight Shifting | Twili, Dex 15 | Move through difficult terrain, do not provoke opportunity attacks in dim light |
Twilit Madness | Twili, any arcane class, Cha 13 | +2 to Psychic damage rolls, -5 to enemy save against your fear effects |
Two Weapon Expertise | You are adept at wielding two weapons. | |
Two-tail Sneak | Seishin Kitsune | You grow your second tail. Magical power starts to come easier to you, and you start to feel an urge to stay out of sight. |
Umbral Spell | Wis 13, wizard | Your spells are as dark as the darkest night. |
Unarmed Expertise | Ogrillon | You have extensive training with spiked gauntlets, knuckledusters, steel-capped boots and just bare fists. |
Unnatural Vitality | Half-Orc | You never have to sleep and when you make endurance rolls can roll twice and take the higher of either result. |
Unyielding Revenant | Goliath | You gain proficiency with all two-handed weapons and a bonus to damage with them. |
Urticating Hair | Str 13, creature with the Spider keyword. | You have barbed hairs on your abdomen which you can brush into the faces of nearby foes. |
Uruk-Hai | Orc | You gain Darkvision, and a +2 bonus to vision based perception rolls made in complete darkness. |
Vae School | Weapon Focus (Spiked Chain or Scourge) | You have learned House Vae's fighting style. |
Veil of Shadows | Shadar-Kai | You move about unseen. |
Vengeful Blood | Blood Mage | You take vengeance upon an enemy that harms you, using your blood to power your next spell. |
Venomous Strike | Extra damage class feature +2 dice, Master of Poisons | You know where to place your sneak attack to deliver a highly effective poisoned strike. |
Versatile Combatant | Ranger, proficiency with rapier and hand crossbow, two-weapon fighting style | You have learned to combine attacks with the favoured weapons of the drow. |
Vestiges | You must be a warlock with vestige pact. | |
Vestigial Wings | Demonic Ancestry | A pair of vestigial wings sprouts from your shoulders. |
Walk on Air | Djinn | You can fly (hover, maximum altitude 1) |
Walkabout | Kinnari | Gain the Long Distance Runner and Survivor's Preparation Martial Practices |
Warforged Grafted | 1st level, non-warforged (but have undergone warforged replacement process) | Some of your body has been replaced or covered by parts of a warforged, giving you some of their power. |
Web of Steel | Spydric-One | |
Web Reaper | Ettercap (4e Race) | Ettercaps are practiced at quickly dispatching foes entangled in their web-nests. |
Weird Step | Farspawn, Battlemind, blurred step class feature | When you use blurred step you can teleport 1 square instead of shifting. |
Wheeler Mechanism | Metalborn | Wheels and rubber pads attached to your feet make your strides longer and the strides that you do take count for more. |
Whelp-Blooded | Iejirisk, 4th level | |
Whirlwind Charge | Cambion | Charging into combat gives you an attack against all enemies that are within reach. |
Wilden Infused | 1st level, non-wilden (but have a wilden parent or infusion) | One of your parents was a wilden, or you've been infused with their essence, and have inherited some of their power. |
Wind In Your Sails | Elemental Swordsman | With the wind behind and beneath you, you can jump further and higher than before. |
Windborne Weapon | Avern | You can wield a larger weapon while concentrating. |
Wing Buffets | Gritaur, Take Wing racial power, Str 13 | When taking off near the enemy you beat your wings hard in their faces, making it difficult for them to aim their attacks and sometimes landing a blow to an extended arm or snout. |
Winged Adaptation | Rakshia, no other adaptation feat | A Pair of wings form on your back granting exceptional jumping capabilities |
Wolf Lineage | Genothrope | Your ease with the form of a wolf over any other animal helps you with your claws and fangs. |
Wraith Heritage | Fenrirborn or Wolfborn | You are more resistant to opportunity attacks |
Wyrm-Blooded | Iejirisk, 8th level | |
Wyvernish Bloodthirst | Wyvernborn | Your want to kill rises more as your enemy bleeds. |
Xaniqos School | Proficiency with Crossbow, Weapon Focus (Crossbow) | You have learned House Tormtor's fighting technique from your weapons masters. |
Zehir's Venom | Channel Divinity, Must worship Zehir | Obviousman says "You can use channel divinity to use the power, Zehir's Venom." |
- ↑ Manual of the Planes