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Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Table of Contents

Table of Contents
Table of Contents..............................................................................................................................................1
Introduction and Copyright..............................................................................................................................8
Chapter 1: Abilities...........................................................................................................................................9
New Ability Score: Perception (PER)..........................................................................................................9
Rolling Ability Scores..................................................................................................................................9
Purchasing Ability Scores...........................................................................................................................10
Bonus Table a: Stat Generation..............................................................................................................10
Bonus Table b: Sample Stats (based on 35 points).................................................................................10
Bonus Spells for High Ability Scores.........................................................................................................11
Table 1-1: Ability Modifiers and Bonus Spells......................................................................................11
Chapter 2: Races.............................................................................................................................................12
New Table 2-1: Racial Ability Adjustments...............................................................................................12
Humans.......................................................................................................................................................12
Dwarves......................................................................................................................................................12
Elves...........................................................................................................................................................12
Gnomes.......................................................................................................................................................12
Half-elves...................................................................................................................................................13
Half-orcs.....................................................................................................................................................13
Halflings.....................................................................................................................................................13
Chapter 3: Classes..........................................................................................................................................14
New Table 3-1: Base Save and Base Attack Bonuses................................................................................14
New Hit Dice for Classes...........................................................................................................................14
Alternative New Hit Points for Classes......................................................................................................15
New Table 3-2: Experience and Level-Dependent Bonuses......................................................................15
Barbarian....................................................................................................................................................16
Bard............................................................................................................................................................16
Cleric..........................................................................................................................................................17
Druid...........................................................................................................................................................17
Fighter.........................................................................................................................................................18
Monk...........................................................................................................................................................18
Paladin........................................................................................................................................................19
Psychic Warrior..........................................................................................................................................20
Ranger.........................................................................................................................................................20
Rogue..........................................................................................................................................................21
Sorcerer.......................................................................................................................................................21
Wizard........................................................................................................................................................22
Prestige Class: Battleguard.........................................................................................................................23
Prestige Class: Divineguard.......................................................................................................................24
Prestige Class: Silverguard.........................................................................................................................25
Prestige Class: Mageguard.........................................................................................................................26
Prestige Class: Shadowguard.....................................................................................................................27
Other Prestige Classes in Use.....................................................................................................................28
Arcane Archer (elf only).........................................................................................................................28
Duelist.....................................................................................................................................................28
Eldritch Master (bard or sorcerer only)..................................................................................................28
Gladiator.................................................................................................................................................28
Hunter of the Dead.................................................................................................................................29
Loremaster..............................................................................................................................................29
Mystic.....................................................................................................................................................29
Stonelord (dwarf only)...........................................................................................................................29
Soulknife (psionic).................................................................................................................................30
Trapmaster..............................................................................................................................................30

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Table of Contents

Chapter 4: Skills.............................................................................................................................................31
New Skill Rules..........................................................................................................................................31
Acquiring Skill Ranks............................................................................................................................31
Rolling a 1 or a 20......................................................................................................................................31
New Table 4-2: Skills.............................................................................................................................32
Skill Changes..............................................................................................................................................33
Changes to Who Gets What....................................................................................................................33
Changes to Ability Modifiers.................................................................................................................33
New Skills..................................................................................................................................................34
Chapter 5: Feats..............................................................................................................................................35
New Feat Rules...........................................................................................................................................35
Table 5-1a: Cost of Feats........................................................................................................................35
New Table 5-1: Feats..............................................................................................................................36
Feat Changes..............................................................................................................................................49
Acrobatic [Skill].....................................................................................................................................49
Agile [Skill]............................................................................................................................................49
Alertness [Skill]......................................................................................................................................49
Animal Affinity [Skill]...........................................................................................................................49
Athletic [Skill]........................................................................................................................................49
Blind Fight [Combat].............................................................................................................................49
Deceitful [Skill]......................................................................................................................................49
Dodge [Combat].....................................................................................................................................49
Endurance [General]...............................................................................................................................49
Great Fortitude [Saves and Resists].......................................................................................................49
Greater Weapon Focus [Combat]...........................................................................................................49
Improved Unarmed Strike [Unarmed]....................................................................................................49
Iron Will [Saves and Resists].................................................................................................................50
Investigator [Skill]..................................................................................................................................50
Lightning Reflexes [Saves and Resists].................................................................................................50
Magical Aptitude [Skill].........................................................................................................................50
Martial Weapon Proficiency [Combat]...................................................................................................50
Negotiator [Skill]....................................................................................................................................50
Nimble Fingers [Skill]............................................................................................................................50
Persuasive [Skill]....................................................................................................................................50
Quick Draw [Combat]............................................................................................................................50
Self-Sufficient [Skill].............................................................................................................................50
Skill Focus [Skill]...................................................................................................................................50
Stealthy [Skill]........................................................................................................................................50
Toughness [Combat]...............................................................................................................................51
Weapon Specialization [Combat]...........................................................................................................51
New Feats...................................................................................................................................................52
Accurate [Ability Score].........................................................................................................................52
Advanced Armor Mastery (Heavy) [Combat]........................................................................................52
Advanced Armor Mastery (Light) [Combat]..........................................................................................52
Advanced Armor Mastery (Medium) [Combat].....................................................................................52
Ageless Body [General].........................................................................................................................52
Ambidexterity [General]........................................................................................................................52
Arcane Understanding [General]............................................................................................................53
Armor Focus (Heavy) [Combat]............................................................................................................53
Armor Focus (Light) [Combat]..............................................................................................................53
Armor Focus (Medium) [Combat].........................................................................................................53
Armor Mastery (Heavy) [Combat].........................................................................................................53
Armor Mastery (Light) [Combat]...........................................................................................................53
Armor Mastery (Medium) [Combat]......................................................................................................53
Arrow of Death [Missile].......................................................................................................................54
Assassins Luck [Combat]......................................................................................................................54

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Assisted Concentration [Arcane]............................................................................................................54


Auspice [General]...................................................................................................................................54
Battlemaster [Combat]............................................................................................................................55
Bleeding Critical [Combat]....................................................................................................................55
Bloodletting [Combat]............................................................................................................................55
Bonus Spell Focus [Spellcaster].............................................................................................................55
Brawny [Ability Score]..........................................................................................................................56
Brotherly Flank [Combat]......................................................................................................................56
Brutish [Ability Score]...........................................................................................................................56
Campaigner [General]............................................................................................................................56
Charmed [General].................................................................................................................................56
Cleave Asunder [Combat]......................................................................................................................57
Clever Wrestling [Combat].....................................................................................................................57
Combat Mobility [Combat]....................................................................................................................57
Concentration Mastery [General]...........................................................................................................57
Concentration Spell [Metamagic]...........................................................................................................57
Counterattack of Opportunity [Combat]................................................................................................57
Craft Epic Wand [Item Creation]............................................................................................................58
Crippling Strike [Sneak Attack].............................................................................................................58
Damage Reduction [Combat].................................................................................................................58
Danger Sense [General]..........................................................................................................................58
Darkvision [General]..............................................................................................................................58
Deadly Luck [Combat]...........................................................................................................................59
Death Attack [Sneak Attack]..................................................................................................................59
Defensive Roll [Combat]........................................................................................................................59
Defensive Stance [Combat]....................................................................................................................59
Destiny [General]...................................................................................................................................59
Dexterous Fortitude [Saves and Resists]................................................................................................60
Dexterous Will [Saves and Resists]........................................................................................................60
Dire Charge [Combat]............................................................................................................................60
Disarm and Deny [Combat]....................................................................................................................60
Disarm Mastery [Combat]......................................................................................................................61
Divine Touch [Divine]............................................................................................................................61
Dodgy [Ability Score]............................................................................................................................61
Double Weapon Expertise [Combat]......................................................................................................61
Efficient Spell [Metamagic]...................................................................................................................61
Elemental Boost [Arcane]......................................................................................................................62
Elite Training [Ability Score].................................................................................................................62
Emblem of Renown [General]................................................................................................................62
Epic Armor Focus (Heavy) [Combat]....................................................................................................63
Epic Armor Focus (Light) [Combat]......................................................................................................63
Epic Armor Focus (Medium) [Combat].................................................................................................63
Epic Battlemaster [Combat]...................................................................................................................63
Epic Initiative [Combat].........................................................................................................................63
Epic Ironman [Combat]..........................................................................................................................63
Epic Purpose [General]...........................................................................................................................64
Epic Skillmaser [Skill]...........................................................................................................................64
Epic Summoning [Spellcaster]...............................................................................................................64
Evasion [Saves and Resists]...................................................................................................................65
Exotic Weapon Brilliance [Combat].......................................................................................................65
Exotic Weapon Expertise [Combat].......................................................................................................65
Exotic Weapon Mastery [Combat].........................................................................................................65
Extended Flanking [Combat].................................................................................................................65
Familiar Feat [Arcane]...........................................................................................................................66
Familiar Feat Sharing [Arcane]..............................................................................................................66
Familiar Focus [Arcane].........................................................................................................................66

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Fast Healing [Combat]...........................................................................................................................66


Fate [General].........................................................................................................................................66
Favored Enemy [Combat]......................................................................................................................67
Feint Mastery [Combat].........................................................................................................................67
Field Medic [Skill].................................................................................................................................67
Florentine [Combat]...............................................................................................................................68
Flurry of Blows [Unarmed]....................................................................................................................68
Focused Strike [Divine]..........................................................................................................................68
Force Spell [Metamagic]........................................................................................................................68
Fortified Reflexes [Saves and Resists]...................................................................................................68
Fortified Will [Saves and Resists]..........................................................................................................68
Fortune [General]...................................................................................................................................69
Giants Grip [Combat]............................................................................................................................69
Great Charisma [Ability Score]..............................................................................................................69
Great Constitution [Ability Score].........................................................................................................70
Great Dexterity [Ability Score]..............................................................................................................70
Great Intelligence [Ability Score]..........................................................................................................70
Great Perception [Ability Score]............................................................................................................70
Great Strength [Ability Score]................................................................................................................71
Great Wisdom [Ability Score]................................................................................................................71
Greater Flurry of Blows [Combat].........................................................................................................71
Greater Lore [General]...........................................................................................................................71
Greater Rage [Combat]...........................................................................................................................71
Guarded Thoughts [Saves and Resists]..................................................................................................72
Hail of Arrows [Missile].........................................................................................................................72
Healing Touch [Skill].............................................................................................................................72
Healthy [Ability Score]..........................................................................................................................72
Immediate Spell [Metamagic]................................................................................................................73
Improved Armor Focus (Heavy) [Combat]............................................................................................73
Improved Armor Focus (Light) [Combat]..............................................................................................73
Improved Armor Focus (Medium) [Combat].........................................................................................73
Improved Armor Mastery (Heavy) [Combat].........................................................................................73
Improved Armor Mastery (Light) [Combat]..........................................................................................73
Improved Armor Mastery (Medium) [Combat].....................................................................................73
Improved Divine Connection [Divine]...................................................................................................74
Improved Battlemaster [Combat]...........................................................................................................74
Improved Dodge [Defensive].................................................................................................................74
Improved Efficient Creation [Item Creation].........................................................................................74
Improved Eschew Materials [Spellcaster]..............................................................................................74
Improved Evasion [Saves and Resists]...................................................................................................74
Improved Feint [Weapon Technique].....................................................................................................75
Improved Flurry of Blows [Combat]......................................................................................................75
Improved Ironman [Defensive]..............................................................................................................75
Improved Magical Strike [Combat]........................................................................................................75
Improved Parry [Combat].......................................................................................................................75
Improved Point Blank Shot [Missile].....................................................................................................76
Improved Scribe Scroll [Item Creation].................................................................................................76
Improved Spell Harrier [Combat]..........................................................................................................76
Improved Subdual [Combat]..................................................................................................................76
Improved Summoning [Spellcaster].......................................................................................................76
Increase Sneak Attack [Sneak Attack]....................................................................................................76
Instinctive Accuracy [Combat]...............................................................................................................77
Intellectual [Ability Score].....................................................................................................................77
Ironman [Combat]..................................................................................................................................77
Karma [General].....................................................................................................................................77
Kick Them When Theyre Down [Combat]...........................................................................................78

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Lore [General]........................................................................................................................................78
Low-light Vision [General]....................................................................................................................78
Luck [General]........................................................................................................................................78
Lucky Strike [Combat]...........................................................................................................................79
Magical Strike [Combat]........................................................................................................................79
Martial Weapon Brilliance [Combat].....................................................................................................79
Martial Weapon Mastery [Combat]........................................................................................................79
Mass Effect Spell [Metamagic]..............................................................................................................80
Master Dodge [Defensive].....................................................................................................................80
Master Parry [Combat]...........................................................................................................................80
Master Summoning [Spellcaster]...........................................................................................................80
Mature [Background].............................................................................................................................80
Menagerie [Spellcaster]..........................................................................................................................81
Mobile Cleave [Combat]........................................................................................................................81
Mount of Renown [General]..................................................................................................................81
Mystic Strike [Combat]..........................................................................................................................82
New Domain [Divine]............................................................................................................................82
No Escape [Combat]...............................................................................................................................82
Opportunist [Combat].............................................................................................................................83
Organized [General]...............................................................................................................................83
Parry [Weapon Technique].....................................................................................................................83
Perceptive [Ability Score]......................................................................................................................83
Perfect Balance [Combat].......................................................................................................................83
Perfect Piety [Divine].............................................................................................................................84
Perspicacious Student [Skill]..................................................................................................................84
Phase Arrow [Missile]............................................................................................................................84
Pinpoint Accuracy [Missile]...................................................................................................................84
Poison Use [General]..............................................................................................................................85
Power Resting [General]........................................................................................................................85
Powerless Spell [Metamagic].................................................................................................................85
Precise Two-Weapon Fighting [Combat]...............................................................................................85
Prone Fighting [Combat]........................................................................................................................85
Pure Form [Combat]...............................................................................................................................85
Quick Feint [Combat].............................................................................................................................86
Quick Strike [Sneak Attack]...................................................................................................................86
Racial Affinity [Bloodgift].....................................................................................................................86
Rage [Combat]........................................................................................................................................86
Ranged Attack Deflection [Missile].......................................................................................................86
Rapid Metamagic [Metamagic]..............................................................................................................87
Recharge Item [Item Creation]...............................................................................................................87
Regeneration [Combat]..........................................................................................................................87
Retain the Charge [Spellcaster]..............................................................................................................88
Riposte [Combat]....................................................................................................................................88
Sacrifice Attack [Combat]......................................................................................................................88
Sacrifice Assault [Combat].....................................................................................................................88
Sagacious Practitioner [Skill].................................................................................................................89
Savage Strike [Combat]..........................................................................................................................89
Seeker Arrow [Missile]...........................................................................................................................89
Shield Focus [Combat]...........................................................................................................................89
Short but Speedy [General]....................................................................................................................89
Shot of Opportunity [Missile]................................................................................................................89
Shrewd Learner [Skill]...........................................................................................................................90
Silencing Attack [Sneak Attack].............................................................................................................90
Simple Weapon Brilliance [Combat]......................................................................................................90
Skewer [Combat]....................................................................................................................................90
Skill Devotion [Skill].............................................................................................................................90

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Skill Mastery [Skill]...............................................................................................................................91


Smite [Divine]........................................................................................................................................91
Sneak Attack [Sneak Attack]..................................................................................................................91
Spell Harrier [Combat]...........................................................................................................................91
Spell Resistance [Saves and Resists]......................................................................................................91
Spellflash [Metamagic]..........................................................................................................................91
Stipend [Background].............................................................................................................................92
Stunning Sneak Attack [Sneak Attack]...................................................................................................92
Style Mastery [Combat].........................................................................................................................92
Substitute Focus [Item Creation]............................................................................................................92
Tap Items [Item Creation].......................................................................................................................93
Tap Others [Item Creation].....................................................................................................................93
Thick Skin [Defensive]...........................................................................................................................94
Throw and Charge [Combat]..................................................................................................................94
Transfer Spell [Metamagic]....................................................................................................................94
Trapfinding [Skill]..................................................................................................................................94
Trapkilling [Skill]...................................................................................................................................94
True Lore [General]................................................................................................................................95
Turn of Fortune [Divine]........................................................................................................................95
Turn Undead [Divine]............................................................................................................................95
Uncanny Dodge [Combat]......................................................................................................................95
Unclouded Awareness [General]............................................................................................................95
Unflankable [Combat]............................................................................................................................95
Unnatural Life Span [General]...............................................................................................................96
Watchman [Background]........................................................................................................................96
Weapons Reach [Spellcaster]................................................................................................................96
Wicked Cleave [Combat].......................................................................................................................96
Will to Live [Saves and Resists].............................................................................................................96
Willful Fortitude [Saves and Resists].....................................................................................................97
Willful Reflexes [Saves and Resists]......................................................................................................97
Wise [Ability Score]...............................................................................................................................97
Withdraw [Combat]................................................................................................................................97
Zealous Strike [Divine]..........................................................................................................................97
Chapter 6: Description....................................................................................................................................98
Chapter 7: Equipment.....................................................................................................................................99
Chapter 8: Combat........................................................................................................................................100
First Round of Combat.............................................................................................................................100
Rolling a 1 or a 20....................................................................................................................................100
Attacks of Opportunity.............................................................................................................................100
All-Out Attack..........................................................................................................................................100
Furious Attack..........................................................................................................................................100
Cleaving Items..........................................................................................................................................101
Clobbered.................................................................................................................................................101
Fighting with Two Weapons.....................................................................................................................101
New Table 8-2: Two-Weapon Fighting Penalties.................................................................................101
Reach Weapons.........................................................................................................................................101
Stabilizing at Negative HP.......................................................................................................................102
Subdual Damage.......................................................................................................................................102
Chapter 9: Adventuring................................................................................................................................104
Sleeping....................................................................................................................................................104
Chapter 10: Magic........................................................................................................................................105
Recovering Spells.....................................................................................................................................105
Healing Spells...........................................................................................................................................106
Spontaneous Casting for Wizards.............................................................................................................106
Spell Resistance........................................................................................................................................106
Metamagic Feats.......................................................................................................................................107

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Counterspells............................................................................................................................................108
Chapter 11: Spells.........................................................................................................................................110
Cantrips and Orisons................................................................................................................................110
New Spells................................................................................................................................................111
Advanced Polymorph Self....................................................................................................................111
Bind Familiar........................................................................................................................................111
Panthers Sense.....................................................................................................................................112
Rewind Time.........................................................................................................................................112
Anti-Construct Ward.............................................................................................................................112
Appropriate Construct..........................................................................................................................113
Bind Construct......................................................................................................................................113
Block Commands.................................................................................................................................113
Exchange Minds...................................................................................................................................114
Mend Construct....................................................................................................................................114
Rebuild..................................................................................................................................................114
Reign Construct....................................................................................................................................115
Usurp Construct....................................................................................................................................115
Appendix......................................................................................................................................................116
An Essay on Parrying...............................................................................................................................116
An Essay on Hit Points.............................................................................................................................117
An Essay on Spellcasting.........................................................................................................................119
An Essay on Metamagic...........................................................................................................................120
An Essay on Spell Resistance...................................................................................................................122

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Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 1: Abilities

Introduction and Copyright


This is designed to be a set of house rules that I, Blake Walker, use in my Dungeons and Dragons, 3rd
Edition game. I only use these rules in my own personal game. Throughout the document I will make
references to several books published by Wizards of the Coast, Inc. or by other companies using the OGL.
These books, and the abbreviations I use are as follows:

PHB: Dungeons and Dragons 3rd Edition Players Handbook


DMG: Dungeons and Dragons 3rd Edition Dungeon Masters Guide
MM: Dungeons and Dragons 3rd Edition Monster Manual
MMII: Dungeons and Dragons 3rd Edition Monster Manual II
PSI: Dungeons and Dragons 3rd Edition Psionics Handbook
EPC: Dungeons and Dragons 3rd Edition Epic Level Handbook
Vile: Dungeons and Dragons 3rd Edition Book of Vile Darkness
MotP: Dungeons and Dragons 3rd Edition Manual of the Planes
DotF: Dungeons and Dragons 3rd Edition Defenders of the Faith
MotW: Dungeons and Dragons 3rd Edition Masters of the Wild
S&F: Dungeons and Dragons 3rd Edition Sword and Fist
S&S: Dungeons and Dragons 3rd Edition Song and Silence
T&B: Dungeons and Dragons 3rd Edition Tome and Blood
R&R: Sword and Sorcery Relics and Rituals
R&R2: Sword and Sorcery Relics and Rituals II
BoEM: Sword and Sorcery Book of Eldritch Might
T&T: Fantasy Flight Traps and Treachery
PoF: Fantasy Flight Path of Faith
Evil: AEG Evil

Some of the material in this document is original material, dreamed up by me. However, some of the
included material has been taken from other Advanced Dungeons & Dragons publications, or 3rd party OGL
publications. These other publications are the property of TSR, Inc. and Wizards of the Coast, or are the
property of their publishers. I have included them here, sometimes directly and unchanged, other times
modified to conform with 3rd Edition rules or to fit in with my house rules, in an effort to bridge the gap
between 2nd Edition and 3rd Edition rules. In all cases, they own the material and all rights to the material.
The stuff thats my own creation is free for anyone to use; I make no effort to claim or copyright my
original material in this document.
I have decided to post these rules for free on the internet so other players can use them if they wish. Your
job (if you care at all) is to examine each house rule in this document, one by one, and determine if you
wish to use it in your own game. If you like a rule, use it; if you dont like it, dont use it. And if you almost
like it, feel free to change my rule to suit your own game. Its your game; make it fun.

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Chapter 1: Abilities

Chapter 1: Abilities
New Ability Score: Perception (PER)
Perception has been missing from Dungeons and Dragons from the beginning. According to the rulebook,
whenever a character needs to observe anything, he would roll against his Intelligence. While it is true that
smarter characters are often going to force their minds to be more mentally alert, this is only a small part of
the picture. Perceptiveness is not merely a matter of mental alertness. It is also a physical matter of how
good ones eyesight or hearing is. It is also a matter of paying attention to ones surroundings, of getting
tiny clues that one might not even be consciously (intellectually) aware of but still responds to.
Without a Perception ability, a partys wizards and clerics are going to be detecting ambushes, spotting
hidden or secret things, and reacting most quickly to situations that surprise others. Shouldnt barbarians
and rangers be doing this as well? Without a Perception ability, there is no way to make the stereotype
brutal-but-dumb barbarian with the uncanny knack for avoiding trouble (read any Conan book though
Conan wasnt dumb, he wasnt brilliant either, and he had that uncanny knack). Without a Perception
ability, there is no way to make that doddering old myopic wizard who cant find his way back home from
a simple trip to the marketplace.
A character with a high score in Perception would have particularly good eyesight and hearing. While it is
possible for an individual to have poor eyesight and good hearing, or vice-versa, for game purposes we will
assume that healthy characters will be approximately equal in both. A character will be either good at both
or poor at both, so one single Perception stat can take care of both vision and hearing. Also, characters with
high scores in Perception will be good at paying attention to what goes on around them. Perceptive
characters are typically very hard to ambush or surprise.
The Perception ability is useful for rolling checks for Listen, Read Lips, Search, and Spot.

Rolling Ability Scores


As per page 7 of the PHB, ability scores are rolled by rolling 4d6 and discarding the lowest. I modify this
slightly to allow the player to discard any one of the 4 dice rolled, giving her the opportunity to create
really low ability scores by discarding the best die if she wishes. Some players like this option if they have
a character concept that requires a really low stat.
I also add a little excitement to this roll by allowing any player who rolls 4-of-a-kind to record that stat as
an 18, unless he rolled 4 sixes, in which case he can record a 19, an exceptional, superhuman (or
superdwarven, or superelven, etc.) roll! (Dont worry, 4-of-a-kind only happens one time in 216 rolls, and 4
sixes only happens one time in 1,296 rolls). But its fun to know its out there and could happen.
Also, I allow players to roll 8 times and discard any one score, leaving 7 ability scores to apply to the 7
base abilities.

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Chapter 1: Abilities

Purchasing Ability Scores


A totally different way to generate ability scores is suggested by The Living Greyhawk campaign (checkout
their website if you wish). Using this method the players dont roll stats; they are allocated a set number of
points with which to purchase their ability scores using the following table. I have slightly modified this
table, replacing the arbitrary stat costs with costs that are based on the actual modifier of the stat:

Bonus Table a: Stat Generation


Ability Costs
Cost
Modifier
-6
-2
-4
-2
-2
-1
-1
-1
0
0
1
0
2
1
3
1
5
2
7
2
10
3
13
3
17
4

Score
6
7
8
9
10
11
12
13
14
15
16
17
18

I would suggest that you allow the players a number of points as follows:

Low-powered campaigns in which the players are little better, or no better, than ordinary common folk
would use a base of 10 or so. Using 10 points, a common set of scores might be: 14, 14, 12, 11, 10, 9,
8. Most players will choose not to have an 18 score because it is too costly in all other stats.
Challenging campaigns in which the players are somewhat better than ordinary folk should use a base
of around 25. A sample of scores using 25 points might be: 18, 16, 13, 12, 10, 9, 6.
Demanding campaigns are for characters who are above ordinary folks. They face dangers and
challenges far beyond the scope of the common man. Such campaigns should use about 35 points for
purchasing ability scores. Bonus Table b lists several possible arrangements for scores using 35 points.

Bonus Table b: Sample Stats (based on 35 points)


14

16

15

15

16

17

18

16

16

17

17

16

18

18

18

17

18

18

18

18

18

17

18

18

14

14

15

15

16

15

14

16

16

16

16

16

16

17

16

17

18

18

17

17

18

17

18

18

14

14

15

15

14

15

14

15

15

14

16

16

14

12

14

16

14

14

16

16

16

17

17

18

14

14

15

15

14

14

14

15

15

14

12

15

14

12

14

11

13

12

11

11

12

10

14

14

14

15

14

12

12

12

11

14

12

10

10

11

12

10

11

10

10

10

11

10

14

13

12

10

10

11

11

11

10

10

10

10

10

10

10

10

14

12

10

10

10

10

10

10

10

I personally favor 35 points when using this system. It allows more flexibility, and players dont feel like
they have to be pigeonholed into one-dimensional characters. Fighters can afford to be intelligent, wizards
might choose to be strong, or charismatic. Also, when I allow people to roll stats, most players who roll
worse than these stats (see Bonus Table b) tend to feel disappointment. Players who roll stats similar to
these usually feel good about their rolls. Make the players feel good, let them be extraordinary. You will
still be able to find traps and monsters and villains to challenge them.

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Chapter 1: Abilities

Bonus Spells for High Ability Scores


I have somewhat changed the way high ability scores affect spellcasters. My new Table 1-1: Ability
Modifiers and Bonus Spells shows the new bonus spells.

Table 1-1: Ability Modifiers and Bonus Spells


Score Modifier
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
50-51
X
X/0

-5
-4
-3
-2
-1
-0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Bonus Spells by Spell Level


0
1
2
3
4
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
1
X/0
X
X
X
2
1
0
X/0
X
2
2
1
0
0
3
2
2
1
0
3
3
2
2
1
3
3
3
2
2
4
3
3
3
2
4
4
3
3
3
4
4
4
3
3
4
4
4
4
3
4
4
4
4
4
5
4
4
4
4
5
5
4
4
4
5
5
5
4
4
5
5
5
5
4
5
5
5
5
5
5
5
5
5
5
6
5
5
5
5
6
6
5
5
5
6
6
6
5
5
6
6
6
6
5

5
X
X
X
X
X
X
X
X/0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5
5

6
X
X
X
X
X
X
X
X
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5

7
X
X
X
X
X
X
X
X
X/0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5

8
X
X
X
X
X
X
X
X
X
0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5

9
X
X
X
X
X
X
X
X
X
X/0
0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5

A character with an ability score this low cannot learn spells of this level.
The X applies to the lower of the two ability scores, the zero applies to the higher. Thus, a character
who wishes to cast 3rd level spells would be unable to do so if her ability score was a 12, but would
be able to do so with no bonus spells if her ability score was a 13. So casting 9th level spells requires
an ability score of 19; 18 just is not high enough.

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Chapter 2: Races

Chapter 2: Races
In later editions of this document I will likely include new races, but for now I am only including my
changes to the PHB.

New Table 2-1: Racial Ability Adjustments


Race
Ability Adjustments
Favored Class
Human
+1 to 1 or 2 scores, -1 to the same number of scores*
Any
Dwarf
+2 CON, -2 CHA
Fighter
Elf
+2 DEX, -2 CON
Bard or Wizard
Gnome
+1 CON, +1 INT, +1 WIS, -2 STR
Cleric or Illusionist
Half-elf
+1 DEX, -1 CON, May make one trade as a human*
Any
Half-orc
+2 STR, -2 INT, -2 CHA, May make one trade as a human*
Barbarian
Halfling
+2 DEX, +1 CON, -2 STR
Rogue
*Humans are more varied and flexible than the other races. As such, they may add 1 to any score but must
then subtract 1 from another score. They may do this once, twice, or not at all, but only when they initially
create the character. Half-elves and Half-orcs may make one or no changes in this fashion. They may not
make two changes.
Note that no racial modifier can reduce an ability score below 3. So, if you are lucky enough (?) to have an
extremely low roll on a score that is penalized further by your race, it is possible that you wont be affected
by the penalty. Therefore, a gnome with a 4 STR would only reduce to 3, not to two. So, if a player were
rolling up a gnome and had a 4, he might choose to put it in STR and thus cheat the system by gaining
more positive racial modifiers than negative. This is fine by me, as in my opinion, reducing any ability
score to 3 will severely handicap any character, and the handicap will be more damaging than any
advantage gained by cheating the system.
Where I have changed the Favored Classes to include two classes, the character may choose one of the two
classes as favored; the other class is not.

Humans
Humans may now swap a point between 1 pair of stats, two pairs of stats, or none (see footnote on New
Table 2-1: Racial Ability Adjustments. Also, humans are allowed additional feats at any level divisible by 6
(6, 12, 18).

Dwarves
Stonecunning is now a +4 racial bonus.

Elves
Racial bonus for Listen, Search, and Spot is now +4. Also, they may choose Bard or Wizard as a Favored
Class.

Gnomes
I have changed gnomes stat modifiers as follows: +1 CON, +1 INT, +1 WIS, -2 STR.
Gnomes may choose Cleric or Illusionist as a Favored Class.
Saving throws against illusions are now +4.
Also, gnomes are particularly resistant to any magical effects that fool or confuse the mind. They receive a
+2 racial bonus against mind-affecting magic.

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Chapter 2: Races

Half-elves
I have changed half-elves stat modifiers as follows: +1 DEX, -1 CON, May make one trade as a human.
Gain +1 feat at 1st level and at any level divisible by 10 (10, 20)
Gain +2 Skill points at first level and gain +1 skill point at any level divisible by 2 (2, 4, 6)

Half-orcs
I have changed half-orcs stat modifiers as follows: +2 STR, -2 INT, -2 CHA. They may make one trade as
a human but may not trade any STR, INT, or CHA in this fashion.
Gain +1 feat at 1st level and at any level divisible by 10 (10, 20)
Half-orcs receive a racial modifier of +2 on all intimidate checks.
Half-orcs (and orcs) often live in such filthy conditions that they are toughened against all the hardships of
life, including all forms of toxins, poisons, diseases, illnesses, etc. Any time a character of orc blood must
make a Fortitude saving throw they receive a +2 racial bonus.
Also, these races are particularly ferocious and fearless. They receive a +2 racial bonus for all saving
throws and skill checks involving morale or courage.

Halflings
I have changed halflings stat modifiers as follows: +2 DEX, +1 CON, -2 STR.
Racial saving throw bonus is now +2 on all saving throws.

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Chapter 3: Classes

Chapter 3: Classes
New Table 3-1: Base Save and Base Attack Bonuses
Class
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Base Save
Bonus
+0/+2
+0/+3
+1/+3
+1/+4
+1/+4
+2/+5
+2/+5
+2/+6
+3/+6
+3/+7
+3/+7
+4/+8
+4/+8
+4/+9
+5/+9
+5/+10
+5/+10
+6/+11
+6/+11
+6/+12

Bbn, Ftr, Mnk, Pal, Rgr


Base Attack Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Brd, Clc, Drd, Rog


Base Attack Bonus
+0
+1
+1
+2
+3
+4
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Wiz, Sor
Base Attack Bonus
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

This table didnt change much. However, Monk moved over to the warriors column, and the last two
columns have changed the curve slightly. The slight change in curve delays their ability to learn feats that
require certain Base Attack Bonuses, providing the warrior classes an edge in combat feats.

New Hit Dice for Classes


Hit Die
d4
d6
d8
d10
d12

Class
Sorcerer, Wizard
Cleric (only if deity has no War domain), Druid
Bard, Cleric (only if deity has War domain), Rogue
Fighter, Monk, Paladin, Ranger
Barbarian

This is changed (slightly) for many reasons:


I feel monks need the hit dice of the other warriors
I feel that rogues fight quite a bit and clerics rarely do so I have never understood why rogues have
worse hit dice than clerics
Each Hit Die a character rolls when going up levels receives the standard modifier to the roll, based on
CON. In addition, if the modifier is a positive number, the character may reroll any time her hit die rolls
that value or lower. For instance, if Krusk the barbarian has a CON of 16 (giving a bonus of +3) he will roll
1d12+3 every time he goes up a level (including first level). In addition, if the d12 rolls a 1, 2, or 3, he will
reroll until he rolls a 4 or higher. Thus, each level, Krusk would gain from 7-15 HP.

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Chapter 3: Classes

Alternative New Hit Points for Classes


Hit Points
3
4
5
6
7

Class
Sorcerer, Wizard
Cleric (only if deity has no War domain), Druid
Bard, Cleric (only if deity has War domain), Rogue
Fighter, Monk, Paladin, Ranger
Barbarian

This is changed from the previous New Hit Points for Classes for many reasons:
It eliminates all rolling for HP
It allows high-level NPC Hit Points to be generated in a second rather than by rolling tons of dice
Players never feel bad about getting a crummy roll
You never have 2 10th level fighters in the same group, one with 90 HP and the other with 40, just
because one was luckier than the other
Players are no longer encouraged to cheat or lie on their HP rolls to make their character just that little
bit more survivable
And for the reasons stated in my Essay on Hit Points in the appendix of this document

New Table 3-2: Experience and Level-Dependent Bonuses


Class
Class Skill Cross-Class
Ability
Level
XP
Max Ranks Skill Max Ranks Feats
Increases
1
0
4
2
1st
2
1000
5
2.5
3
3000
6
3
2nd
4
6000
7
3.5
1st
5
10000
8
4
3rd
6
15000
9
4.5
7
21000
10
5
4th
8
28000
11
5.5
2nd
9
36000
12
6
5th
10
45000
13
6.5
11
55000
14
7
6th
12
66000
15
7.5
3rd
13
78000
16
8
7th
14
91000
17
8.5
15
105000
18
9
8th
16
120000
19
9.5
4th
17
136000
20
10
9th
18
153000
21
10.5
19
171000
22
11
10th
20
190000
23
11.5
5th
This table has changed a little. The frequency of gaining feats has increased. After all, the reason we play
this game is to have fun, and even the most serious, non-munchkin role-players still like to see their
character grow with steady progress. And the extra 3 Feats throughout a characters lifetime (up from 7 at
20th level to 10 at 20th level) really dont unbalance the game. (Also, just for fun, now every class gains 3
free Feats by the time they are 6th level that must be chosen from a very small, simple list for each class).
Also note that though this table doesnt show it, 1 skill point per level is added to all character classes.
Why? There are now a few more skills, the maximum skill ranks have increased, and as said before, players
love to see their characters improve, so make it just a little easier. Besides, it slightly flattens out the curve:
the classes with the lowest (3 instead of 2) are only 1/3 of the highest (9 instead of 8) rather than being 1/4.

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Chapter 3: Classes

Barbarian
Hit Dice: d12; Alternative HP/Level: 7
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a barbarian gains a bonus feat for free.
These bonus feats must be chosen from Alertness, Skill Focus: Climb, Skill Focus: Jump, Skill Focus:
Swim, and Skill Focus: Wilderness Lore.

Bard
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a Bard gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Diplomacy, Skill Focus: Gather Information, and Skill Focus:
Perform.
Page 27 of the PHB lists a few optional bard weapons; bards are now proficient with all of them.
Bardic Music: Countersong requires 4 ranks in Perform, Fascinate requires 6, Suggestion requires 10,
Inspire Greatness requires 15 ranks and gives the following bonuses:
Adds 3d6+2 HP
+2 levels or hit dice: affects all level-based abilities already known but does not grant extra HP (the
bardsong already grants HP as per the previous bullet) or allow a character to use abilities he doesnt
know at his real level. For example, inspiring a 9th level barbarian to greatness makes him effectively
11th level. This will increase his Base Attack Bonus, improve his Saving Throws, and will improve his
Uncanny Dodge ability to the 10th level effect (because he already knows Uncanny Dodge). But he will
not learn the 11th level Damage Reduction as that is an ability he does not know at 9th level. Also note
that this ability will not grant additional skill points, feats, or ability score increases.
As with all spellcasters, Bards are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.

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Chapter 3: Classes

Cleric
If clerics deity has the War domain:
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT
modifier

If clerics deity does not have the War domain:


Hit Dice: d6; Alternative HP/Level: 4
Skill Points at first level: (5 + INT modifier) x4
Skill Points at each additional level: 5 + INT
modifier

Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a cleric gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Concentration, Skill Focus: Diplomacy, Skill Focus: Heal,
and Skill Focus: Spellcraft.
Clerics do not have to choose the War domain to be proficient with their deitys favored weapon, but they
must choose War to gain the Weapon Focus feat for free. Refer to PHB page 31.
Clerics must choose a god, or choose to worship an alignment. If choosing the alignment option, it must
be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil, and the domains chosen must be the same
two as the alignment.
As with all spellcasters, Clerics are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Spontaneous Casting. Refer to page 31of the PHB for information pertaining to Domain Spells and to page
32 for information about Spontaneous Casting. Clerics may still channel their energy into Healing or
Harming spells as written. Also, they can exchange prepared spells for any domain spell of the same level
or lower. This means high-level clerics with many domains have many spells available for spontaneous
casting.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Clerics have a new Special Feat, available only to divine spellcasters. At each level divisible by 5 (5, 10,
15) a cleric automatically gains the New Domain special feat, but only if there are any domains available
to her deity that she has not learned. Refer to the New Feats section later in this document for more details.
At 18th level, clerics gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).
This may not apply to some religions (for instance, not available from gods or goddesses of death).

Druid
Hit Dice: d6; Alternative HP/Level: 4
Skill Points at first level: (5 + INT modifier) x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a druid gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Animal Empathy, Skill Focus: Handle Animal, and Skill
Focus: Wilderness Lore.
As with all spellcasters, Druids are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Druids now get domains and domain spells just like clerics, including the ability to spontaneously cast
domain spells. Druids do not worship deities (see page 33 of the PHB), but their worship of nature can

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Chapter 3: Classes

draw them down different natural paths. As such, they may choose from the following domains: Air,
Animal, Chaos, Earth, Evil, Fire, Good, Law, Plant, Sun, Travel, or Water. Druids may only choose
alignment domains if they are of the same alignment. For example, a Lawful Neutral druid can only choose
the Law alignment; Chaos, Evil, and Good are unavailable to her. Some domain spells on these lists may
not normally be available to druids; however, a druid has access to any domain spell, even if it is not
normally a druid spell. Note that the divine feat New Domain is available to druids, and they may take it
often enough to have every domain in the above list if they wish.
Spontaneous Casting. Refer to page 31of the PHB for information pertaining to domain spells & to page 32
for information about Spontaneous Casting. Now druids can use Spontaneous Casting in the same way as
clerics can. They can exchange prepared spells for any domain spell of the same level or lower. This means
high-level druids with many domains have many spells available for spontaneous casting, but healing or
harming is only available if those druids have domains that provide healing or harming domain spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Druids have a new Special Feat, available only to clerics and druids. At 5th level, 10th level, and 15th level, a
druid automatically gains the New Domain special feat. Refer to the New Feats section later in this
document for more details. These new domains are restricted as indicated above.

Fighter
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 3rd level, again at 5th level, and again at 7th level, a fighter gains a bonus feat for free. This
is in addition to the bonus feats on Table 3-9: The Fighter, page 36 in the PHB. These bonus feats must be
chosen from the following list: Alertness, Ambidexterity, Athletic, Danger Sense, Endurance, Great
Fortitude, Iron Will, Lightning Reflexes, Quick Draw, Remain Conscious, Thick Skin, Toughness, or any
feat listed on the Combat or Missile Combat lists, provided all prerequisites have been met.
Weapon Specialization is now +1 attack and +2 damage and stacks with Weapon Focus.

Monk
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a monk gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Balance, Skill Focus: Concentration, Skill Focus: Escape
Artist, Skill Focus: Jump, and Skill Focus: Tumble.
Table 3-10: The Monk on page 38 of the PHB is changed slightly: The AC Bonus is equal to the monks
level, rounded down, plus her WIS modifier. Thus, the AC Bonus changes to +1 at 4th level, +2 at 8th, +3 at
12th, +4 at 16th, and +5 at 20th level.
Note that TSR released an erratum regarding unarmed damage: monks may choose to do real damage or
subdual damage with any unarmed attack and there is no penalty for choosing either type of damage.

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Chapter 3: Classes

Stunning Attack: This is now changed as follows: a stun attempt causes a 1 penalty on the monks attack
roll, but if the attack misses by any margin, it does not count as one of the monks daily allowance of stun
attempts. Thus, the only stunning attacks that count against the monks limit of 1 per day per level are those
that successfully strike an opponent, regardless of the success or failure of the victims saving throw.
Quivering Palm: This ability may be used a number of times equal 1 plus to the monks WIS bonus per
month. Also, all the rule changes about Stunning Attack (see above) such as 1 attack penalty and what
counts as part of the monthly allotment, apply to Quivering Palm as well.
Empty Body now has a duration of a number of minutes equal to 1 plus the monks INT modifier per level.

Paladin
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th, a paladin gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Diplomacy, Skill Focus: Diplomacy, Skill Focus: Heal, and
Skill Focus: Ride.
Additional Bonus Feat: paladins gain Leadership at 5th level for free (yes, this is 1 level less than the
requirement for the Feat, but paladins are natural leaders).
As with all spellcasters, Paladins are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Of course, the first thing to fix is the Lawful Good concept. I think every deity should have paladins. I am
sure every deity would want them leading their holy armies on crusades against their divine rivals. Thus,
paladins can be of any Lawful alignment, and can worship any deity who has at least a partial alignment
match. Thus, a Lawful Neutral paladin could worship any god who is Neutral, Neutral Good, Neutral Evil,
Lawful Neutral (of course), or Chaotic Neutral. This could put a paladin somewhat at odds to some extent
with his religion, especially in cases where a Lawful Paladin worships a Chaotic deity (for example, a
Lawful Evil paladin worshipping Erythnul who is the Chaotic Evil god of Slaughter). In most cases, these
deities are willing to overlook a little lawfulness in their paladins in view of all the benefits the paladins
bring to the religion.
Domains: Paladins can choose one domain at 1st level and another domain at 11th level, just as clerics
would. They gain all the benefits of Granted Powers and Domain Spells that clerics gain, including
Spontaneous Casting. For more information, refer to page 31of the PHB for information pertaining to
Domain Spells and to page 32 for information about Spontaneous Casting. Also refer to my changes to the
cleric class earlier in this chapter of this document. Paladins never have access to the New Domain Feat.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Detect Evil: Good paladins can detect Evil, Evil paladins can detect Good, and Neutral paladins can detect
either Good or Evil (but not both at once; they must specify which they are detecting at any given time).
Lay on Hands: Evil paladins can actually heal damaged undead if they so choose.
Smite Evil: Good paladins can smite Evil, Evil paladins can smite Good, and Neutral paladins can smite
either Good or Evil. Good and Evil paladins can use this ability a number of times equal to her CHA

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modifier 1 (but never less than one) per day. The limit for Neutral paladins is CHA modifier 2 (but never
less than one). This ability is never used up accidentally by smiting the wrong alignment. Refer to PHB,
page 42.
Remove Disease: Evil paladins (but not neutral paladins) can cure disease or cause disease as per the
Contagion spell.
Turn Undead: Neutral and Evil paladins can Rebuke Undead as per clerics. See PHB, page 32.
Cast Spells: Paladins can use Spontaneous Casting rules to cast any healing spells or domain spells to
which they may have access.
Code of Conduct: All paladins have a code of conduct, but neutral and evil paladins have slightly different
versions. These differences are up to individual DMs to decide and enforce, but certain basics should be
maintained. These include: respect authority, act honorably (dont lie or cheat), help others with similar
alignments provided they dont use the help for opposing deeds, punish those that harm or threaten
anything the paladins faith holds dear (worshippers, temples, beliefs, etc.).
The restriction on multiclass paladins is partially lifted to allow paladins who have changed classes to
undertake a holy quest to regain their deitys favor sufficiently to resume advancing in paladin levels.

Psychic Warrior
Hit Dice: d8; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 3rd level, again at 4th level, again at 6th level, and again at 9th level a psychic warrior gains a
bonus feat for free. These bonus feats must be chosen from the following list: Ambidexterity, Blind-Fight,
Body Fuel, Cleave, Combat Manifestation, Combat Reflexes, Deep Impact, Deflect Arrows, Dodge, Exotic
Weapon Proficiency, Expertise, Far Shot, Fell Shot, Great Cleave, Great Sunder, Improve Dodge, Improved
Bull Rush, Improved Critical, Improved Disarm, Improved Initiative, Improved Magical Strike, Improved
Parry, Improved Trip, Improved Two-weapon Fighting, Improved Unarmed Strike, Inertial Armor, Inner
Strength, Magical Strike, Master Dodge, Master Parry, Mental Leap, Mobility, Mounted Archery, Mounted
Combat, Mystic Strike, Parry, Point Bank Shot, Power Attack, Power Touch, Precise Shot, Precise Twoweapon Fighting, Prone Fighting, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Metabolism,
Psionic Shot, Psionic Weapon, Quick Draw, Ranged Attack Deflection, Ranged Disarm, Ranged Pin,
Ranged Sunder, Rapid Metabolism, Rapid Shot, Return Shot, Ride-by Attack, Riposte, Shot on the Run,
Speed of Thought, Spirited Charge, Spring Attack, Stand Still, Stunning Fist, Sunder, Talented, Toughness,
Trample, Two-Weapon Fighting, Unavoidable Strike, Up the Walls, Weapon Finesse, Weapon Focus,
Weapon Specialization, Whirlwind Attack, Withdraw.
Weapon Specialization is now +1 attack and +2 damage. At level 6 the psychic warrior gains access to this
feat, but does not actually gain the feat unless she uses one of her normally allotted feats to learn it.
However, she may use any allot feat at any time hereafter to learn Weapon Specialization.

Ranger
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (5 + INT modifier) x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: Twice at 1st level, again at 2nd level, again at 4th level, again at 6th level, and again at 8th level
(for a total of 6 bonus Feats), a ranger gains a bonus feat for free. These bonus feats must be chosen from
Alertness, Ambidexterity, Danger Sense, Quick Draw, Skill Focus: Handle Animal, Skill Focus: Hide, Skill

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Focus: Intuit Direction, Skill Focus: Move Silently, Skill Focus: Wilderness Lore, Toughness, and Twoweapon Fighting.
As with all spellcasters, Rangers are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
There is no real reason to give rangers the Ambidexterity or Two-weapon Fighting Feats, or the Improved
Two-weapon Fighting Feat (why dont rogues have them, too?) other than they were holdovers from
previous editions of the game. Taking them away would be unfair, so I am replacing them with three extra
bonus Feats, as described above.
Domains: Rangers can choose one domain at 1st level and another domain at 11th level, just as clerics
would. They gain all the benefits of Granted Powers and Domain Spells that clerics gain, including
Spontaneous Casting. For more information, refer to page 31of the PHB for information pertaining to
Domain Spells and to page 32 for information about Spontaneous Casting. Also refer to my changes to the
druid class earlier in this chapter of this document. Rangers never have access to the New Domain Feat. As
with druids, Rangers cannot Spontaneously Cast a healing spell unless they have the Healing domain.

Rogue
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (9 + INT modifier) x4
Skill Points at each additional level: 9 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a rogue gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Bluff, Skill Focus: Climb, Skill Focus: Disable Device, Skill
Focus: Hide, Skill Focus: Move Silently, Skill Focus: Open Lock, Skill Focus: Pick Pocket, Skill Focus:
Search, and Skill Focus: Spot.
Additional Bonus Feat: At 4th level, the rogue gains the Lightning Reflexes Feat for free.
Special Abilities: This is changed to allow the rogue to gain one Special Ability at 8th level, another one at
12th level, and another one at 18th level. (Between this and the 4th level Bonus Feat, the rogue will get
something at every level). Also, Crippling Strike has been upgraded to 1d3 points of Strength loss.

Sorcerer
Hit Dice: d4; Alternative HP/Level: 3
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a sorcerer gains a bonus feat for free.
These bonus feats must be chosen from Skill Focus: Alchemy, Skill Focus: Concentration, Skill Focus
Knowledge (Arcana), Skill Focus: Scry, and Skill Focus: Spellcraft.
As with all spellcasters, Sorcerers are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
One of the first changes to a sorcerer is to make the character class somewhat more dependent on Wisdom
rather than Charisma. Charisma is for bards; Wisdom is for gut feelings and instinct. The description of the

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class on pages 48-49 of the PHB indicates that sorcerers are fairly instinctive spellcasters. Instinct fits much
more nicely with Wisdom than with Charisma.
Since instinct is so important for sorcerers, they now use WIS to determine the number of bonus spells of
each level a sorcerer can cast per day.
Also, Intelligence represents the ability to figure out new spells and to retain more spells in their heads, so I
use INT to determine how many bonus spells a sorcerer can remember (adds to maximum known).
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
At 16th level, sorcerers gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).

Wizard
Hit Dice: d4; Alternative HP/Level: 3
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a wizard gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Alchemy, Skill Focus: Concentration, Skill Focus: Scry, and
Skill Focus: Spellcraft.
As with all spellcasters, Wizards are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Obviously, the first thing to fix with wizards seems to be that forever-broken class function that causes
them to forget their spells. However, this problem wont be changed; if you dont like it, play a sorcerer. On
the other hand, because of the increased spellcasting power of clerics (allowing Spontaneous Casting of
Domain spells), druids (allowing Domain spells and Spontaneous Casting), and sorcerers (increasing the
number of known spells and the Spells per Day allotment), wizards should be treated to some benefit.
As such, a wizard may now attempt to spontaneously cast spells from her spellbook. This means she may,
with a successful Spellcraft check, cast any spell from her spellbook at the expense of any of her prepared
spells of the same level or higher. This is discussed later in this document under Spell Retention in the
Magic section.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
At 19th level, wizards gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).

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Prestige Class: Battleguard


Description:
The Battleguard is the fighting prestige class of the Argent Defenders. These characters are valorous
champions of law, ready to put any evildoers to swift, violent justice. The Battleguard is very difficult to
fool. When not threatened by evil, the Battleguard can be diplomatic.
Requirements:
Alignment: Any non-evil, preferably non-chaotic.
BAB of +6 or higher.
4 Skill Ranks in Diplomacy.
3 Skill Ranks in Sense Motive.
Feats: Endurance, Expertise.
HP per Level: 7
Skill Points per Level: 5
Class Skills:
Climb, Craft, Diplomacy, Handle Animal, Heal, Jump, Ride, Sense Motive, Strategy, Swim, and Tactics.
Weapon and Armor Proficiency:
Proficient with all simple and martial weapons and all armor and shields. Weapon specialization is
available to Battleguards and is +1 to hit and +2 damage, just as it is for fighters.
Class Table:

Level BAB
1 +1
2 +2
3 +3
4 +4
5 +5
6 +6
7 +7
8 +8
9 +9
10 +10

Fort

Ref

Will

Special

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Bonus Feat: Skill Focus (Sense Motive), Exotic Weapon


Bonus Feat: Any
Defensive Awareness (DEX bonus to AC)
Bonus Feat: Leadership
Damage Reduction (1)
Defensive Awareness (can't be flanked), Exotic Weapon
Damage Reduction (2)
Bonus Feat: Any
Damage Reduction (3)
Bonus Feat: Any

Class Features:
Bonus Feat: Any: The Battleguard may choose any bonus feat that a fighter could choose.
Bonus Feat: Skill Focus (Sense Motive): The Battleguard receives the Skill Focus feat for the Sense
Motive skill. If the Battleguard already has this feat, he may treat this as Bonus Feat: Any.
Bonus Feat: Leadership: The Battleguard receives the Leadership feat. If the Battleguard already has
this feat, he may treat this as Bonus Feat: Any.
Damage Reduction: This is just like the barbarian ability of the same name.
Defensive Awareness: This is just like the barbarian ability, Uncanny Dodge. At third level the
Battleguard may retain his DEX bonus when surprised or flat-footed. At 6th level he may no longer be
flanked.
Exotic Weapon: The Battleguard may choose to gain the Exotic Weapon feat for any 1 weapon of his
choice. If he chooses not to learn this feat at this time, he may save it for later and learn this feat at any
time in the future.

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Prestige Class: Divineguard


Description:
The Divineguard is the priestly prestige class of the Argent Defenders. These characters are holy champions
of law, ready to pit the power of their deity against all the evils of the land.
Requirements:
Alignment: Any non-evil, preferably non-chaotic.
Must be able to cast divine spells of level 3 or higher.
BAB of +4 or higher.
6 Skill Ranks in Diplomacy.
3 Skill Ranks in Sense Motive.
5 Skill Ranks in Heal.
HP per Level: 6
Skill Points per Level: 5
Class Skills: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intuit Direction,
Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Magical Tactics, Profession, Scry,
Sense Motive, Spellcraft, Swim, Wilderness Lore
Weapon and Armor Proficiency:
Same as previous class.
Class Table:

Level BAB Fort


1
2
3
4
5
6
7
8
9
10

+0
+1
+1
+2
+3
+4
+5
+6
+7
+7

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref

Will

Special

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Spell Mastery
Skill Focus (Sense Motive)
Bonus Feat
Skill Focus (Spellcraft)
Timeless Body
Bonus Feat

Class Features:
The Divineguard continues to advance in levels in all ways as his former class, Cleric, Druid, Paladin, or
Ranger. The only differences are in the HP per level, class skills, number of skill points per level, and the
abilities noted in the Divineguard Class Table.
Bonus Feat: The Divineguard may take any 1 Metamagic or Item Creation feat.
Skill Focus (Sense Motive): The Divineguard receives the Skill Focus feat for the Sense Motive skill.
If the Divineguard already has this feat, he may treat this as a Bonus Feat.
Skill Focus (Spellcraft): The Divineguard receives the Skill Focus feat for the Spellcraft skill. If the
Divineguard already has this feat, he may treat this as a Bonus Feat.
Spell Mastery: The Divineguard receives the Spell Mastery feat. Any time a Divineguard learns this
feat, he may take select one extra spell (INT modifier +1 instead of merely INT modifier).
Timeless Body: This functions exactly like the Timeless Body ability of the Druid.

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Prestige Class: Silverguard


Description:
The Silverguard is the generic prestige class of the Argent Defenders. These characters are true paragons of
their former professions. They are righteous champions of goodness and will stop at nothing to defeat evil
in any form.
This is effectively the catch-all prestige class of the Argent Defenders society for any character that doesnt
want to give up his primary class skills to become a Battleguard, Divineguard, Mageguard, or
Shadowguard.
Requirements:
Alignment: Any non-evil, preferably non-chaotic.
At least 6th level in any one class. May be multi-classed, but only the highest class level counts. For
purposes of the abilities described below, the Silverguards highest former class level is considered his
former class. If he has two or three classes of equal levels of 6th level or higher, he may choose only one
to be his former class.
5 Skill Ranks in Diplomacy.
5 Skill Ranks in Sense Motive.
HP per Level: Same as former class +1 HP per level.
Skill Points per Level: Same as former class +2 skill points per level.
Class Skills:
Same as former class.
Weapon and Armor Proficiency:
Same as former class.
Class Table:
Same as former class except as follows:
At level 1 the Silverguard may receives the Bonus Feat: Skill Focus (Sense Motive).
At level 3 the Silverguard receives the Exotic Weapon feat.
Class Features:
Bonus Feat: Skill Focus (Sense Motive): The Silverguard receives the Skill Focus feat for the Sense
Motive skill. If the Silverguard already has this feat, he may treat this as Bonus Feat: Any.
Exotic Weapon: The Silverguard may choose to gain the Exotic Weapon feat for any 1 weapon of his
choice. If he chooses not to learn this feat at this time, he may save it for later and learn this feat at any
time in the future.

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Prestige Class: Mageguard


Description:
The Mageguard is the arcane prestige class of the Argent Defenders. These characters are magic-wielding
lawful protectors of those common citizens lacking the arcane arts to protect themselves. Mageguards
combine powerful spellcasting abilities with a deep understanding of magical lore.
Requirements:
Alignment: Any non-evil, preferably non-chaotic.
Arcane spellcaster capable of at least two 3rd level spells/day (not counting bonus for high ability scores or
school specialization). Thus, the character must be a level 9 Bard, level 7 Sorcerer, or Level 6 Wizard.
3 Skill Ranks in Diplomacy, 3 Skill Ranks in Sense Motive, 8 Skill Ranks in Magical Tactics, 8 Skill Ranks
in Spellcraft.
Feats: Spell Penetration, Spell Focus.
HP per Level: 4
Skill Points per Level: 5
Class Skills:
Alchemy, Concentration, Diplomacy, Knowledge (all skills), Magical Tactics, Perform, Profession, Scry,
Sense Motive, and Spellcraft.
Weapon and Armor Proficiency:
Mageguards are trained much like wizards, though they have access to all simple weapons. Mageguards
have no armor proficiencies and suffer the same restrictions on arcane spellcasting.
Class Table:

Level BAB Fort


1
2
3
4
5
6
7
8
9
10

+0
+0
+1
+1
+2
+3
+3
+4
+4
+5

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref

Will

Special

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

+ 1 spellcaster level of existing class, Spell Mastery


+ 1 spellcaster level of existing class, Secret Lore
+ 1 spellcaster level of existing class, Lore
+ 1 spellcaster level of existing class, Bonus Feat
+ 1 spellcaster level of existing class, Secret Lore
+ 1 spellcaster level of existing class, Sill Focus (Spellcraft)
+ 1 spellcaster level of existing class, Bonus Feat
+ 1 spellcaster level of existing class, Greater Lore
+ 1 spellcaster level of existing class, Timeless Body
+ 1 spellcaster level of existing class, Bonus Feat

Class Features:
+1 spellcaster level of existing class: Every time a Mageguard gains a level, he treats it exactly as if he had
gained one class level of his former class. This is only in regards to the number of new spells he can learn
and cast. Other class abilities of the former class are ignored.
Bonus Feat: The Mageguard may take any 1 Metamagic or Item Creation feat.
Greater Lore: This functions exactly like the Greater Lore ability of the Loremaster.
Lore: This functions exactly like the Lore ability of the Loremaster.
Secret Lore: the Mageguard gains one secret exactly as described for the Loremaster on page 34 of
the DMG. The Mageguard may only select a secret from table 2-15 appropriate for his level + INT
modifier.
Skill Focus (Spellcraft): The Mageguard receives the Skill Focus feat for the Spellcraft skill. If the
Mageguard already has this feat, he may treat this as a Bonus Feat.
Spell Mastery: The Mageguard receives the Spell Mastery feat. Any time a Mageguard learns this feat,
he may take select one extra spell (INT modifier +1 instead of merely INT modifier).
Timeless Body: This functions exactly like the Timeless Body ability of the Druid.

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Prestige Class: Shadowguard


Description:
The Shadowguard is the roguish prestige class of the Argent Defenders. These characters are sneaky
vigilantes, gathering information and infiltrating enemy strongholds in the name of justice. They believe
that it takes a good thief to catch an evil thief.
Requirements:
Alignment: Any non-evil, preferably non-chaotic.
5 Skill Ranks in Diplomacy.
8 Skill Ranks in Sense Motive.
Feats: Danger Sense, Dodge, Improved Initiative.
HP per Level: 6
Skill Points per Level: 10
Class Skills:
Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather
Information, Hide, Intimidate, Innuendo, Intuit Direction, Jump, Listen, Move Silently, Open Lock,
Perform, Profession, Read Lips, Search, Sense Motive, Shadowing, Spot, Streetwise, Swim, Tumble, Use
Magic Device, and Use Rope.
Weapon and Armor Proficiency:
Shadowguards are proficient with all rogue weapons and any other simple weapon. They are proficient with
light and medium armor and shields. Remember that armor affects many of the Shadowguards skills.
Class Table:

Level BAB Fort


1
2
3
4
5
6
7
8
9
10

+0
+1
+1
+2
+3
+4
+5
+6
+7
+7

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref

Will

Special

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Bonus Feat: Skill Focus (Sense Motive), Exotic Weapon


Sneak Attack +1d6
Special Ability
Uncanny Dodge (1)
Sneak Attack +2d6
Special Ability
Uncanny Dodge (2)
Sneak Attack +3d6
Special Ability
Uncanny Dodge (3)

Class Features:
Bonus Feat: Skill Focus (Sense Motive): The Shadowguard receives the Skill Focus feat for the Sense
Motive skill. If the Shadowguard already has this feat, he may treat this as Bonus Feat: Any.
Exotic Weapon: The Shadowguard may choose to gain the Exotic Weapon feat for any 1 weapon of his
choice. If he chooses not to learn this feat at this time, he may save it for later and learn this feat at any
time in the future.
Sneak Attack: These bonus dice of damage stack with any other bonus dice from former classes.
Special Ability: This is identical to the Special Ability of the Rogue class with Evasion (the 2 nd level
rogue ability) added to the list. Note, if the Shadowguard does not already have Evasion, he may not
choose Improved Evasion until he learns Evasion.
Uncanny Dodge: This is also identical to the Rogue Ability. A Shadowguard with no former experience in
this ability must start at the beginning and progresses in order from there. A Shadowguard with prior
experience in this ability continues from where he left off.

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Other Prestige Classes in Use


Arcane Archer (elf only)
Source: DMG
Description:
The arcane archer is a warrior skilled in using magic to supplement his archery prowess. They are famous
for their deadly accuracy, but even more famous for their uncanny ability to enchant arrows on the fly.
Requirements:
Race: Elf or Half Elf
BAB of +6 or higher.
Feats: Weapon Focus (any bow), Point Blank Shot, Precise Shot.
Spellcasting: Must be able to cast 1st level arcane spells.

Duelist
Source: Sword and Fist
Description:
The duelist is a nimble, intelligent fighter trained in making precise attacks with a light weapon such as the
rapier. Also called swashbucklers, the duelist always takes full advantage of his quick reflexes and wits in a
fight.
Requirements:
BAB of +6 or higher.
5 Skill Ranks in Tumble.
3 Skill Ranks in Perform.
Feats: Dodge, Weapon Proficiency (Rapier), Ambidexterity, Mobility.

Eldritch Master (bard or sorcerer only)


Source: Dragon #280
Description:
Eldritch Masters, AKA witches, etc., are arcane spellcasters that have made a pact with a higher power to
increase their power.
Requirements:
Class: Bard or Sorcerer
8 Skill Ranks in Knowledge: Arcana
6 Skill Ranks in Spellcraft
2 Skill Ranks in Diplomacy
2 Skill Ranks in Intimidate
Special: Pact with higher power

Gladiator
Source: Sword and Fist
Description:
Tough, hardened fighters skilled at wearing down their foes and winning the approval of the crowd.
Requirements:
BAB of 5 or higher
4 Skill Ranks in Perform or Intimidate

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Feats: Must have any two fighter feats, even if not gained as a fighter

Hunter of the Dead


Source: Defenders of the Faith
Description:
This is the hated enemy of all undead. He possesses many tools against undead: skill at arms equal to any
fighter, spells to aid his hunt, and talents to both deal destruction to undead and to avoid damage and
harmful undead powers.
Requirements:
Alignment: Any non-evil.
BAB of +5 or higher.
5 Skill Ranks in Knowledge (undead).
Must be able to turn undead.
Special: must have lost one level or one point from any ability score due to an undead attack. This cannot
have been healed or restored.

Loremaster
Source: DMG
Description:
Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They
uncover secrets that they then use to better themselves mentally, physically, and spiritually.
Requirements:
Spellcasting: must be able to cast at least 7 different divination spells, at least one of which must be of 3 rd
level or higher
10 Skill Ranks in two different Knowledge skills.
Feats: Skill Focus (any Knowledge skill), any three Metamagic or Item Creation feats.

Mystic
Source: Dragon #274
Description:
Mystics are arcane specialists. They forego gaining new levels of spells in order to focus on improving and
expanding their current selection of spells. This can quickly make them a formidable spellcaster with a
huge selection of improved-powered low-mid level spells.
Requirements:
10 Skill Ranks in Spellcraft
10 Skill Ranks in Knowledge Arcana
5 Skill Ranks in Religion
Feats: Spell Penetration, Spell Focus, one Metamagic, one Item Creation

Stonelord (dwarf only)


Source: Dragon #278
Description:
Stonelords, AKA rockbrothers, use their connection with the earth to draw from the infinite reserves of
power within it to help them perform amazing combat feats.
Requirements:
Race: Dwarf

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BAB of +5 or higher
6 Skill Ranks in Craft: Stoneworking
3 Skill Ranks in Spellcraft
Feat: Endurance

Soulknife (psionic)
Source: Psionics Handbook
Description:
A Soulknife is a psionicly enhanced rogue, trained to use the powers of the mind to manifest a powerful
and useful psychoplasmic blade.
Requirements:
BAB +4 or higher
3 Skill Ranks in Move Silently
3 Skill Ranks in Knowledge: Psionics
Base Power Points: 9/day (not including bonus points)

Trapmaster
Source: Traps & Treachery
Description:
Trapmasters are, as the name implies, masters of creating and disarming traps and puzzles of all varieties.
They are obsessed with the art and beauty of a finely crafted trap, and will travel to distant and dangerous
locales just for a chance to discover new and deadly devices.
Requirements:
Alignment: Any non-chaotic
10 Skill Ranks in Disable Device
6 Skill Ranks in Craft: Trapmaking
Feat: Mechanical Aptitude

Version 2.1

Page 30 of 122

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 4: Skills

Chapter 4: Skills
This chapter is divided into 3 sections. The first will deal with new rules governing skills in general. The
second section will deal with changes to existing skills in the PHB. The third section will introduce new
skills.

New Skill Rules


There are a few new skills, and as such, in order to allow players access to them, there are two new rules
about allocating skills to characters as explained earlier in this document.

Acquiring Skill Ranks


Also, 1 skill point per level is added to all character classes. Why? There are now a few more skills, the
maximum skill ranks have increased, and as said before, players love to see their characters improve, so
make it just a little easier. Besides, it slightly flattens out the curve: the classes with the lowest (3 instead of
2) are only 1/3 of the highest (9 instead of 8) rather than being 1/4.

Rolling a 1 or a 20
As per the variant from DMG, page 64, any time a character rolls a d20 there is a chance for a superb roll
or an awful roll. This rule allows characters or NPCs with really high skill modifiers to succeed in simple
tasks even when they roll a 1. It also allows characters or NPCs with low skill modifiers to fail in difficult
tasks, even when they roll a 20.
Whenever a 1 is rolled, treat it as if the die had rolled a 10. This will almost always be a failure, but if the
modifiers to the roll are so numerous or so large that the modified roll still exceeds the DC, then the roll
still succeeds. Thus, a high level rogue with a masterwork lock pick and a few circumstance bonuses
resulting a total Open Locks skill bonus of +25 attempts to open a simple lock with a DC of 15 and rolls a
1. This means the rogue rolled an awful roll of -10, but when she adds her +25 to that roll, she still winds
up with a 15 and picks the lock.
Conversely, whenever a 20 is rolled, treat it as if the die had rolled a 30. This will almost always be a
success, but if the modifiers to the roll are negative, or the DC was so extremely high that the modified roll
does not exceed the DC, then the roll still fails. Thus, an apprentice rogue with a total Open Lock modifier
of +2 attempts to pick an extremely clever lock that has a DC of 33 and rolls a 20. This means the rogue
rolled a superb roll of 30, but even when she adds her skill modifier of +2 to that roll, she still winds up
with a 32 and fails to open the lock.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 4: Skills

Key:

Druid

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Wizard

C
C
C
C
C
C
C
C
X
C
C
X
C
X
X
C
X
C
C
C
C
C
C
C
C
C
C
C
C
C
X
C
C
X
X
C
C
C
C
X
X
C
C
C
X

X
X
X
X
C
C
X
C
X
X
X
X
X
X
C
X
X
X
C
X
X
X
C
C
X
X
C
C
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X

X
X
X
X
C
C
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
C
X
X
C
X
C
C
X
X

X
X
X
C
X
C
X
X
X
X
X
X
X
C
X
X
C
C
X
X
X
X
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
C
X
X

X
X
X
C
C
C
X
C
X
X
C
X
X
X
X
C
X
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
C
X
X
X
X
X
X
X
X
C
C
X

X
X
X
X
C
C
X
C
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
C
C
X
X
X
X
C
X
X
X
X
X

X
X
X
C
C
C
X
X
X
X
X
X
X
C
C
C
X
C
X
X
C
C
X
X
C
C
X
X
C
C
X
X
C
C
C
C
X
X
C
C
C
C
X
C

C
C
C
C
X
C
C
C
C
C
C
C
C
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
C
C
C
X
C
X
C
C
C
X
X
C
X
C
C
C
C

X
X
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
X
C
X
X
X
X
X
X
X
X
X
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X

X
X
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
X
C
C
C
C
C
C
C
C
C
C
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X

C = Class Skill
X = Cross-class Skill
Yes = Can be used without any skill ranks
* Armor check penalty, if any, applies

Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
No
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
No
No
No
No
No
No
Yes
Yes
No
Yes
No
Yes
Yes
Yes
No
No
No
Yes
Yes
Yes
No
No
Yes

Ability

Cleric

X
X
X
C
X
C
X
X
X
X
X
C
X
C
C
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
C
X
X
X
X
X
C
C
C
X
X

Untrained

Bard

Skills
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge (arcana)
Knowledge (engineering)
Knowledge (dungeoneering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (religion)
Knowledge (the planes)
Listen
Move Silently
Open Lock
Perform
Profession
Ride
Search
Sense Motive
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope

Barbarian

New Table 4-2: Skills

INT
DEX *
CHA
STR *
WIS
INT
INT
CHA
DEX
CHA
DEX *
DEX
CHA
CHA
WIS
DEX *
CHA
STR *
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
PER
DEX *
DEX
CHA
INT
DEX
PER
WIS
DEX *
None
INT
PER
WIS
STR *
DEX *
WIS
DEX

Hyphen (-) = Skill unavailable to this class


No = Must be at least rank 1 to use this skill

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 4: Skills

Skill Changes
Changes to Who Gets What
The following changes are all included in the New Table 4-2: Skills above:
Decipher Script is now cross-class for all classes but barbarians and fighters and on the class list for
sorcerers and wizards.
Diplomacy is now off the druid class list.
Forgery is no longer available to barbarians.
Hide is now a class skill for barbarians.
Intimidate is now a class skill for fighters.
Move Silently is now a class skill for barbarians.
Perform is now off the class list for monks and rogues.
Profession is now a class skill for all classes except barbarian and druid.
Sense Motive is now on the class list for druids and rangers
Spellcraft is now on the class list for paladins and rangers
Spot is now on the class list for barbarians

Changes to Ability Modifiers


The following changes are all included in the New Table 4-2: Skills above:
Concentration is now based on Wisdom rather than on Constitution
Disable Device is now based on Dexterity rather than on Intelligence (could have been either, but this
way rogues have advantages over wizards)
Forgery is now based on Dexterity rather than on Intelligence (just about anyone can figure out what to
forge, but only really coordinated people can pull it off)
Gather Information can now be based on INT, but only for researching in libraries or other research
facilities.
Listen is now based on Perception rather than on Wisdom
Search is now based on Perception rather than on Intelligence
Spot is now based on Perception rather than on Wisdom
Use Magical Device is now based on Wisdom rather than on Charisma (it seems that being charming
would affect people, but it would take a serious focus of will to change your basic characteristics
enough to fool magical devices into behaving as if you are something you are not)

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

New Skills
There are no new skills at this time

Chapter 4: Skills

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Chapter 5: Feats
This chapter is divided into 3 sections. The first will deal with new rules governing Feats in general. The
second section will deal with changes to existing Feats in the PHB. The third section will introduce new
Feats.

New Feat Rules


The frequency of gaining feats has increased. After all, the reason we play this game is to have fun, and
even the most serious, non-munchkin role-players still like to see their character grow with steady progress.
And the extra 3 Feats throughout a characters lifetime (up from 7 to 10 at 20th level) really dont unbalance
the game.
Also, just for fun, now every class gains 3 free Feats by the time they are 8th level that must be chosen from
a very small, simple list for each class (except the ranger who loses Ambidexterity and Two-Weapon
Fighting but gets 5 feats instead of 3).
This is detailed under each class in Chapter 3: Classes in this document.
Also, because feats are an exciting and fun way to personalize your character, I will allow players to
purchase additional feats with their XP. The first feat purchased at any level costs the amount of XP to
gain that level, each feat purchased after that costs the amount of XP it would take to gain their current
level. For example, a 5th level character decides to purchase a feat. The character reached 5th level at 10,000
exp and needs 5,000 more to get 6th level, so the first feat would be of 5,000 = 1,250 XP, each feat after
that would be of 5,000 = 2,500 XP.
Note that characters may not lose a level purchasing a feat. Rather, they announce that they will learn a new
feat and from that point forward they apply all XP gained toward the feat until it is learned.

Table 5-1a: Cost of Feats


Level
1
2
3
4
5
6
7
8
9
10

First
250
500
750
1,000
1,250
1,500
1,750
2,000
2,250
2,500

More
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000

Level
11
12
13
14
15
16
17
18
19
20

First
2,750
3,000
3,250
3,500
3,750
4,000
4,250
4,500
4,750
5,000

More
5,500
6,000
6,500
7,000
7,500
8,000
8,500
9,000
9,500
10,000

Background and Bloodgift feats are two new types of feats inspired by the Feats book by AEG. Both of
these types of feats can only be taken at first level. The exception are those feats that are background or
Bloodgift feats but have other background or Bloodgift feats as a prerequisite, in which case the second feat
can be taken any time as long as the prerequisite feat was taken at first level.
Another thing to be aware of are feats that dont stack with each other. For example, Acrobatic adds +2 to
Balance checks and Agile adds +3 to Balance checks. A character with both feats gets the better bonus (+3).

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

New Table 5-1: Feats


General Feats
Acrobatic
Additional Magic Item Space* / **
Alertness
Alluring
Ambidexterity
Athletic
Bribery
Cantrip
Casing Sense
Charlatan
Danger Sense
Darkvision
Improved Darkvision**
Dash
Dexterous Fortitude
Dexterous Will
Dreamspeaking
Emblem of Renown*
Empathy
Endurance
Epic Endurance
Remain Conscious
Energy Resistance* / **
Epic Reputation
Evasion
Improved Evasion
Extended Life Span
Unnatural Life Span
Ageless Body
Eye for Detail
Fast Talker
Fortified Reflexes
Fortified Will
Great Charisma**
Great Constitution**
Great Dexterity**
Great Fortitude
Epic Fortitude
Perfect Health
Great Intelligence**
Great Perception**
Great Strength**
Great Wisdom**
Improvise Thieves Tools
Iron Will
Epic Will

Source
S&S
Epic
PHB
S&S
PHB
S&S
Evil
BEW
Traps
S&S
BEW
BEW
Epic
S&S
Epic
Epic
BoEM
BEW
Traps
PHB
Epic
S&F
Epic
Epic
BEW
BEW
Epic
BEW
BEW
Traps
Traps
BEW
BEW
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Traps
PHB+
Epic

Summary
Prerequisite
+2 Balance, Jump, & Tumble
DEX 13+
One more item of one type
Character Level 10+
+3 Listen/Spot
PER 13+
+2 Diplomacy, +2 Save DC
Persuasive, Trustworthy
Use both hands equally well
DEX 15+
+3 Climb/Swim
(none)
+4 Diplomacy when bribing
CHA 13+
Learn to cast Cantrips
INT 13+, Literacy, non-spellcaster
Automatically notice valuables
PER 15+
+3 Bluff/Disguise
CHA 13+
Extra Spot checks in danger
PER 13+, Alertness, 6 Skill Ranks in Spot
Gain Darkvision 30'
PER 15+
x2 range
As above, PER mod = number taken +2
+10 move rate
Medium armor and no heavy load
Use Ref save instead of Fort
CON 17+
Use Ref save instead of Will
WIS 17+
Interpret dreams
WIS 15+
Famous distinctive item
Character Level 13+
+3 Innuendo/Sense Motive
WIS 15+
+4 endurance checks, Disabled -2 HP
CON 13+
+10 endurance checks, Disabled -4 HP As above, CON 25
Allows Partial actions when Disabled
As above, Iron Will, Toughness, BAB 2+
+10 resistance vs. one type
Character level = number taken this type x8
+4 all non-animal CHA-based skills
Character level 20+
Reflex save for 1/2 damage = no damage DEX 15+, BAB 5+
Reflex save for full damage = 1/2 damage As above, DEX 19+, BAB 15+
50% longer life
CON 13+, Character Level 10+
2x longer life
As above, CON 17+, Character Level 15+
You stop aging
As above, CON 23+, Character Level 20+
+3 Appraise/Search
PER 15+
+3 Bluff/Diplomacy
CHA 15+
Use Fort save instead of Ref
DEX 17+
Use Fort save instead of Will
WIS 17+
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
+2 Fortitude saves, +2 negative HP
CON 13+
+4 Fortitude saves, +4 negative HP
As above, CON 25+
Immune to normal disease and poison
As above, Poison Immunity, CON 25+
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
No penalties for not having tools
WIS 13+
+2 Will saves, Disabled at -2 HP
WIS 13+
+4 Will saves, Disabled at -4 HP
As Above, WIS 25+

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

General Feats
Jack of All Trades
Keen Vision
Leadership
Epic Leadership
Legendary Leader
Legendary Climber
Legendary Leaper
Legendary Rider
Light Sleeper
Lightning Reflexes
Epic Reflexes
Lore
Obscure Lore
Greater Lore

Chapter 5: Feats

Source
S&S
Traps
PHB
Epic
Epic
Epic
Epic
Epic
BEW
PHB+
Epic
BEW
S&S
BEW

Summary
Use every skill
+3 Search/Spot
Attract and maintain followers
Attract more powerful followers
Attract and lead x10 followers
No penalties for rapid climbing
Not restricted by height
Ride and control any mount
Awaken in danger
+2 Reflex Saves, +1 Initiative
+4 Reflex saves, +2 Initiative
You are a fountain of information
+4 to Lore or Bardic Knowledge
Identify as the spell

Prerequisite
Character Level 8+
PER 15+
Character Level 8+
As above, CHA 25+, Leadership score 25+
As above, Diplomacy 30, Tactics 30, Strategy 30
DEX 21, Balance 12 ranks, Climb 24 ranks
Jump 24 ranks
Ride 24 ranks
PER 13+, Listen 7+ ranks
DEX 13+
As above, DEX 25+
INT 15+
As above or Bardic knowledge ability
As above, INT 17+, Spellcraft 10 ranks, 2 Item feats

BEW

Legend Lore and Analyze Dweomer

As above, INT 21+, Spellcraft 20 ranks, 4 Item feats

Low-light Vision
Improved Low-light Vision**
Luck
Auspice
Fortune
Karma
Fate
Destiny
Epic Purpose
Magical Talent
Mechanical Aptitude
Mount of Renown*
Multicultural*
Perfect Memory
Persuasive
Poison Immunity
Poison Use
Pyro
Quick Draw
Flick of the Wrist
Quicker than the Eye
Run
Fleet of Foot
Epic Speed

BEW
Epic
BEW
BEW
BEW
BEW
BEW
BEW
BEW
BoEM
Traps
BEW
S&S
Traps
S&S
Traps
BEW
S&S
PHB
S&S
S&S
PHB
S&S
Epic

Gain Low-light Vision 30'


x2 range
Gain 1 Fate Point/level
Gain 2 Fate Points/level
Gain 3 Fate Points/level
Gain 4 Fate Points/level
Gain 5 Fate Points/level
Gain 6 Fate Points/level
Gain 7 Fate Points/level
+3 Spellcraft/Knowledge (Arcana)
+3 Disable Device/Open Lock
Famous distinctive mount
+4 CHA vs. designated race
Instantly memorize things
+3 Bluff/Intimidate
+4 Save vs. mundane poisons
Never risk poisoning yourself
+1HP/d6 damage, +5 DC to put out
Free action to draw or sheath weapon
Draw and attack, foe is Flat-footed
Unobserved Partial Action
+25% speed (and jump), +5 move
Run/charge make 1 direction change
+30 to movement rate

PER 15+
As above, PER mod = number taken +2
CHA 13+
As above, CHA 15+
As above, CHA 17+
As above, CHA 19+
As above, CHA 21+
As above, CHA 23+
As above, CHA 25+
WIS 13+
DEX 15+
Character Level 13+
Speak Language of the designated race
INT 15+
CHA 13+
CON 13+, 5 Skill Ranks in Knowledge: Poison
WIS 13+
(none)
DEX 13+
As above, DEX 17+
DEX 19+
(none)
As above, DEX 15+
As above, Dash, DEX 23+, CON 21+, Medium armor
and no heavy load

Shadow
Shrewd Learner
Perspicacious Student
Sagacious Practitioner
Epic Skillmaster

S&S
BEW
BEW
BEW
BEW

+3 Hide/Spot while following


Gain +2 Skill points/Level
Gain +4 Skill points/Level
+1 to all Skill rolls
+2 to all Skill rolls

WIS 13+
WIS 11+
As above, WIS 15+
As above, WIS 17+
As above, WIS 25+

True Lore

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

General Feats
Signature Skill*
Skill Devotion**
Skill Focus*
Epic Skill Focus*
Skill Mastery*
Spell Resistance*
Stealthy
Thick Skin
Damage Reduction**
Armor Skin**
Toughness**
Epic Toughness**
Fast Healing**
Regeneration**

Source
Traps
BEW
PHB+
Epic
BEW
BEW
Traps
BEW
BEW
Epic
PHB+
Epic
BEW
BEW

Summary
One cross-class skill = class skill
Gain 7 + INT mod skill points
+4 bonus to one skill
+10 bonus to one skill
Use 3 skills during combat
SR = your level set when taken)
+3 Hide/Move Silently
+1 Natural AC modifier
Gain or add 3/- damage reduction
+2 Natural AC modifier
Gain 1 HD of Hit Points
Gain 20 HP
Gain Fast Healing 1, or add +1
Gain Regeneration 1, or add +1

Prerequisite
(none)
(none)
(none)
As above, 20 ranks in that skill
INT 13+, WIS 13+, 11+ ranks in each skill
(none)
DEX 15+
Character Level 5+
As above, Character Level = number taken x8
As above, Character Level = times taken x10
(none)
Character level 20+
As above, CON mod = number taken+3
As above, Same number of Fast Healing, CON mod =
number taken+4

Track
Legendary Tracker

PHB
Epic

Follow footprints and trails


Track prey anywhere

PER 13+
As Above, WIS 25+, PER 25+, Knowledge Nature 30
ranks, Wilderness Lore 30 ranks

Trap Sense
Trapfinding
Trapkilling
Trustworthy
Tyrant
Epic Tyrant
Willful Fortitude
Willful Reflexes

Epic
BEW
BEW
S&S
Evil
Epic
BEW
BEW

Find traps without searching


Find traps using Search skill
Disable traps using Disable Device
+3 Diplomacy/Gather Information
Attract and maintain evil horde
Attract a more powerful evil horde
Use Will save instead of Fort
Use Will save instead of Ref

Ability to find traps, Search 15 ranks, Spot 18 ranks


PER 13+
As above, DEX 13+
CHA 13+
Character Level 6+, must be evil
As above, CHA 25+, Tyrant score 25+
CON 17+
DEX 17+

Arcane Feats
Arcane Casting
Arcane Understanding
Armored Caster
Familiar Feat*
Familiar Feat Sharing
Familiar Focus
Familiar Spell**
Improved Familiar
Item Image
Mirror Sight
Spell Knowledge*

Source
T&B
BEW
BEW
BEW
BEW
BEW
Epic
T&B
BoEM
BoEM
Epic

Summary
+4 Save vs. 1 school of magic
Additional spells each level
Reduce Arcane Spell Failure of armor
Familiar learns one feat
Familiar and you share all feats
Familiar level = your Character level
Familiar can cast one spell 1/day
Replace Familiar with better one
Store an item in a tattoo
Use mirrors for scrying
Learn two new arcane spells

Prerequisite
Spell Focus feat in that same school
Spellcraft and Knowledge Arcana ranks = levelx2
Proficiency with armor worn
You must have a familiar
You must have a familiar, Spellcaster level 7+
You must have a familiar
Spell Level 3 higher than chosen spell.
Spellcaster level 5+ or 7+
Spellcaster level 9+
CHA 19+
Must already know 3 spells of same level(s) as the new
spells

Spell Mastery***

PHB

Permanently know a few spells

Wizard

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Combat Feats, General


Armor Proficiency (light)
Armor Mastery (light)
Improved Armor Mastery (light)
Adv. Armor Mastery (light)
Armor Proficiency (medium)
Armor Mastery (medium)
Imp. Armor Mastery (med)
Adv. Armor Mastery (med)
Armor Proficiency (heavy)
Armor Mastery (heavy)
Imp. Armor Mastery (heavy)
Adv. Armor Mastery (heavy)
Battlemaster
Improved Battlemaster
Epic Battlemaster
Blind Fight
Blind Sight
Close Quarters Fighting
Combat Reflexes
Counterattack of Opportunity
Dual Strike
Hold the Line
Improved Combat Reflexes
Opportunist
Sacrifice Attack
Sacrifice Assault
Spell Harrier
Defensive Stance**
Bulwark of Defense
Mobile Defense
Dirty Fighting
Dodge
Defensive Roll**
Epic Dodge
Improved Dodge
Master Dodge
Self-Concealment**
Lead Missile Fire
Mobility
Blinding Speed**
Spring Attack
Whirlwind Attack
Improved Whirlwind Attack
Unflankable
Redirect Attacks
Uncanny Dodge
Withdraw

Chapter 5: Feats

Source
PHB
BEW
BEW
BEW
PHB
BEW
BEW
BEW
PHB
BEW
BEW
BEW
BEW
BEW
BEW
PHB+
S&F
S&F
PHB
BEW
S&F
S&F
Epic
BEW
BEW
BEW
Epic
BEW
Epic
Epic
S&F
PHB+
BEW
Epic
BEW
BEW
Epic

Summary
Wear light armor
Reduce penalties for light armor -1
Reduce penalties for light armor -2
Reduce penalties for light armor -3
Wear medium armor
Reduce penalties for med. armor -1
Reduce penalties for med. armor -2
Reduce penalties for med. armor -3
Wear heavy armor
Reduce penalties for heavy armor -1
Reduce penalties for heavy armor -2
Reduce penalties for heavy armor -3
+1 competency modifier to BAB
+2 competency modifier to BAB
+3 competency modifier to BAB
Fight unseen foes
As if normal vision, 10'r
Improved ability to grapple
2+DEX mod Attacks of Opportunity
When receive an AoO, make an AoO
+4 attack when Flanking with partner
AoO against a charge
Unlimited Attacks of Opportunity
AoO against wounded foe
Convert up to 5 AC into BAB
Convert up to 10 AC into BAB
Threaten spellcasters better
+1 Defensive Stance/day
Improved Defensive Stance
5' move while in Defensive Stance
Second attack for 1d4 extra damage
+2 AC
1/day or +1/day, Ref Save = 1/2 damage
Avoid all damage from one attack
+4 AC
+6 AC
Blurry effect provides 10% cover per
time taken, max 50%

Prerequisite
(none)
As above, BAB 2+
As above, BAB 5+
As above, BAB 9+
As above
As above, BAB 3+
As above, BAB 7+
As above, BAB 11+
As above
As above, BAB 4+
As above, BAB 9+
As above, BAB 13+
BAB 4+
As above, BAB 9+
As above, BAB 19+
PER 13+
As above, PER 19+, BAB 4+
BAB 3+
(none)
As above, DEX 17+, BAB 5+
As above, BAB 3+
As above, BAB 2+
As above, DEX 21+, BAB 8+
As above, DEX 15+, BAB 8+
As above, DEX 17+, BAB 9+
As above, DEX 21+, BAB 13+
As above, BAB 7+
STR 13+, CON 15+, BAB 8+
CON 25+, Defensive Stance 3/day
DEX 15+, Defensive Stance 5/day
BAB2+
DEX 13+
As above, DEX mod = number taken +1
As above, DEX 25, Tumble 30 ranks
As above, DEX 15+, BAB 6+
As above, DEX 17+, BAB 12+
As above, DEX 30+, Improved Evasion, Hide 30 ranks,
Tumble 30 ranks

Evil
PHB
Epic
PHB
PHB
Epic
BEW
Evil
BEW
BEW

Bluff to make archer hit your foe


+4 AC bonus vs. AoO
Hasted 5 rounds/day
Move before and after attack
Strike multiple nearby foes
Affects all threatened foes
Cannot be Flanked
Trick foe into hitting your ally
Retain DEX AC mod when Flatfooted
Retreat without AoO

As above, 4 Ranks in Bluff


As above, DEX 13+
As above, DEX 25
As above, DEX 13+, BAB 6+
As above, DEX 13+, Expertise, BAB 8+
As above, DEX 23+, INT 13+, BAB 15+
As above, Uncanny Dodge, PER 13+, BAB 10+
As above
As above, PER 15+, BAB 8+
As above

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Combat Feats, General


Double Weapon Expertise
Epic Prowess**
Exotic Weapon Proficiency
Exotic Weapon Expertise
Exotic Weapon Mastery
Exotic Weapon Brilliance
Expert Tactician
Expertise
Improved Disarm
Improved Expertise
Improved Trip
Knock Down
Parry
Improved Parry
Master Parry
Riposte

Source
BEW
Epic
PHB
BEW
BEW
BEW
S&F
PHB
PHB
BEW
PHB
S&F
BEW
BEW
BEW
BEW

Summary
Use double weapon w/o usual penalties
+1 to all attacks (not BAB)
Choose one exotic weapon
Choose two more exotic weapons
Proficient with all exotic weapons
Apply all feats to all exotic weapons
Extra Partial action
Convert up to 5 BAB into AC
No Attack of Opportunity
Convert any BAB into AC
Immediately attack tripped foe
Free Trip Attack
Give up one attack to improve AC
Give up attacks to improve AC
Parry unseen attacks
Attack of Opportunity after parry

Prerequisite
Proficient with weapon, BAB 1+
Character level 20+
BAB 1+
As above, BAB 2+
As above, BAB 6+
As above, BAB 13+
BAB 3+
DEX 13+
As above, DEX 13+
As above, DEX 17+, BAB 8+
As above, DEX 13+
As above, STR 15+, DEX 13+
As above, DEX 13+, WIS 11+, BAB 3+
As above, DEX 13+, WIS 11+, BAB 8+
As above, DEX 13+, WIS 13+, BAB 15+
As above, DEX 15+, WIS 13+,Wpn Focus, BAB 5+

Pinpoint Precision
Eyes in the Back of Your Head
Favored Enemy*
Bane of Enemies
Death of Enemies
Improved Favored Enemies
Improved Critical*
Overwhelming Critical*

BEW
S&F+
BEW
Epic
Epic
Epic
PHB
Epic

Use DEX mod as damage mod


Cannot be Flanked
Gain one Favored Enemy
Your weapons are Bane vs. Favored
Your critical hits may kill instantly
+1 to all modifiers vs. all Favored
One weapon threat range is x2
One weapon +1d6 critical damage

As above, STR 13+, BAB 2+


PER 19+, WIS 13+, BAB 3+
WIS mod = number of times taken
5+ Favored Enemies, Wilderness Lore 24 ranks
As above, Wilderness Lore 30 ranks
5+ Favored Enemies
Proficient with weapon, BAB 8+
As above, Power Attack, Cleave, Great Cleave, Weapon
Focus, STR 21+, DEX 21+, BAB 12+

Devastating Critical*
Improved Feint
Quick Feint
Feint Mastery
Improved Flanking**
Improved Initiative
Death Blow
Dire Charge
Superior Initiative
Epic Initiative
Improved Ki Strike
Keen Strike

Epic
BEW
BEW
BEW
BEW
PHB
S&F
Epic
Epic
BEW
Epic
Epic

One weapon is Save or Die


+4 Bluff when feinting in combat
Feinting is a free action
Immediate AoO, foe is Flatfooted
Flank from 1 extra 5' square on map
+4 Initiative rolls
Coup de Grace as Standard action
Full attack if first round charge
+8 Initiative rolls
+12 Initiative rolls
+1 effective bonus of Ki strikes
Unarmed attack sharp as a blade

As above, STR 23+, DEX 23+ BAB 15+


4 Ranks in Bluff, BAB 3+
As above, 8 Ranks in Bluff, BAB 5+
As above, 12 Ranks in Bluff, BAB 12+
DEX mod = number taken x3
(none)
As above, BAB +2
As above, BAB 6+
As above, BAB 11+
As above, BAB 21+
Monk level = times taken x12
Ki Strike +3, Improved Critical (Unarmed Strike), STR
23+, WIS 23+, BAB 15+

Vorpal Strike
Improved Subdual

Epic
BEW

Unarmed attack can decapitate


No penalty for using a weapon

As above, STR 25+, WIS 25+, BAB 21+


Base attack bonus +1 or better

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Combat Feats, General


Improved Unarmed Strike
Circle Kick
Deflect Arrows
Epic Deflection
Infinite Deflection
Reflect Arrows
Snatch Arrows
Eagle Claw Attack
Feign Weakness
Fists of Iron
Legendary Wrestler
Lightning Fists
Mantis Leap
Righteous Strike
Shattering Strike

Source
PHB
S&F
PHB
Epic
Epic
Epic
S&F
S&F
S&F
S&F
Epic
S&F+
S&F
Epic
Epic

Summary
No Attack of Opportunity
Second attack against another foe
Barehanded deflection
Deflect any ranged attack
Unlimited number of deflections
Aim deflected missiles at attacker
Barehanded arrow/bolt catching
Unarmed weapon sunder
Trick foe into being flatfooted
+1d4 extra damage
+10 to all grapple checks
2 extra attacks, all at -4
x2 STR damage mod
Unarmed Strike is Lawful weapon
Shatter objects with Concentration check
instead of STR check

Prerequisite
(none)
As above, DEX 15+, BAB 3+
As above, DEX 13+
As above, DEX 21+, WIS 19+, BAB 15+
As above, Combat Reflexes, DEX 25+
As above, DEX 25+, BAB 21+
As above, DEX 15+, BAB 3+
As above, DEX 15+, Sunder, BAB 2+
As above, BAB 2+
As above, BAB 2+
As above, STR 21+, DEX 21+, Escape Artist 15
As above, DEX 15+, BAB 6+
As above, Jump 5 ranks, BAB 8+
As above, WIS 19+, BAB 16+
As above, Epic Weapon Focus (Unarmed Strike),
Concentration 25 ranks

Stunning Fist
Extra Stunning Attacks**
Improved Stunning Fist**
Pain Touch
Martial Weapon Proficiency
Martial Weapon Mastery
Martial Weapon Brilliance
Mounted Combat
Mounted Archery
Trample
Ride-by Attack
Spirited Charge
Power Attack
Cleave
Great Cleave
Mobile Cleave

PHB
S&F
Epic
S&F
PHB+
BEW
BEW
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
BEW

Foe may be stunned


3 more per day
+2 DC each time taken
Stun for 1 round
Choose two martial weapons
Proficient with all martial weapons
Apply all feats to all martial weapons
Use Ride skill as mount's AC
Reduced attack penalties
Foe may not avoid overrun attack.
Move after charge
x2 damage
Convert BAB into damage
Kill foe to hit next in line
Kill foes to hit many in line
5' move allowed before any cleave

As above, DEX 13+, WIS 13+, BAB 8+


As above, BAB 8+
As above, DEX 19+ WIS 19+, BAB 10+
As above, WIS 19+, BAB 8+
(none)
As above, BAB 4+
As above, BAB 13+
Ride Skill
As above
As above
As above
As above
STR 13+
As above, STR 13+
As above, STR 13+, BAB 8+
As above, Dodge, Mobility, STR 13+, DEX 15+, BAB
11+

Improved Bull Rush


Improved Overrun
Improved Shield Bash
Shield Charge
Power Lunge
Sunder
Improved Sunder
Prone Fighting

PHB
S&F
DotF
DotF
S&F
PHB
S&F
BEW

Push foes back


Unavoidable Bull Rush and AoO
Bash a foe backward
x2 Damage
x2 STR damage mod
No Attack of Opportunity
x2 damage against weapon
Reduce penalties when prone

As above, STR 13+


As above, STR 13+, Expertise, Improved Trip
As above, STR 13+
As above, STR 13+,
As above, STR 13+, BAB 3+
As above, STR 13+
As above, STR 13+
DEX 11+

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Combat Feats, General


Rage**
Chaotic Rage
Greater Rage
Incite Rage
Mighty Rage
Ruinous Rage
Terrifying Rage
Thunderous Rage
Shield Proficiency
Shield Expert
Simple Weapon Proficiency
Simple Weapon Brilliance
Sneak Attack
Arterial Strike**
Crippling Strike**
Lingering Damage
Death Attack
Improved Death Attack**
Hamstring
Improved Range Sneak Attack
Improved Sneak Attack
Increase Sneak Attack**
Knockout Attack
Improved Knockout Attack
Quick Strike
Silencing Attack
Sneak Attack of Opportunity
Two-Weapon Fighting
Florentine
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Perfect Two-Weapon Fighting
Two-Weapon Rend
Pin Shield
Precise Two-Weapon Fighting
Weapon Finesse*
Weapon Focus*
Epic Weapon Focus*
Spectral Strike*
Monkey Grip*
Mystic Strike*
Magical Strike*
Improved Magical Strike*
Weapon Specialization***
Epic Weapon Specialization***

Source
BEW
Epic
BEW
Epic
Epic
Epic
Epic
Epic
PHB
S&F
PHB
BEW
BEW
S&S
BEW
Epic
BEW
Epic
S&S
Traps
Traps
BEW
Traps
Traps
Traps
BEW
Epic
PHB
BEW
PHB
Non-epic
Epic
Epic
S&F
BEW
PHB
PHB
Epic
Epic
S&F
BEW
BEW
BEW
PHB+
Epic

Chapter 5: Feats

Summary
Prerequisite
+1 Barbarian Rage/day (any class)
CON 13+, BAB 3+
During rage weapon is Chaotic
Rage 5/day, Chaotic alignment
Increase benefits of Rage
Rage 4/day, CON 19+, BAB 16+
Allies rage with you
As above, CHA 25+
Increase benefits of Rage
Rage 5/day, STR 21+, CON 21+
Ignore hardness of struck objects
Rage 5/day, STR 25+, Power Attack, Sunder
Rage terrifies foes
Rage 5/day, Intimidate 25 ranks
During rage weapon is Thundering
Rage 5/day, STR 25+
You can use any shield
(none)
Shield attack w/o losing AC mod
As above, BAB 3+
You can use all simple weapons
(none)
Apply all feats to all simple weapons
As above, BAB 13+
Gain initial Sneak Attack ability
Hide 6 ranks, Move Silently 6 ranks, BAB 3+
Exchange 1d6 dam for 1/rnd dam
As above, BAB 4+
Sneak Attack does 1d3 STR damage
As above, Sneak Attack must be 5d6 or more
Same damage following round
As above, Sneak Attack must be 8d6 or more
Sneak Attack might kill/paralyze
As above, Sneak Attack must be 5d6 or more
+2 DC each time taken
As above, Sneak Attack must be 8d6 or more
Exchange 2d6 dam for 1/2 move
As above, BAB 4+
Max Range of sneak attack x2
As above, Point Blank Shot, Far Shot
Sneak attack uses d8 (not d6)
As above, BAB 2+
+1 die of damage with Sneak Attack
As above, BAB = number taken x3
Sneak attack may do subdual damage
As above
As Knockout Attack but no -4 penalty
As above
Free attack after a Sneak Attack
As above, BAB 2+
Foe may not use voice
As above, Sneak Attack must be 5d6 or more
Any AoO is a Sneak Attack
As above, Combat Reflexes, Opportunist, 8d6+
Reduce penalties -2/-2
(none)
No penalty for non-light off-hand weapon As above, STR 13+, DEX 13+, BAB 5+
Additional extra attack
As above, Ambidexterity, DEX 15+, BAB 9+
Additional extra attack
As above, DEX 17+, BAB 15+
2nd weapon # of attacks = Primary
As above, DEX 25+, BAB 21+
Extra damage if both weapons hit
As above, BAB 11+
Free AoO, foe gets no shield
As above, BAB 4+
Reduce penalties -4/-4
As above, BAB 7+
May use DEX mod with weapon
BAB 1+, Proficient with weapon
+1 attack with selected weapon
BAB 1+, Proficient with weapon
+2 attack with selected weapon
As above, BAB 13+
Hit incorporeal 100%
As above, WIS 19+, BAB 15+
Use larger weapon with one hand
As above, STR 13+, BAB 3+
Penetrate DR as if additional +1
As above, DEX 13+, WIS 13+, BAB 8+
Penetrate DR as if additional +2
As above, DEX 17+, WIS 17+, BAB 13+
Penetrate DR as if additional +3
As above, DEX 21+, WIS 21+, BAB 19+
+1 attack and +2 damage
As above, Fighter level 4+
+2 attack and +4 damage
As above, Fighter level 9+, BAB 17+

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Combat Feats, Missile


Point Blank Shot
Combat Archery
Far Shot
Distant Shot
Improved Range Sneak Attack
Precise Shot
Pinpoint Accuracy
Ranged Disarm
Ranged Attack Deflection
Ranged Pin
Ranged Sunder
Seeker Arrow**
Phase Arrow**
Arrow of Death**
Improved Arrow of Death**
Uncanny Accuracy
Rapid Shot
Improved Rapid Shot
Hail of Arrows**
Manyshot
Improved Manyshot
Shot of Opportunity
Storm of Throws
Swarm of Arrows
Shot on the Run
Rapid Reload
Instant Reload
Throw Anything
Zen Archery

Chapter 5: Feats

Source
PHB
Epic
PHB
Epic
Traps
PHB
BEW
BEW

Summary
+1 Attack & Damage up to 30'
No AoO using missile weapons
Range increment x1.5 or x2
Range is line of sight, no range mod
Max Range of sneak attack x2
No penalty for firing into melee
Use DEX mod as damage mod
Shoot weapon out of foe's hand

Prerequisite
(none)
As above, Dodge, Mobility, BAB 12+
As above
As above, STR 21+, DEX 25+, Spot 21 ranks
As above, Ability to Sneak Attack
As above
As above, BAB 2+
As above, Weapon Focus with a bow or crossbow, DEX
13+, BAB 5+

BEW
BEW
BEW
BEW

Shoot down missiles in flight


Staple foe to a wall
Break things with your arrows
Learn 1/day or add +1/day

As above, DEX 15+, BAB 8+


As above, DEX 13+, BAB 6+
As above, DEX 13+, BAB 6+
As above, BAB 13+, DEX mod = number taken +3,
WIS mod = number taken +2

BEW

Learn 1/day or add +1/day

As above, BAB 15+, DEX mod = number taken +4,


WIS mod = number taken +3

BEW

Learn 1/day or add +1/day

As above, BAB 21+, DEX mod = number taken +5,


WIS mod = number taken +4

Epic
Epic
PHB
BEW
BEW

+2 DC
Ignore cover and concealment
One extra attack
Ignore -2 penalties on attacks
Learn 1/day or add +1/day

As above, DEX 19+, WIS 19+, BAB 19+


As above, DEX 21+, Spot 20 ranks
As above, DEX 13+
As above, DEX 13+, BAB 4+
As above, BAB 17+, DEX mod = number taken +4,
WIS mod = number taken +2

Non-epic
Epic
BEW
Epic
Epic
PHB
S&F
Epic
S&F
S&F

Shoot 1 arrow per 5 BAB, max 4


Shoot 1 arrow per 5 BAB, no max
Use your missiles to make AoO
Throw many weapons within 30'
Shoot many arrows within 30'
Move before and after shot
Reload crossbows faster
No reload time, full attack
Throw any weapon
Use both WIS mod and DEX

As above, DEX 15+, BAB 6+


As above, DEX 23+, BAB 21+
As above, DEX 13+, BAB 3+
As above, DEX 23+, Quick Draw, BAB 21+
As above, DEX 23+, Weapon Focus, BAB 21+
As above, DEX 13+, Dodge, Mobility
BAB 2+, Proficiency with any crossbow
As above, Quick Draw, DEX 21+, BAB 17+
DEX 15+, BAB 2+
WIS 15+, BAB 8+

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Spell Caster Feats


Augment Summoning
Combat Casting
Improved Combat Casting
Spell Opportunity

Source
T&B
PHB
Epic
Epic

Summary
+1 Attack/Dam and +1 HP/Hit Die
+4 Concentration
Spellcasting never provokes AoO
Cast touch spells as AoO

Prerequisite
Spellcaster level 2+
(none)
As above, Concentration 25 ranks
As above, Combat Reflexes, Quicken Spell, Spellcraft
25 ranks

Epic Spellcasting

Epic

Cast spells beyond mortal ability

Spellcraft 24 ranks, Knowledge (applicable) 24 ranks,


Ability to cast level 9 spells

Eschew Material Components


Ignore Material Components

Non-epic Never need free material components


Epic
Never need any material components

Any other Metamagic feat


As above, Spellcraft 25 ranks, Must be able to cast
spells at least two levels higher

Extra Slot**
Improved Spell Casting**
Innate Spell*

T&B
Epic
T&B

Gain one spell slot


Gain one spell slot at max level +1
Spell becomes innate power

Spellcaster level 4+
Ability to cast spells at max. level for your class
Quicken Spell, Silent Spell, Still Spell, must be able to
cast spells at least 4 levels higher

Lace Spell (Bane)


Lace Spell (Elemental)
Lace Spell (Holy/Unholy)
Lace Spell (Law/Chaos)
Permanent Emanation*
Retain the Charge
Spell Focus*
Greater Spell Focus*
Epic Spell Focus*
Spell Penetration
Greater Spell Penetration
Epic Spell Penetration
Spell Specialization*

BoEM
BoEM
BoEM
BoEM
Epic
BEW
PHB
T&B
Epic
PHB
T&B
Epic
T&B

+20% damage vs. creature type


+1d6 elemental damage
+2 Save DC vs. alignment
+2 Save DC vs. alignment
One emanation spell is permanent
Cast spells while "holding the charge"
+2 DC for one school or domain
+4 DC for one school or domain
+6 DC for one school or domain
+2 levels against spell resistance
+4 levels against spell resistance
+6 levels against spell resistance
Ray OR Missile spells +2 damage

Primary spellcasting stat 17+, Spellcaster level 5+


Primary spellcasting stat 17+, Spellcaster level 5+
Primary spellcasting stat 17+, Spellcaster level 5+
Primary spellcasting stat 17+, Spellcaster level 5+
Spellcraft 25 ranks
Spellcraft 9 ranks, Concentration 5 ranks
(none)
As above
As above, Ability to cast level 9 spells in school
(none)
As above
As above, Ability to cast level 9 spells
Weapon Focus (Ray or Missile spells), Spellcaster level
4+

Spell Stowaway*
Spontaneous Spell*
Tenacious Magic*
Weapon's Reach

Epic
Epic
Epic
BEW

Gain benefits of one spell anytime


One spell per time taken
One spell cannot be dispelled
Deliver touch attacks with your weapon

Spellcraft 24 ranks, able to cast spell level +1


Must be able to cast spells 3 levels higher
Spellcraft 15 ranks
Proficient with weapon used

Bard Feats
Deafening Song
Epic Inspiration
Extra Music
Green Ear
Group Inspiration
Hindering Song
Inspire Excellence
Lingering Song
Lasting Inspiration
Music of the Gods
Ranged Inspiration
Rapid Inspiration
Reactive Countersong
Requiem

Source
Epic
Epic
S&S
S&S
Epic
Epic
Epic
S&S
Epic
Epic
Epic
Epic
Epic
S&S

Summary
Bardic music deafens those nearby
All Bardic music bonuses x2
+4 Bardic music/day
Bard songs affect plants
x2 targets for Bardic inspiration
Bard song prevents spellcasting
Allies gain bonus to ability scores
Bardic Inspirations x2 duration
Bardic Inspirations x10 duration
Influence targets immune to mental
x2 range of Bard songs
Bard inspirations are Standard action
Counter sonic or language spells
Bard songs affect undead

Prerequisite
Bardic music ability, Perform 24 ranks
Bardic music ability, CHA 25+, Perform 30 ranks
Bardic music ability
Bardic music ability, Perform 10 ranks
Bardic music ability, Perform 30 ranks
Bardic music ability, Perform 27 ranks
Bardic music ability, Perform 30 ranks
Bardic music ability
As above, Perform 25 ranks
Bardic music ability, CHA 25+, Perform 30 ranks
Bardic music ability, Perform 25 ranks
Bardic music ability, Perform 25 ranks
Bardic music, Combat Reflexes, Perform 30 ranks
Bardic music ability, Perform 12 ranks

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Divine Feats
Divine Might

Source
DotF

Summary
Increased Damage

Prerequisite
STR 13+, CHA 13+, Power Attack, Ability to
Turn/Rebuke Undead

Divine Shield

DotF

Enhance shield

STR 13+, CHA 13+, Power Attack, Improved Shield


Bash, Ability to Turn/Rebuke Undead

Extra Smiting**
Extra Turning **
Divine Cleansing
Divine Resistance
Divine Vengeance
Divine Vigor
Empower Turning
Heighten Turning
Negative Energy Burst
Quicken Turning
Great Smiting

DotF
PHB
DotF
DotF
DotF
DotF
DotF
DotF
Epic
DotF
Epic

Additional Smite per day


+4 Turn Undead uses/day
Resist Poison & Curses
Reduce Damage
+2d6 damage vs. Undead
+2 CON, +10 Speed
Weaker Turn/Rebuke, +2d6 Effect
Weaker Effect, Higher Turn/Rebuke
Wave of negative energy
Free Action, -4 on rolls
x2 Smite damage (stackable)

Ability to Smite, Class level 4+


Ability to Turn/Rebuke Undead
As above, CHA 13+
As above, CHA 13+
As above, CHA 13+
As above, CHA 13+
As above, CHA 13+
As above, CHA 13+
As above, CHA 25+, Character Level 15+, Evil
As above, CHA 13+
Ability to Smite, Charisma Mod = the number taken this
feat x2

Holy Smiting
Improved Alignment Casting

Epic
Epic

Smite Evil is treated as a Holy weapon


+3 caster level with alignment spells

CHA 21+, BAB 15+, Ability to Smite Evil


Access to alignment domain, same alignment, Spellcraft
21 Ranks

Improved Aura of Courage


Widen Aura of Courage
Improved Aura of Despair
Widen Aura of Despair
New Domain*
Positive Energy Aura
Turn of Fortune
Turn/Rebuke Outsider
Planar Turning
Undead Mastery
Zone of Animation
Unholy Strike
Wildshape**
Beast Wildshape
Beast Companion
Dragon Wildshape
Magical Beast Wildshape
Plant Wildshape
Vermin Wildshape
Diminutive Wildshape
Fine Wildshape
Gargantuan Wildshape
Colossal Wildshape
Improved Elemental Wildshape

Epic
Epic
Epic
Epic
BEW
Epic
BEW
Evil
Epic
Epic
Epic
Epic
BEW
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic

x2 radius and save modifier vs. Fear


100' range
x2 radius and save modifier vs. Fear
100' range
Gain one more spell domain
15'r aura automatically turns undead
Use a turn attempt to reroll one die
Treat outsiders as undead with +4 HD
Treat outsiders as undead
Command 10x number of undead
Animate dead, range = turn range
Smite Good is treated as Unholy weapon
Gain or improve Wildshape ability
Wildshape into Beast forms
Druids can befriend Beasts
Wildshape into Dragon forms
Wildshape into Magical Beast forms
Wildshape into Plant forms
Wildshape into Vermin forms
Wildshape into Diminutive forms
Wildshape into Fine forms
Wildshape into Huge forms
Wildshape into Colossal forms
Wildshape into any elemental

CHA 25+, Ability to use Aura of Courage


As above
CHA 25+, Ability to use Aura of Despair
As above
Cleric, Druid, Paladin, Ranger
CHA 25+, Character Level 15+, Non-evil
CHA 15+, Ability to Turn/Rebuke Undead
WIS 15+, Ability to Turn/Rebuke Undead
As above, WIS 23+, CHA 23+
CHA 21+, Ability to rebuke/command undead
As above, CHA 25+
CHA 21+, BAB 15+, Ability to Smite Good
Knowledge Nature ranks = times taken x6
As above, Knowledge Nat. 24 ranks, Wildshape 6/day
As above, Knowledge Nature 24 ranks
As above, Knowledge Nature 30 ranks
As above, WIS 25, Knowledge Nature 24 ranks
As above, Knowledge Nature 24 ranks
As above, Knowledge Nature 24 ranks
As above, Knowledge Nat. 21 ranks, Wildshape (huge)
As above, Knowledge Nature 24 ranks
As above, Knowledge Nat. 24 ranks, Wildshape (huge)
As above, Knowledge Nature 27 ranks
As above, Knowledge Nat. 30 ranks, Wildshape (elm.)

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Metamagic Feats
Chain Spell (+2 levels)
Cooperative Spell (+0 levels)
Delay Spell (+0 levels)
Disguise Spell (+1 level)
Empower Spell (+1 level)
Energy Substitution (+0 levels)

Source
T&B
T&B
T&B
S&S
PHB
T&B

Summary
Multiple Targets
+2 Save DC, +1 level for Penetration
Cause spells to wait for a trigger
Hide spells in your music
Random rolls are x1.5
Change a spell's energy type

Prerequisite
Any one other Metamagic Feat
Any one other Metamagic Feat
(none)
Bardic music ability, Perform 12 ranks in
(none)
Any one other Metamagic Feat, 5 ranks in Knowledge
(Arcana)

Energy Admixture (+3 levels)


Enlarge Spell (+0 levels)
Extend Spell (+0 levels)
Heighten Spell (+variable levels)
Improved Heighten Spell (same)
Improved Metamagic (-1 level)**
Maximize Spell (+2 levels)
Enhance Spell (+2 levels)
Intensify Spell (+4 levels)
Persistent Spell (+3 levels)
Quicken Spell (+3 levels)
Automatic Quicken Spell

T&B
PHB
PHB
PHB
Epic
Epic
PHB
Epic
Epic
T&B
PHB
Epic

Add a second type of energy damage


Double Range
Double Duration
Cast spell at higher level
Heighten above level 9
Adjusted level is -1/time taken
Random rolls get max value
+10 dice to spell's damage cap
Random rolls x2 then Maximized
Duration becomes 24 hours
Free Action
Cast 3 levels of spells auto-quickened

As above
(none)
(none)
(none)
As above
Spellcraft 30 ranks, any 4 Metamagic feats
(none)
As above, Spellcraft 20 ranks
As above, Empower Spell, Spellcraft 30 ranks
Extend Spell
(none)
As above, Spellcraft 30 Ranks, Can cast spells 4 levels
higher than highest Automatic Quicken level

Multispell (as Quicken Spell)**


Reach Spell (+1 level)
Repeat Spell (+3 levels)
Sacred Spell (+1 level)
Sanctum Spell (+0 levels)
Sculpt Spell (+0 levels)
Silent Spell (+0 levels)
Automatic Silent Spell

Epic
DotF
T&B
DotF
T&B
T&B
PHB
Epic

One extra/round per time taken


Touch becomes 30' Ray
Spell fires again 1 round later
1/2 spell damage is non-resistible
+1 level in sanctum, -1 level out
Change shape of AoE spells
No verbal component
Cast 3 levels of spells auto-silenced

As above, Spellcraft 30 Ranks


(none)
Any one other Metamagic Feat
Divine spells only
Any one other Metamagic Feat
Any one other Metamagic Feat
(none)
As above, Spellcraft 24 Ranks, Can cast spells 4 levels
higher than highest Automatic Quicken level

Spellflash (+0 levels)


Split Ray (+0 levels)
Still Spell (+0 levels)
Automatic Still Spell

BEW
T&B
PHB
Epic

Make your spells flashier


Ray spell hits 2 targets, half effect
No somatic component
Cast 3 levels of spells auto-stilled

(none)
Any one other Metamagic Feat
(none)
As above, Spellcraft 27 Ranks, Can cast spells 4 levels
higher than highest Automatic Quicken level

Subdual Substitution (+0 levels)

T&B

Energy spell deals subdual damage

Any one other Metamagic Feat, 5 ranks in Knowledge


(Arcana)

Twin Spell (+4 slots)


Widen Spell (+2 slots)

T&B
T&B

Cast two of same spell, same time


+50% to all AoE dimensions

Any one other Metamagic Feat


(none)

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Item Creation Feats


Augmented Alchemy
Brew Potion
Craft Magic Arms & Armor
Craft Epic Magic Arms & Armor
Craft Magic Trap
Craft Rod
Craft Epic Rod
Craft Staff
Craft Epic Staff
Master Staff
Craft Wand
Craft Epic Wand
Master Wand
Craft Wondrous Item
Craft Epic Wondrous Item
Efficient Item Creation*
Improved Efficient Creation
Etch Rune
Forge Ring
Forge Epic Ring
Manufacture Magical Poison
Recharge Item
Scribe Scroll
Improved Scribe Scroll
Scribe Epic Scroll
Improved Scribe Epic Scroll

Source
Epic
PHB
PHB
Epic
Traps
PHB
Epic
PHB
Epic
Epic
PHB
BEW
Epic
PHB
Epic
Epic
BEW
BoEM
PHB
Epic
BoEM
BEW
PHB
BEW
Epic
Epic

Summary
Use Alchemy Skill much better
Create potions
Create magic weapons/armor
Create extraordinary weapons/armor
Create magical traps
Create magical rods
Create extraordinary rods
Create magical staves
Create extraordinary staves
Activate spell without using charge
Create magical wands
Create extraordinary wands
Activate spell without using charge
Create misc. magical items
Create misc. extraordinary items
One item type is 1/10 time to make
All item creation feats apply
Create scroll-like Runes in objects
Create magical rings
Create extraordinary rings
Per BoEM chapter 4
Restore lost charges to items
Create spellcaster scrolls
Create everyman scrolls
Create extraordinary scrolls
Create extraordinary scrolls

Prerequisite
INT 21+, Alchemy 21+ ranks
Spellcaster level 3+
Spellcaster level 6+
As above, Knowledge Arc. 30 ranks, Spellcraft 30 ranks
Spellcaster level 10+
Spellcaster level 9+
As above, Knowledge Arc. 32 ranks, Spellcraft 32 ranks
Spellcaster level 12+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
As above, Spellcraft 15 ranks
Spellcaster level 8+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
As above, Spellcraft 15 ranks
Spellcaster level 9+
As above, Knowledge Arc. 30 ranks, Spellcraft 30 ranks
+ 3 to Spellcaster level, Knowledge Arc. & Spellcraft
Any two Efficient Item Creation feats
Spellcaster level 5+
Spellcaster level 10+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
Spellcaster level 5+
Craft/Forge feat and Spellcaster level as applicable
Spellcaster level 1+
As above, Spellcaster level 8+, WIS 13+
As above, Knowledge Arc. 24 ranks, Spellcraft 24 ranks
As above, Improved Scribe Scroll, Knowledge Arcana
30 ranks, Spellcraft 30 ranks

Tap Items
Tap Others

BEW
BEW

Use EXP from other magic items


Use EXP from other participants

Spellcaster level +4
Spellcaster level +4

Metapsionic Feats
Delay Power (PP +6)
Enlarge Power (PP +2)
Extend Power (PP +2)
Persistent Power (PP +8)
Heighten Power (PP +variable)
Hide Power (PP +2)
Improved Manifestation
Maximize Power (PP +6)
Quicken Power (PP +8)
Twin Power (PP +8)

Source
PSI
PSI
PSI
PSI
PSI
PSI
Epic
PSI
PSI
PSI

Summary
Cause powers to wait for a trigger
Double Range
Double Duration
One power can last a full day
Manifest power at higher level
No visual display
Manifestation PP cap = level +2
Random rolls get max value
Free Action
Manifest power twice at same time

Prerequisite
(none)
(none)
(none)
As above
(none)
(none)
Able to manifest highest lvl power for your class
(none)
(none)
(none)

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Psionic Feats
Combat Manifestation
Fell Shot
Great Sunder
Improved Psicrystal
Inertial Armor
Inner Strength
Talented
Body Fuel
Trigger Power
Master Dorje
Mental Adversary
Disarm Mind
Mental Leap
Metacreative
Power Penetration
Greater Power Penetration
Psionic Body
Psionic Dodge
Psionic Fist
Power Touch
Unavoidable Strike
Psionic Focus
Greater Psionic Focus
Psionic Shot
Psionic Weapon
Deep Impact
Psychic Bastion
Mind Trap
Psychoanalyst
Psychic Inquisitor
Rapid Metabolism
Psionic Metabolism
Return Shot
Speed of Thought
Psionic Charge
Up the Walls
Stand Still

Source
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI

Summary
+4 Concentration
Range attack as if touch attack
Sense weapon's weaknesses
Additional personality
+4 Armor bonus to AC
Additional Power Point(s)
Manifest 3 extra 0-level powers
Convert Stats into Power Points
One power gets free Manifestations
Manifest Dorje with your power pts
Additional psionic attack damage
Deplete defender's Power Points
x2 distance
Base Item Creation cost x.75
+2 levels against psionic resistance
+4 levels on Manifester level checks
Additional HP
+2 AC, stacks with Dodge
+1d4 unarmed damage
Manifest touch power as an AoO
Unarmed attack as if touch attack
+2 DC for one discipline
+4 DC for powers in your Discipline
+1d4 ranged damage
+1d4 melee damage
Melee attack as if touch attack
+1 mental hardness vs. psionic attacks
Deplete attacker's Power Points
+2 Diplomacy, Bluff, Intimidate
Know if someone is lying
Additional HP healed per day
Convert damage to subdual damage
Snatch missile and shoot attacker
+10 to base speed
Charge actions may make turns
You may run on walls
Use AoO to stop foe's movement

Prerequisite
(none)
DEX 13, Point Blank Shot, Psionic Shot, BAB 3+
STR 13+, Power Attack, Sunder, RPP 5+
(none)
RPP 1+
(none)
As above
As above
As above, Sufficient RPP to manifest power
(none)
CHA 13+
As above, CHA 13+
STR 13+, 6 Skill Ranks in Jump, RPP 3+
Any Item Creation Feat
(none)
As above
(none)
DEX 13+, Dodge, RPP 4+
STR 13+
As above, STR 13+
As above, STR 13+, BAB 3+
(none)
As above
DEX 13, Point Blank Shot
STR 13+, Power Attack
As above, STR 13+, RPP 3+
(none)
As above
CHA 13+
As above, CHA 13+
CON 13+
As above, CON 13+
DEX 13, Point Blank Shot
WIS 13+, RPP 1+
As above, WIS 13+, RPP 3+
As above, WIS 13+, RPP 5+
STR 13+, RPP 1+

Psionic Creation Feats


Craft Crystal Capacitor
Craft Dorje
Craft Psionic Arms & Armor
Craft Universal Item
Encode Stone
Scribe Tattoo

Source
PSI
PSI
PSI
PSI
PSI
PSI

Summary
Create power point batteries
Create psionic wands
Create psionic weapons/armor
Create misc. psionic items
Create power stones (=scrolls)
Create psionic empowered tattoos

Prerequisite
Manifester level 9+
Manifester level 5+
Manifester level 5+
Manifester level 3+
Manifester level 1+
Manifester level 3+

* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Feat Changes
I have changed the prerequisites of many feats. Some, like Disarm, were based on a stat that didnt really
apply (INT; I changed it to DEX). Some were based on base attack ability (BAB) but were inconsistent in
how high the prerequisite might be so I changed them. Some, I changed the value of a prerequisite up or
down a little, or added/subtracted prerequisites. This is all indicated in the New Table 5-1: Feats.
Some feats have more serious changes and are listed as follows:

Acrobatic [Skill]
Changed to add +2 to Balance, Jump, and Tumble checks.

Agile [Skill]
Changed to add +3 to Balance and Escape Artist checks.

Alertness [Skill]
Changed to add +3 to Listen and Spot checks.

Animal Affinity [Skill]


Changed to add +3 to Handle Animal and Ride checks.

Athletic [Skill]
Changed to add +3 to Climb and Swim checks.

Blind Fight [Combat]


Changed to have a requirement of PER 13+.

Deceitful [Skill]
Changed to add +3 to Disguise and Forgery checks.

Dodge [Combat]
This feat is changed to provide +2 AC bonus against the designated opponent.

Endurance [General]
In addition to the +4 check modifier, this feat now allows you to continue functioning at negative HP.
Instead of being Disabled at 0 HP, you dont become Disabled until 2 HP. See PHB, page 129. This stacks
with the Iron Will feat group. Note that this additional effect doubles with the Epic Endurance feat.

Great Fortitude [Saves and Resists]


In addition to the +2 save, this feat now increases the amount of negative HP you can sustain before dying
by +2 (so instead of dying at 10 HP you now would die at 12 HP). See PHB, page 129. Note that this
additional effect doubles with the Epic Fortitude feat.

Greater Weapon Focus [Combat]


This feat is changed available to all classes.

Improved Unarmed Strike [Unarmed]


This feat is changed to include the ability to make the unarmed attack deal normal damage instead of
subdual damage with only a penalty of 2.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Iron Will [Saves and Resists]


In addition to the +2 save, this feat now allows you to continue functioning at negative HP. Instead of being
Disabled at 0 HP, you dont become Disabled until 2 HP. See PHB, page 129. This stacks with the
Endurance feat group. Note that this additional effect doubles with the Epic Will feat.

Investigator [Skill]
Changed to add +3 Gather Information and Search checks.

Lightning Reflexes [Saves and Resists]


In addition to the +2 save, this feat now also provides +1 to your Initiative rolls. This Initiative bonus stacks
with the Improved Initiative group of feats. Note that this additional effect doubles with the Epic Reflexes
feat.

Magical Aptitude [Skill]


Changed to add +3 to Spellcraft and Use Magical Device checks.

Martial Weapon Proficiency [Combat]


Instead of learning only one martial weapon, now anyone taking this feat learns two martial weapons.

Negotiator [Skill]
Changed to add +3 to Diplomacy and Sense Motive checks.

Nimble Fingers [Skill]


Changed to add +3 to Disable Device and Open Locks checks.

Persuasive [Skill]
Changed to add +3 to Bluff and Intimidate checks.

Quick Draw [Combat]


This feat now applies to putting weapons away as well as drawing them, so players dont have to drop
weapons in battle to avoid wasting a standard move. In effect, with this feat, a character gains up to two
free actions each round one drawing and one sheathing. For example, a fighter with his bow already in
hand can take his standard (or full) action to fire arrows, then can put his bow away (over his shoulder) as a
free action and draw his sword, all in the same round.

Self-Sufficient [Skill]
Changed to add +3 to Heal and Survival checks.

Skill Focus [Skill]


This feat now provides +4 to the chosen skill (to be more on par with Improved Initiative and all the saving
throw feats).

Stealthy [Skill]
Changed to add +3 to Hide and Move Silently checks.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Toughness [Combat]
This feat is changed to provide variable HP based on characters class. Multi-class characters gain the
appropriate amount for whichever class went up in level most recently.
Hit Points
Class
3
Sorcerer, Wizard
4
Cleric (only if deity has no War domain), Druid
5
Bard, Cleric (only if deity has War domain), Rogue
6
Fighter, Monk, Paladin, Ranger
7
Barbarian

Weapon Specialization [Combat]


This feat is changed to provide +1 attack bonus and +2 damage bonus.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

New Feats
Accurate [Ability Score]
You are unusually accurate.
Prerequisites: DEX 13+.
Benefit: When calculating your ranged or melee to-hit modifier, count your DEX as if it were +2 higher
than it is. Of course, this feat is only beneficial to melee to-hit modifiers if you have feats or class abilities
that allow you to apply your DEX modifier to melee attacks.
Normal: Without this feat, you would use your actual DEX.

Advanced Armor Mastery (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Armor Mastery (Heavy), Improved Armor Mastery (Heavy),
Base Attack Bonus 13+.
Benefit: Increase the Maximum DEX Bonus by +3, decrease the Armor Check Penalty by 3 (not less than
0), reduce the Arcane Spell Failure by 30% (not less than 0), move your normal movement rate, treat any
heavy armor as if medium armor for purposes of class abilities, skills, or feats that require medium armor to
use, and you can don, don hastily, and remove armor in 25% of the time listed. Refer to table 7-5: Armor in
the PHB, page 104 and table 7-6 Donning Armor in the PHB, page 105.

Advanced Armor Mastery (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Armor Mastery (Light), Improved Armor Mastery (Light), Base
Attack Bonus 9+.
Benefit: Increase the Maximum DEX Bonus by +3, decrease the Armor Check Penalty by 3 (not less than
0), reduce the Arcane Spell Failure by 30% (not less than 0), and you can don, don hastily, and remove
armor in 25% of the time listed. Refer to table 7-5: Armor in the PHB, page 104 and table 7-6 Donning
Armor in the PHB, page 105.

Advanced Armor Mastery (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Armor Proficiency (Medium), Improved Armor Proficiency
(Medium), Base Attack Bonus 11+.
Benefit: Increase the Maximum DEX Bonus by +3, decrease the Armor Check Penalty by 3 (not less than
0), reduce the Arcane Spell Failure by 30% (not less than 0), move your normal movement rate, and you
can don, don hastily, and remove armor in 25% of the time listed. Refer to table 7-5: Armor in the PHB,
page 104 and table 7-6 Donning Armor in the PHB, page 105.

Ageless Body [General]


You are immortal.
Prerequisites: Extended Lifespan, Unnatural Lifespan, CON 23+, Character Level 20+
Benefit: You stop aging altogether. You cannot undo aging that has already progressed, but your body
remains fixed at its current age indefinitely. In addition, you cannot be magically aged or magically made
younger by any means.
Special: Any character who has the class ability Timeless Body may choose to automatically replace that
ability with this feat at any time, but only if they meet the CON and Level requirements (the requirements
for Extended Lifespan and Unnatural Lifespan are waived for characters with Timeless Body). At that time,
they gain this feat for free.

Ambidexterity [General]
You can use both hands equally well.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Prerequisites: DEX 15+.


Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor
right-handed.
Normal: Without this feat, a character using his or her off hand suffers a -4 penalty to attack rolls, ability
checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand
suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.

Arcane Understanding [General]


Wizards learn more spells each time they gain a level.
Prerequisites: Spellcraft and Knowledge (Arcana) must be equal to the level of any spell learned x2
Benefit: Each time you go up a level, you may learn a number of spells equal to your INT modifier.
Normal: Wizards normally learn 2 spells each time they go up in level
Special: It is important to note that this feat is of no benefit to wizards with less than 16 INT. Credit goes to
Bradley H. Bemis, Jr. for inspiring this feat.

Armor Focus (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Base Attack Bonus 3+.
Benefit: You gain +1 AC when wearing heavy armor.

Armor Focus (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Base Attack Bonus 3+.
Benefit You gain +1 AC when wearing light armor.

Armor Focus (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Base Attack Bonus 3+.
Benefit: You gain +1 AC when wearing medium armor.

Armor Mastery (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Base Attack Bonus 4+.
Benefit: Increase the Maximum DEX Bonus by +1, decrease the Armor Check Penalty by 1 (not less than
0), reduce the Arcane Spell Failure by 10% (not less than 0), move your normal movement rate, treat any
heavy armor as if medium armor for purposes of class abilities, skills, or feats that require medium armor to
use, and you can don, don hastily, and remove armor in 75% of the time listed. Refer to table 7-5: Armor in
the PHB, page 104 and table 7-6 Donning Armor in the PHB, page 105.

Armor Mastery (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Base Attack Bonus 2+.
Benefit: Increase the Maximum DEX Bonus by +1, decrease the Armor Check Penalty by 1 (not less than
0), reduce the Arcane Spell Failure by 10% (not less than 0), and you can don, don hastily, and remove
armor in 75% of the time listed. Refer to table 7-5: Armor in the PHB, page 104 and table 7-6 Donning
Armor in the PHB, page 105.

Armor Mastery (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Base Attack Bonus 3+.

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Chapter 5: Feats

Benefit: Increase the Maximum DEX Bonus by +1, decrease the Armor Check Penalty by 1 (not less than
0), reduce the Arcane Spell Failure by 10% (not less than 0), move your normal movement rate, and you
can don, don hastily, and remove armor in 75% of the time listed. Refer to table 7-5: Armor in the PHB,
page 104 and table 7-6 Donning Armor in the PHB, page 105.

Arrow of Death [Missile]


You can create an arrow of death, as per Arcane Archer in the DMG, page 28, or you can create one more
arrow of death than you previously could.
Prerequisites: Point Blank Shot, Precise Shot, Seeker Arrow, Phase Arrow, natural DEX modifier must be
equal to the number of times you have taken this feat +5, natural WIS modifier must be equal to the number
of times you have taken this feat +4 (thus to take this feat once, you must have a DEX of 22 and a WIS of
20, to take it four times you must have a DEX of 28 and a WIS of 26), Base Attack Bonus +21 or higher.
Benefit: You learn to create one arrow of death at a time, or if you can already create arrows of death, you
may create one more than you could before. The process still takes one day per arrow. Arrows created with
this feat are not enchanted like the arrows of an Arcane Archer and dont detect as magical, but they are
extraordinarily lethal and have the same effect.
Normal: Only Arcane Archers normally have this ability, and they are limited to just one arrow at a time.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects stack.

Assassins Luck [Combat]


Assassins make their own luck. You are extremely accurate with your attacks allowing you to land more
critical hits.
Prerequisites: Expertise, Lucky Strike, Deadly Luck, DEX 19+, BAB 15+.
Benefit: You are lethal with all weapons and attacks with which you are proficient. This accuracy increases
your critical threat range by +3.
Special: This modifier replaces that of Deadly Luck and does not stack with it. This feat does stack with the
Improved Critical line of feats as well as with magical weapons and abilities that multiply your threat range
(such as Keen weapons), but is added after your threat range is multiplied, not before.

Assisted Concentration [Arcane]


Your familiar can concentrate to maintain spells for you..
Prerequisites: You must have a familiar.
Benefit: When you cast a spell that requires your concentration to maintain it, or has been modified with
the Concentrate Spell metamagic feat, you can assign it to your familiar. Your familiar will maintain the
concentration for you. Your familiar must remain within 5 of you during the casting of the spell and during
the time it maintains concentration, or the concentration is automatically broken. To maintain a spell, the
familiar must have an INT score of 5+ the level of the spell.
Special: With your DMs approval, this feat may be applied to other special companions, such as paladins
mounts or psicrystals.
Special: Credit goes to Carl Cramer for inspiring this Feat.

Auspice [General]
You are unusually lucky.
Prerequisites: Luck, CHA 15+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 2 Fate
Points. You may never have more than 2 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall

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Chapter 5: Feats

into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Battlemaster [Combat]
You are more proficient at striking your foes in battle.
Prerequisites: Base Attack Bonus 4+
Benefit: You gain a +1 competency modifier to your Base Attack Bonus. This counts exactly like your
regular Base Attack Bonus, including determination of number of attacks and prerequisites for feats.

Bleeding Critical [Combat]


Your critical strikes can cause someone to bleed to death.
Prerequisites: Improved Critical, Base Attack Bonus 10+
Benefit: When dealing a critical hit, your target takes 1 point of CON damage from blood loss. Your critical
hit multiplier does not multiply the CON damage.
Special: Creatures immune to critical hits (such as plants and constructs) and creatures with no CON ability
score (such as undead) are immune to this CON damage. This is true even if you have some other feat or
class ability that lets you apply critical hits to these creature types.
Special: Credit goes to Carl Cramer for inspiring this Feat.

Bloodletting [Combat]
Your critical strikes can cause someone to bleed to death.
Prerequisites: Improved Critical, Weapon Focus (any), Base Attack Bonus 10+
Benefit: When dealing a critical hit with any weapon with for which you have taken the Weapon Focus
feat, your target begins bleeding, losing 1 HP each round from blood loss. Your critical hit multiplier does
not multiply this bleeding damage. If you score more than one critical hit against the same foe, the bleeding
is cumulative; thus you could possibly cause your foe to lose many HP each round from multiple
bloodletting critical hits.
This bleeding continues until the foe receives any magical healing, or receives a successful Heal check
from the Heal skill (DC 15 + the number of HP this foe is loosing each round due to this feat, even from
multiple different attackers). If either of these events takes place, all blood loss from this feat stops (but the
HP lost are not regained).
Special: Creatures immune to critical hits (such as undead, plants and constructs) are immune to this
damage. This is true even if you have some other feat or class ability that lets you apply critical hits to these
creature types.
Special: Credit goes to AEGF for inspiring this feat.

Bonus Spell Focus [Spellcaster]


Your focus allows you to gain additional bonus spells.
Prerequisites: Spellcaster level 5+
Benefit: Choose one spellcasting class. When calculating how many bonus spells you get from this class,
count your primary ability score as being 2 points higher than it actually is.

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Chapter 5: Feats

Special: You can gain this feat multiple times. If you do so, you can apply them to different spellcasting
classes or stack them for a single spellcasting class.
Special: Credit goes to William Setzer for inspiring this feat.

Brawny [Ability Score]


You are unusually brawny.
Prerequisites: STR 13+.
Benefit: When calculating your melee to-hit modifier, count your STR as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual STR.

Brotherly Flank [Combat]


You and an ally work together to distract a foe.
Prerequisites: Back to Back, Battle Brother, Base Attack Bonus 7+
Benefit: You and another ally who both possess this feat may automatically flank any foe you both
threaten, even if you are not positioned to gain a flanking bonus. Thus, you and your ally may stand sideby-side and still get the flanking bonus against a foe in front of you.

Brutish [Ability Score]


You are unusually brutish.
Prerequisites: STR 13+.
Benefit: When calculating your melee damage modifier, count your STR as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual STR.

Campaigner [General]
You are used to long campaigns and have learned to sleep lightly but still sleep well, even under difficult
conditions.
Prerequisites: Endurance.
Benefit: You can sleep well in any kind of armor for any amount of time without suffering fatigue penalties
or discomfort. Other conditions that are uncomfortable but not dangerous, such as temperature, noise, hard
surface, bed bugs, being wet, etc., will not prevent you from getting a good nights sleep. You fall asleep
easily, so even if you wake up during the night, you can go back to sleep and still get a good nights rest.
You are also a light sleeper. You may ignore the normal 10 Circumstance penalty to Listen checks made
while sleeping. In addition, any time you are asleep and are about to be attacked, even by foes you could
not or did not hear sneaking up on you, you may attempt a Reflex save (DC = 15) to wake up. In either
case, if you wake up, you may immediately roll initiative. You will still be prone, but you will not be
considered Helpless, you will not be considered Flatfooted, and you will not be subject to Coup de Grace
attacks.
Normal: Sleeping imposes a 10 Circumstance penalty to Listen checks. Sleeping defenders are considered
helpless. Attacking a helpless defender allows a +4 Circumstance bonus to the attack roll and the defender
is considered to have a DEX score of zero (his DEX modifier to his AC becomes a 5 penalty). As a full
round action, attackers may inflict a Coup de Grace: the attack automatically hits and scores a critical hit
and if the defender survives the damage, he must make a Fortitude save (DC = 10 = damage dealt) or die.
Refer to the PHB, page 133.
Special: This feat replaces the Light Sleeper feat. Credit goes to Eric D. Harry and Sigfried Trent for
inspiring this feat.

Charmed [General]
You lead a charmed existence.
Benefit: Once per in-game day, you may add a +4 bonus to a single d20 die roll. You must choose to do
this before rolling the die.
Special: Credit goes to Rafael Arrais for inspiring this feat.

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Chapter 5: Feats

Cleave Asunder [Combat]


Your powerful blows plow through flesh and steel.
Prerequisites: Cleave, Sunder
Benefit: If you deal an object enough damage to destroy or break it, you may follow through with an attack
allowed as if you dropped a foe using the Cleave feat. The subsequent attack may be used against an
opponent or object within range, not just an opponent. If you have Great Cleave, you may make additional
attacks for each opponent dropped or object destroyed.

Clever Wrestling [Combat]


You are better at escaping from a larger foe.
Prerequisites: Improved Unarmed Strike, BAB 3+
Benefit: You gain a circumstance bonus to a grapple check made to escape a grapple or pin against a larger
foe. This bonus is +2 per size category that your foe is larger. For example, if you are medium size escaping
from a giant-sized creature, you gain a +4 bonus.

Combat Mobility [Combat]


You are mobile in combat and can take multiple attacks after moving in combat.
Prerequisites: Improved Initiative, BAB >= Number of times you have taken this feat x3 (so to take this
feat one time you must have a BAB of 3+, to take it four times you must have a BAB of 12).
Benefit: You may use a standard action to take some or all of the attacks you normally could make with a
full round action. You do not gain extra attacks with this feat you only gain the ability to use the extra
attacks you already know how to make. The number of attacks you can make is equal to the number of
times you have taken this feat +1. For example, if you are a 12th level fighter who normally can make three
attacks per round with a full-round action (+12, +7, +2) and you have taken this feat one time, you may
make a normal move-equivalent action and still attack twice after moving (+12, +7). If you take this feat
twice, you may attack with all three of your attacks (+12, +7, +2).
Creatures using their own natural weapons may apply this feat to each attack type even if those attack types
allow more than one attack. For example, a tiger normally can only bite after moving. After taking this feat
one time, a tiger can move and bite and use its claws both of them. The feat allows the tiger to gain its
claw-type of attack and use all its claw attacks.
Normal: Without this feat, you may only attack once with a standard action no matter how many attacks
you know how to make.

Concentration Mastery [General]


You are a master of mental focus, able to concentrate under extreme conditions.
Prerequisites: INT 15+, WIS 15+, 8+ ranks in concentration
Benefit: You can Take-10 on any concentration checks, even in combat or under stress.
Normal: Distractions or threats (such as combat) make it impossible for a character to Take-10.

Concentration Spell [Metamagic]


You can extend the duration of some spells by concentrating to maintain them.
Benefit: You can maintain a spell that has a duration longer than one round through concentration. You
must start concentrating right after casting the spell, and continue concentrating as long as you wish to
maintain the spell. Time you spend concentrating to maintain the spell does not count as part of the spells
duration. After you stop maintaining the spell, its normal duration applies as if you had just cast it at the
moment you stopped maintaining concentration. You cannot use this feat to maintain a spell beyond 10x its
normal duration, nor can you resume concentration once you have stopped maintaining the spell.
A concentration spell uses up a slot one level higher than the spells normal level.
Special: Credit goes to Carl Cramer for inspiring this feat.

Counterattack of Opportunity [Combat]


You lure your opponents into attacking you so that you may counterattack.
Prerequisites: Combat Reflexes, DEX 17+, BAB 5+

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Chapter 5: Feats

Benefit: Any time you provoke an Attack of Opportunity from a foe, you may attempt to make an
immediate Attack of Opportunity back at the same foe. To do so, you must roll a Reflex Save (DC = 10 +
the damage dealt to you by your foes Attack of Opportunity; if no damage was dealt then the DC = 10). If
your Save succeeds, you may make an immediate Attack of Opportunity that counts toward the maximum
number of Attacks of Opportunity you are allotted, and if you have none remaining then you may not
attempt to counterattack. If your Save fails, you do not get to attempt the counterattack and nothing is
counted against your allotted number of Attacks of Opportunity.
Special: Credit goes to Eric Burigo for inspiring this Feat.

Craft Epic Wand [Item Creation]


You can create wands with no limit to spell level.
Prerequisites: Craft Wand, Knowledge (Arcana) 35 ranks, Spellcraft (35 ranks)
Benefit: You can create wands that hold any spell regardless of level. Follow the usual rules in the DMG
for crafting wands but you can use any spell.
Normal: Normal wands are limited to level 4 or lower.
Special: Wizards can count this as a bonus feat.

Crippling Strike [Sneak Attack]


Your sneak attack is so precise that your blows weaken and hamper your foes, as per Rogue in the PHB,
page 48
Prerequisites: You must be able to sneak attack for at least 5d6 damage.
Benefit: Your sneak attacks inflict 1d3 points of Strength ability damage in addition to the normal damage.
This is identical to the Rogue class ability as modified by these house rules. If you already have that class
ability, this feat stacks with it.
Special: You can gain this feat multiple times. Its effects stack.

Damage Reduction [Combat]


You are more resistant to damage.
Prerequisites: Thick Skin, your character level must be equal to the number of times you have taken this
feat x8 (thus to take this feat once your character level must be 8+, twice you must be level 16+).
Benefit: You gain 3/- damage reduction. If you already have a class ability or natural ability or permanent
enchantment that gives damage reduction, this feat stacks with it and that ability does not count toward the
Character level prerequisite. This feat does not stack with normal magical enhancement from spells or
magical items.
Special: You can gain this feat multiple times. Its effects stack.

Danger Sense [General]


You are very alert and perceptive to danger in many forms.
Prerequisites: PER 13+, Alertness, 6 or more skill ranks in Spot.
Benefit: You have an almost mystical ability to Sense danger. You are allowed to use a spot check in
situations where they are not normally allowed. Any time your character is in danger from any undetected
source (a creature, trap, ambush, natural hazard, etc.), the DM should roll a Spot check against DC 25. This
feat is subtle enough to Sense an earthquake before it starts, to Sense a cleverly hidden pit in the floor, etc
anything that threatens you without allowing a normal Spot check.
Special: The DM may impose penalties or give bonuses to the Spot check as circumstances indicate.
However, the DM is cautioned to be careful; players who take this feat have given up the opportunity to
take a different feat they should be rewarded by having it work in their favor often enough to not feel
cheated.

Darkvision [General]
You can see in the dark as described in the DMG, page 74.
Prerequisites: PER 15+.

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Chapter 5: Feats

Benefit: You gain the ability to see in complete darkness. Your vision in these conditions is black and white
and is not spoiled by any light sources. This feat will not stack with natural darkvision nor will it stack with
any spell or magic items that provides darkvision.
Normal: This feat cannot be taken by any race that has natural darkvision. Races with low-light vision can
take this feat, empowering that character to use either or both visions as desired.

Deadly Luck [Combat]


You are extremely accurate with your attacks allowing you to land more critical hits.
Prerequisites: Expertise, Lucky Strike, DEX 17+, BAB 9+.
Benefit: You are accurate with all weapons and attacks with which you are proficient. This accuracy
increases your critical threat range by +2.
Special: This modifier replaces that of Lucky Strike and does not stack with it. This feat does stack with the
Improved Critical line of feats as well as with magical weapons and abilities that multiply your threat range
(such as Keen weapons), but is added after your threat range is multiplied, not before.

Death Attack [Sneak Attack]


Your sneak attack might kill or paralyze your foes., as per Assassin special ability in the DMG, page 30.
Prerequisites: You must be able to sneak attack for at least 5d6 damage.
Benefit: You must study your target for three full melee rounds after which time you may attempt a sneak
attack with the intent to slay the target or paralyze it, your choice. A successful hit requires the target to
make a Fortitude saving throw against DC = 10 + half your Base Attack Bonus + your INT modifier. If the
target saves, the sneak attack still deals normal sneak attack damage. This is identical to the Assassin class
ability of the same name. If you already have that special ability from your class, this feat replaces it and
you may choose the DC listed for your class ability or the DC provided by this feat.
Normal: Only Assassins can normally have access to this ability.

Defensive Roll [Combat]


You can roll with the punches, or other attacks, to take half damage, as per Rogue in the PHB, page 48.
Prerequisites: Dodge, your natural DEX modifier must equal the number of times you have taken this feat
+1 (thus to take this feat once you must have a DEX of 14+, to take it four times you must have a DEX of
20+).
Benefit: Once per day when you receive combat damage that would reduce you to 0 or fewer HP you may
attempt to roll with the attack. You must succeed at a Reflex save (DC = damage dealt) to take only half
damage. Failure still counts toward you daily allotment of attempts. You must be aware of the attack and
able to react (if you are denied your DEX bonus to AC then you cannot use this ability). Since this effect
allows a save in a situation that normally does not, other feats or abilities such as evasion that clearly state
they apply to situations normally allowing saves will not apply to or stack with this feat.
Normal: Only Rogues can normally have access to this ability.
Special: The rogue class ability of the same name stacks with this feat allowing an extra use per day but
does not count toward the DEX prerequisite. Multiple uses per day cannot be applied to the same attack or
damage. You can take this feat more than once. Its effects stack.

Defensive Stance [Combat]


You can choose to become a stalwart bastion of defense.
Prerequisites: STR 13+, CON 15+, Base Attack Bonus 8+.
Benefit: You gain the ability to use the Defensive Stance class ability of the Dwarven Defender as
described in the DMG, page 33. If you already have this feat or class ability, the effects stack so you can
use it one extra time per day.
Normal: Only Dwarven Defenders can normally have access to this ability.
Special: You can take this feat more than once. Its effects stack.

Destiny [General]
You are unusually lucky.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Prerequisites: Luck, Auspice, Fortune, Karma, Fate, CHA 23+


Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 6 Fate
Points. You may never have more than 6 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Dexterous Fortitude [Saves and Resists]


You are able to resist surprising attacks with exceptional physique.
Prerequisites: DEX 15+.
Benefit: Once per round, when targeted by an effect that requires a Fortitude save, you may make a Reflex
save instead.

Dexterous Will [Saves and Resists]


You are able to resist compelling attacks with exceptional physique.
Prerequisites: WIS 15+.
Benefit: Once per round, when targeted by an effect that requires a Will save, you may make a Reflex save
instead.

Dire Charge [Combat]


You are exceptionally fierce when you charge into combat and make the most of your attacks.
Prerequisites: Improved Initiative, Combat Mobility
Benefit: You may use all of your Combat Mobility feats even after a charge action.
Normal: Combat Mobility only applies after a standard move action.
Special: Modified from the Epic Level Handbook.

Disarm and Deny [Combat]


You can steal a weapon from your opponent.
Prerequisites: Combat Expertise, Improved Disarm, DEX 15+, BAB 8+
Benefit: When you succeed at an armed disarm attempt and have a free hand, you can catch your
opponents weapon as a free action after they drop it. If you do not wish to catch the weapon, of if you do
not have a free hand, you may knock the weapon up to 20 away. You may choose where the weapon lands,
but you must have an unobstructed line of effect to from your foes square to your target square. You must
make a ranged attack against that square using the same modifiers as the attack you used for the disarm

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Chapter 5: Feats

attack (using DEX instead of STR modifier because this is a ranged attack). The square has an AC of 15. If
you hit the square, that is where the weapon lands. If you miss, treat it like a missed grenade.
Normal: You can snatch an opponents weapon after a disarm attempt but only if you were unarmed when
you performed the disarm attempt. A successful armed disarm drops the opponents weapon in their current
square.
Special: Credit goes to Sigfried Trent for inspiring this feat.

Disarm Mastery [Combat]


You are so proficient at disarming that you automatically attack your foe if your disarm succeeds.
Prerequisites: Combat Expertise, Improved Disarm, DEX 17+, BAB 8+
Benefit: If you successfully disarm your foe, immediately take a free attack against him at the same attack
modifiers you used for your disarm attempt.
Normal: A successful disarm causes foe to drop what he is holding but does not grant a free attack against
him.

Divine Touch [Divine]


You can channel divine energy to heal or inflict wounds.
Prerequisites: Ability to Turn or Rebuke undead, CHA 13+.
Benefit: You may use one of your daily Turn/Rebuke Undead attempts to take a standard action to channel
energy into a living or undead creature as a touch attack that does not provoke attacks of opportunity. If
you normally Turn undead, you channel positive energy to heal living creatures or harm undead. If you
normally Rebuke undead, you channel negative energy to harm living creatures or heal undead. The
amount of HP healed/inflicted is equal to your CHA modifier +1/2 your effective turning level. The target
may make a Will save (DC 10 +1/2 your effective turning level + CHA modifier) to take only half damage.
Normal: You can snatch an opponents weapon after a disarm attempt but only if you were unarmed when
you performed the disarm attempt. A successful armed disarm drops the opponents weapon in their current
square.
Special: Credit goes to Rick Coen for inspiring this feat.

Dodgy [Ability Score]


You are unusually dodgy.
Prerequisites: DEX 13+.
Benefit: When calculating your AC, count your DEX as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual DEX.

Double Weapon Expertise [Combat]


You are an expert with one specific double weapon.
Prerequisites: Proficiency with the double weapon, Base Attack Bonus 1+
Benefit: Choose one double weapon. You can use this weapon as if you had the Ambidexterity and Twoweapon Fighting feats. Note that these feats count as virtual feats, but only with the chosen double weapon.
Normal: These feats are not normally available to wielders of double weapons.
Special: You can take this feat more than once. Each time you choose a different double weapon. Note that,
as with many feats, planning ahead pays off. Taking this feat one time is a quick way to learn a single
double weapon. Taking this feat twice is equivalent to taking Ambidexterity and Two-weapon Fighting, but
taking those two feats instead of taking this feat twice lets you use those feats with all weapons and would
be more practical than taking this feat twice.

Efficient Spell [Metamagic]


You can cast a spell as a move action.
Benefit: You can apply this metamagic feat to any spell with a casting time of 1 round or less. Doing so
allows you to cast the spell as a move action. This leaves you with your standard action this round to do
whatever you wish, but you cannot use your standard action to cast a second spell this round. Efficient
Spell uses a spell slot two levels higher than the spells actual level.

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Chapter 5: Feats

Special: Credit goes to Jonathan D. Woolley for inspiring this feat.

Elemental Boost [Arcane]


Spells of your chosen element are infused with extra power.
Prerequisites: Must be an Arcane Spellcaster level 5+
Benefit: When you take this feat you choose either Force or one of the energy descriptors (acid, cold,
electricity, fire, or sonic). When casting spells with this chosen descriptor, you inflict +1 HP per die of
damage.
Special: This feat may be taken more than once. Each time it is taken, choose a different descriptor.
Special: Credit goes to Eric D. Harry for inspiring this feat.

Elite Training [Ability Score]


You manage to achieve more than anyone thought possible.
Benefit: Choose an ability score when you take this feat. For the purposes of meeting the prerequisites of
other feats, this ability score is considered to be 4 points higher than it actually is.
Special: This feat may be taken more than once. Each time it is taken, choose a ability score.
Special: Credit goes to Jerry M. Chaney II for inspiring this feat.

Emblem of Renown [General]


You have a distinctive recognizable item.
Prerequisites: Character Level 13+.
Benefit: Each time a character learns this feat he may select one special item from his collection of
equipment or may commission to have one made for him. There must be something distinctive about the
item. Many characters choose a shield or armor with their coat of arms emblazoned on it, or a specially
crafted weapon (such as Thors hammer or Arthurs Excalibur), or some other highly recognizable item
(Perseus winged sandals for example). It is possible for a character to choose a magical item for his
emblem, and the process of changing it into an emblem of renown has no effect on the items magical
properties.
First, of course, the character must choose an item to be his emblem. If the emblem doesnt already have a
name, the character must give it a name. The character must carve or engrave the name of the emblem on
the item, or commission an engraver to do this for him. This item becomes a personal emblem or trademark
by which he can be easily recognized. Once the item has been named, the character must use the item for a
while. As a general rule, this means at least enough time to gain one full level (if the character is in the
middle of his current level, he needs to adventure until hes in the middle of his next level). Once this time
period has passed, the item automatically becomes an emblem of renown. Should a character create several
emblems at the same time (by learning this feat multiple times in the same level), they will all become
renowned concurrently (in other words the character needs not create them one at a time).
All emblems of renown have several features in common. First, a character can usually be recognized by
the emblem when it is seen. Most people did not know Perseus by his face, but they always recognized
him when he wore his winged sandals. This really only applies when the character is in his own territory,
such as his home town or the area he usually adventures in, or any other territory where he has made a
serious impression (even Perseus, as famous as he was, would have been unknown in Japan).
Second, whenever the emblem must make a saving throw, it automatically succeeds if the character
succeeds, so long as the character is carrying the emblem. If the character fails his saving throw, the
emblem must save as usual, but at +4. For example, a fireball hits a fighter with a shield of renown. He
makes his save so takes only half damage, and his items must save vs. fire. His shield, however,
automatically saves because the fighter made his saving throw.
Third, the character has an empathic link with his emblem. This link enables the character to always know
the condition, direction, and distance of the item. In addition, the character can attempt to receive a vision
showing the item and its surrounding area. This vision may only be attempted once per day. To succeed,
the character must make a Vision check, rolling a d20 and adding his character level (DC = 30). For
example, if the above fighter has his shield stolen, he will always know the direction and distance to his
shield. And once per day he may receive a vision that might show the room where the shield is kept,

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Chapter 5: Feats

maybe the exterior of the home, tower, castle, cave, dungeon, etc. where the thief lives, maybe even the
thief himself.
If the character dies, he loses the empathic link, but it can be restored after the character is resurrected.
This requires the character to attempt Bonding roll once per day, rolling a d20 and adding his character
level (DC = 30) until he is successful. If the emblem is destroyed or irrecoverable, the character can
replace it by acquiring a similar item of about the same appearance and value as the original and giving it
the same name, then must make the same Bonding roll once per day until successful. Once successful, over
the next 30 days, the item will gradually transform itself into a likeness of the original item, complete with
engravings, emblems, colors, materials, etc. If the original emblem was a magical item, the new
replacement will gradually transform its appearance as described above, but it will require more time,
another full level, for the replacement to acquire the original powers of the emblem it replaced. At the
DMs discretion, the powers can be regained gradually, such as a +4 shield might gain +1 bonus when the
character gains the EXP needed for a level, another +1 when that character reaches the EXP needed,
etc.
Special: You can take this feat more than once. Its effects do not stack. Each time this feat is taken, a new
emblem can be created.

Epic Armor Focus (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Armor Focus (Heavy), Improved Armor Focus (Heavy), Base
Attack Bonus 19+.
Benefit: You gain +3 AC when wearing heavy armor. This does not stack with any bonus gained from the
prerequisite feats.

Epic Armor Focus (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Armor Focus (Light), Improved Armor Focus (Light), Base
Attack Bonus 19+.
Benefit You gain +3 AC when wearing light armor. This does not stack with any bonus gained from the
prerequisite feats.

Epic Armor Focus (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Armor Focus (Medium), Improved Armor Focus (Medium),
Base Attack Bonus 19+.
Benefit: You gain +3 AC when wearing medium armor. This does not stack with any bonus gained from the
prerequisite feats.

Epic Battlemaster [Combat]


You are very proficient at striking your foes in battle.
Prerequisites: Battlemaster, Improved Battlemaster, Base Attack Bonus 19+
Benefit: You gain +3 competency modifier to your Base Attack Bonus. This replaces the +2 modifier
gained from the prerequisite Improved Battlemaster feat. This counts exactly like your regular Base Attack
Bonus, including determination of number of attacks and prerequisites for feats.

Epic Initiative [Combat]


You react with epic quickness in a fight.
Prerequisites: Improved Initiative, Superior Initiative, Base Attack Bonus 21+
Benefit: You gain +12 competency modifier to your initiative rolls. This replaces the +8 modifier gained
from the prerequisite Superior Initiative feat.

Epic Ironman [Combat]


You are tough as steel.

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Prerequisites: Toughness, Invincible, Epic Fortitude, Epic Will, Ironman, Improved Ironman, BAB 11+
Benefit: Each day after a good nights rest, you are invigorated with your unnatural toughness. The first HP
of non-subdual damage dealt to you throughout the day, up to a number of HP equal to 3x your Base Attack
Bonus, is subdual damage. This damage does not need to be dealt all at once, but this feat always applies to
the first non-subdual damage each day. This damage can come from any source: melee, magic, poison, etc.
Healing does not change this maximum amount. So, a fighter with BAB 13 gets in a sword fight and takes
25 damage from a sword. This is all converted to subdual damage. Later, he is damaged in a bar fight but
all the damage he takes is dealt from fists so it is all subdual damage. Later still, after being healed by a
cleric, he is blasted by a 21 damage fireball, 14 of which is subdual (brining his total damage that has been
converted to subdual damage because of this feat to 39, the maximum allowed for this day) and the rest is
normal damage.
Special: Note that any character or creature with regeneration already treats most normal damage as
subdual, however, all damage that affects these characters or creatures as normal damage can be applied.
For example, trolls take real damage from fire or acid, so a troll with this feat counts the first HP of fire or
acid damage (up to 3x its BAB) as subdual. Inspired by AEGs Feats book.

Epic Purpose [General]


You are unusually lucky.
Prerequisites: Luck, Auspice, Fortune, Karma, Fate, Destiny, CHA 25+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 7 Fate
Points. You may never have more than 7 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Epic Skillmaser [Skill]


You are extremely clever and have a natural ability to perform skills better than most.
Prerequisites: Shrewd Learner, Sagacious Practitioner, WIS 21+.
Benefit: Any time you attempt to perform any skill that you have any ranks in, you may apply a +2
competency modifier to the skill roll. This modifier stacks with any other competency modifiers you may
have to this roll except the modifier for Sagacious Practitioner this feat replaces that one. You may not
apply this feat to everyman skills in which you have not taken any ranks.

Epic Summoning [Spellcaster]


You are very good at summoning exceptional creatures with your summoning spells.

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Chapter 5: Feats

Prerequisites: Augment Summoning, Improved Summoning, Master Summoning, Spellcaster level 20+.
Benefit: All creatures summoned with your summoning spells gain a +10 modifier to STR, CON, DEX,
PER and WIS.
Special: These modifiers override and do not stack with modifiers from the prerequisite feats.

Evasion [Saves and Resists]


You can completely avoid some magical effects that others cannot, as per Rogue in the PHB, page 48.
Prerequisites: DEX 15+, Base Attack Bonus 5+.
Benefit: Whenever you are exposed to an attack that normally allows a Reflex save for half damage, a
successful saving throw allows you to avoid all damage from the attack. This is identical to the Rogue class
ability. This feat is only usable when you are wearing light or no armor.
Normal: Only Rogues can normally have access to this ability.

Exotic Weapon Brilliance [Combat]


You are so brilliant with exotic weapons that you can instinctively wield any exotic weapon at your
absolute best.
Prerequisites: Exotic Weapon Proficiency, Exotic Weapon Expertise, Exotic Weapon Mastery, Base Attack
Bonus 13+.
Benefit: Any exotic weapon you wield automatically gains the benefits of any feats or class abilities you
already know that require you to choose a specific weapon. For example, if you had already learned
Weapon Focus (short sword), you may now use your weapon focus feat with all exotic weapons as well.
Normal: Such feats and class abilities apply only to the weapon chosen when the feat or ability is learned.

Exotic Weapon Expertise [Combat]


You are expert with more exotic weapons.
Prerequisites: Exotic Weapon Proficiency, Base Attack Bonus 2+.
Benefit: Choose two more exotic weapons. You are proficient with both of them.
Normal: A character who uses a weapon without being proficient suffers a 4 penalty on attack rolls.

Exotic Weapon Mastery [Combat]


You are so masterful with exotic weapons that you can instinctively use any exotic weapon you find.
Prerequisites: Exotic Weapon Proficiency, Exotic Weapon Expertise, Base Attack Bonus 6+.
Benefit: You can use any exotic weapon with proficiency.
Normal: A character who uses a weapon without being proficient suffers a 4 penalty on attack rolls.

Extended Flanking [Combat]


You move quickly and seem to be all over the place, confusing your enemies.
Prerequisites: Your natural DEX modifier must equal the number of times you have taken this feat x3
(thus to take this feat once you must have a DEX of 16+, to take it three times you must have a DEX of
28+).
Benefit: When in combat, you may designate any square on the battlefield adjacent to you. You consider
that square as threatening whatever opponent you already threaten. This square does not threaten opponents
you cannot threaten from your actual location. Thus, for purposes of flanking an opponent, you effectively
threaten that foe from two different directions instead of one. If you have an ally directly opposite you, or
directly opposite this additional threat square, you and your ally gain the flanking bonus as described in the
PHB, page 130.
Normal: You can only threaten foes from the square in which you stand.
Special: You can gain this feat multiple times. Its effects stack, allowing you to choose additional squares
adjacent to you or adjacent to any square you have designated as being a threat square. All these additional
threat squares only threaten foes that you threaten from your actual location. Note that if you take this feat
four times you can effectively run circles around your foes and gain the flanking bonus with no allies
simply by designating a contiguous group of squares until your 4th square is directly opposite your location
(this would require a natural DEX of 34+, so wont be very common among mortals).

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Chapter 5: Feats

Familiar Feat [Arcane]


Your familiar gains one feat.
Prerequisites: You must have a familiar.
Benefit: You may choose any one feat your familiar can use, even monstrous feats if applicable. All feat
restrictions apply, such as prerequisite feats, required ability scores, and required skills. Remember, your
familiar has access to all your skills but not to all your feats. Your familiar can use this feat normally but
you have no access to it (unless you also have taken the feat).
Special: If your familiar dies or is replaced, the replacement familiar may also choose one feat. You may
take this feat as often as you wish following all feat restrictions as applicable. Credit goes to Carl Cramer
for inspiring this feat.

Familiar Feat Sharing [Arcane]


You and your familiar can share feats.
Prerequisites: You must have a familiar, Spellcaster level 7+.
Benefit: You may use any feat your familiar knows, and it may use any feat you know. All feat restrictions
apply, such as prerequisite feats, required ability scores, and required skills. Remember, your familiar has
access to your skills. If you or your familiar do not meet requirements for a feat that is shared, that feat may
not be used as a shared feat.
Special: If your familiar dies or is replaced, the replacement familiar may also share feats. Note that many
feats are totally useless to most familiars. Credit goes to Carl Cramer for inspiring this feat.

Familiar Focus [Arcane]


Your familiar can concentrate on a spell for you.
Prerequisites: Spellcaster level 7+, you must have a familiar.
Benefit: When you cast a spell with a duration of Concentration, you can assign this spell to your familiar.
Your familiar must be within 5 of you during the casting and during the whole time it is concentrating. If
this 5 range is exceeded, you may make a Spellcraft check (DC 15 + the level of the spell) to attempt to
regain the concentration yourself. If you choose not to make this attempt, or the attempt fails, the
concentration is broken. All the normal rules of spell concentration apply. While your familiar is
concentrating on this spell, you are free to take any other actions as you desire. Your familiar may only
concentrate on one spell at a time.
Special: Credit goes to Eric D. Harry for inspiring this feat.

Fast Healing [Combat]


You heal wounds exceptionally fast.
Prerequisites: Toughness, Natural CON Modifier >= Number of time you have taking this feat +3 (thus to
take this feat one time your CON must be at least 18, to take it 4 times your con must be at least 24). Feats
or Magical items or effects that increase your CON or your CON Modifier do not apply.
Benefit: The first time you gain this feat you gain Fast Healing 1 as an extraordinary ability (see DMG
page 76). Each additional time adds another +1 to the Fast Healing. Benefits of Fast Healing: you heal a
number of HP/round equal to the number of times this feat has been taken. This only heals actual damage,
and heals subdual damage before real damage. Damage from starvation, thirst, or suffocation is not healed.
This feat stacks with any natural Fast Healing. It does not stack with Regeneration. It does not stack with
magical items or effects that give Fast Healing or Regeneration abilities.

Fate [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, Fortune, Karma, CHA 21+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 5 Fate
Points. You may never have more than 5 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if

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Chapter 5: Feats

you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Favored Enemy [Combat]


You gain one Favored Enemy as per Ranger in the PHB, page 45.
Prerequisites: Your natural WIS modifier = the number of times you have taken this feat (thus to take this
feat once you must have a WIS of 12+, to take it four times you must have a WIS of 18+).
Benefit: Choose one (or one more) favored enemy from the list in Table 3-14: Ranger Favored Enemies in
the PHB, page 45. You know type of creature so well that you gain +1 to your Listen, Spot, Sense Motive,
and Wilderness Lore against these creatures, and you also gain +1 to your damage rolls in combat with
them. This feat is identical to the Ranger class ability of the same name, and stacks with it. Favored
enemies gained through the Ranger class ability do not count toward the WIS prerequisite of this feat.
Normal: Only Rangers can normally have access to this ability.

Feint Mastery [Combat]


You are a master of tricky in combat and can deceive your enemies into letting their guard down.
Prerequisites: Improved Feint, Quick Feint, Bluff 12+ ranks, Base Attack Bonus 10+
Benefit: When you succeed at an attempt to feint against a foe in combat, you may take an immediate
Attack of Opportunity against that foe. This counts toward the maximum number of Attacks of Opportunity
you are allowed, and if you have already used all of your allotted Attacks of Opportunity you must forego
this immediate Attack of Opportunity. In addition, that foe is considered Flatfooted until his next action.
Feinting is described in the PHB, page 64.
Normal: Feinting normally does not allow any Attacks of Opportunity. Also feinting normally causes your
foe to lose DEX and Dodge modifiers to his AC against your attacks only - but he is not normally
Flatfooted. The difference between the two is that Flatfooted combatants lose the AC modifiers against all
attacks until the Flatfooted condition ends (usually their next action) and Flatfooted combatants may not
take Attacks of Opportunity.

Field Medic [Skill]


You are adept at binding fresh wounds.
Prerequisites: WIS 13+
Benefit: When attempting a heal check to apply first aid or treat wounds from a caltrop immediately after a
battle (within 1 minute after the wounds are suffered), you gain a +2 competency modifier to your heal
checks. Also, you can use your heal skill once to heal 1d4 HP immediately after a battle. Doing so requires
your patient to be stabilized. You attempt a heal check against DC 15 but you cannot use the +2 modifier
gained from this feat for this check. You will not be able to successfully heal 1d4 HP to a wounded patient
under your care more than once per day with this feat, but you may retry failed attempts as often as you like

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Chapter 5: Feats

until the wounds are more than a minute old. Further, if you use this feat to heal and then the character you
healed gets into battle within 24 hours after the heal, the HP that were gained are immediately lost, but you
may attempt another heal check to heal 1d4 again the restrictions on 1 successful heal per day dont apply
in this case because the heal is no longer successful.
Special: Inspired by the feat of the same name in AEGs Feats book.

Florentine [Combat]
You can fight well with two weapons even if your off-hand weapon is not light.
Prerequisites: Two-weapon Fighting, STR 13+, DEX 13+, Base Attack Bonus 5+
Benefit: You may consider your off-hand weapon to be a light weapon and calculate your two-weapon
fighting penalties accordingly, even if that weapon is not a light weapon.
Normal: Using a light off-hand weapon reduces the penalties for both primary and off-hand by 2 each.
This benefit does not normally apply to weapons larger than light.

Flurry of Blows [Unarmed]


You are extra fast with unarmed attacks or light weapons as per Monk in the PHB, page 41.
Prerequisites: Improved Unarmed Combat , DEX 13+, Base Attack Bonus 3+.
Benefit: You gain the monk class ability of Flurry of Blows. You may make one additional unarmed attack
(or one extra attack if you are using any light weapon such as those listed in the monk description, or other
suitably light weapons). If you do so, all of your attacks this round are at 2 to the attack roll.
Normal: Only monks can normally have access to this ability.

Focused Strike [Divine]


Call upon your deitys blessing to strike your foes.
Prerequisites: Must be a cleric or paladin, BAB >= Number of times you have taken this feat x4.
Benefit: Once per day per time you have taken this feat, you may invoke your deitys blessing to gain a +4
sacred bonus to hit and damage. This bonus only affects one attack with one weapon and must be invoked
prior to rolling the attack roll.
Special: You may take this feat more than once. Each time you do your damage bonus increases +1d6. This
feat is inspired by Fantasy Flights Path of Faith.

Force Spell [Metamagic]


You can imbue your arcane spells with force.
Prerequisites: Must be an arcane spellcaster.
Benefit: You can apply this metamagic feat to any arcane spell that inflicts damage. Doing so changes half
the spells damage to force. This half of the damage can strike incorporeal creatures with no miss chance
(saving throws still apply if the original spell allows a saving throw). If the target creature is resistant or
immune to the spells original damage type, apply that resistance only to the unchanged half of the damage.
Force Spell uses a spell slot one level higher than the spells actual level.
Special: Credit goes to Eric D. Harry for inspiring this feat.

Fortified Reflexes [Saves and Resists]


You are able to resist surprising attacks with exceptional physique.
Prerequisites: DEX 15+.
Benefit: Once per round, when targeted by an effect that requires a Reflex save, you may make a Fortitude
save instead.

Fortified Will [Saves and Resists]


You are able to resist compelling attacks with exceptional physique.
Prerequisites: WIS 15+.
Benefit: Once per round, when targeted by an effect that requires a Will save, you may make a Fortitude
save instead.

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Chapter 5: Feats

Fortune [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, CHA 17+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 3 Fate
Points. You may never have more than 3 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Giants Grip [Combat]


You are adept at using larger weapons, but not without price.
Prerequisites: Power Attack, STR 17+, Base Attack Bonus 5+
Benefit: With regards to which weapons are appropriately sized for you, your size category is considered
one size larger than normal. But when you use oversized weapons, you suffer a 4 penalty to your initiative
rolls. This means that a gnome or halfling (size small) can use medium sized weapons with no penalty to
his attack roll, a human (size medium) can use weapons sized for an ogre with no attack penalty, and a
gnome or halfling can use weapons sized for an ogre with only a penalty of 2.
Note that characters with this feat suffer no penalty for using weapons correctly sized for their own size
category, so, for example, humans dont get penalized for using medium weapons.
Normal: Using oversized weapons imposes a penalty of 2 for each size category larger than appropriate.

Great Charisma [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

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Chapter 5: Feats

Great Constitution [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Great Dexterity [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Great Intelligence [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Great Perception [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Great Strength [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Great Wisdom [Ability Score]


You have developed your mind, body, and spirit to new heights.
Prerequisites: Your character level must be >= the number of times you have taken this feat (for this
ability score) x5. Thus to take this feat one time you must be at least level 5, to take this feat four times you
must be at least level 20.
Benefit: You gain a permanent +1 bonus to this ability score as if it were part of your natural base score.
Points gained through this feat cannot be cancelled, negated, or dispelled, though they can be drained by
magical and supernatural powers as per the description of energy drain. There is no limit, so you may take
this feat as often as you wish, provide you meet the prerequisite each time, and you may raise your ability
score higher than your racial maximum.
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.

Greater Flurry of Blows [Combat]


You are extra fast with your Flurry of Blows attack, as per monk in the PHB, page 41.
Prerequisites: Flurry of Blows, DEX 17+, Base Attack Bonus 11+.
Benefit: You may make an extra attack with your Flurry of Blows (for a total of two extra attacks).
Note: Monks get this ability for free so they gain no benefit from this feat.
Normal: Only Monks can normally have access to this ability.

Greater Lore [General]


Your knowledge of lore is so great that you can even identify magic items, as per Lore Master in the DMG,
page 34.
Prerequisites: Lore, you must know at least two Item Creation feats, INT 17+, Spellcraft 10 ranks.
Benefit: Your general knowledge of all kinds of lore allows you to identify magical items, as per the spell.
You may only do this once per item examined. You may apply either your Knowledge (Lore) skill, or may
use your Loremaster roll as per the class ability.
Normal: Only Loremasters can normally have access to this ability.
Special: The Loremaster class ability is usually better than this feat, though if a Loremaster wishes to create
the skill Knowledge (Lore) it would be possible for them to put enough skill points into it to surpass their
own class ability and they may do so without taking this feat.

Greater Rage [Combat]


You can fly into a more devastating screaming blood-frenzy as per Barbarian in the PHB, page 24.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Prerequisites: Ability to Rage 4/day, CON 19+, Base Attack Bonus 16+.
Benefit: You gain the enhanced barbarian class ability of Barbarian Rage as per a 15th level Barbarian. If
you have this class ability already you will gain nothing from this feat. Your temporarily benefits of Rage
increase to +6 STR, +6 CON, and +3 morale bonus on Will saves and your AC penalty remains at 2. The
duration is unchanged. After the rage ends, you are fatigued (-2 STR, -2 DEX, cant charge or run) for the
rest of the encounter.
Normal: Only Barbarians can normally have access to this ability.
Special: The Barbarian Greater Rage class ability is identical to this feat.

Guarded Thoughts [Saves and Resists]


Your slippery mind is hard to read.
Prerequisites: Iron Will, WIS 15+.
Benefit: You gain +2 to your saves against mind reading and lie detection. This bonus stacks with the Iron
Will feat. If the spell or ability of this type being used against you does not normally allow a save, you may
attempt a WILL save but without the added +2 bonus this feat normally allows.
Special: Suggested by Fantasy Flights Path of the Sword.

Hail of Arrows [Missile]


You can fire one arrow at every target within range as per Arcane Archer in the DMG, page 28, or you may
use this ability one extra time per day.
Prerequisites: Point Blank Shot, Rapid Shot, Improved Rapid Shot, DEX modifier must be equal to the
number of times you have taken this feat +4, WIS modifier must be equal to the number of times you have
taken this feat +2, Base Attack Bonus +17 or higher.
Benefit: Once per day as a full-round action you may fire one arrow at every target within range at your
full attack bonus modified by range penalties as usual. The maximum number of targets is equal to your
Base Attack Bonus. If you already have this feat, you may use it one additional time per day. If you already
have this class ability as an Arcane Archer, you can use this ability one additional time per day and replace
the maximum number of targets imposed by your class ability with the maximum number of targets
allowed by this feat.
Normal: Only Arcane Archers normally have this ability, and they are limited to just one use per day.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects stack.

Healing Touch [Skill]


You are adept at healing.
Prerequisites: Field Medic, WIS 15+, 11+ ranks in Heal
Benefit: You can use your heal skill once to heal 2d4 HP immediately after a battle (within 1 minute after
the wounds are suffered). This replaces the heal ability of the Field Medic feat; it does not stack. Doing so
requires your patient to be stabilized. You attempt a heal check against DC 15 but you cannot use the +2
modifier gained from the Field Medic feat for this check. You will not be able to successfully heal 2d4 HP
to a wounded patient under your care more than once per day with these feats, but you may retry failed
attempts as often as you like until the wounds are more than a minute old. Further, if you use this feat to
heal and then the character you healed gets into battle within 24 hours after the heal, the HP that were
gained are immediately lost, but you may attempt another heal check to heal 1d4 again the restrictions on
1 successful heal per day dont apply in this case because the heal is no longer successful. Also, when
attempting long-term care, your patients recover HP at triple the normal rate.
Normal: Patients under long-term care recover hp at double the normal rate.
Special: Inspired by the feat of the same name in AEGs Feats book.

Healthy [Ability Score]


You are unusually healthy.
Prerequisites: CON 13+.
Benefit: When calculating your HP, count your CON as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual CON.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Immediate Spell [Metamagic]


You can cast a spell as an immediate action.
Prerequisites: Quicken Spell
Benefit: You can apply this metamagic feat to any spell with a casting time of 1 round or less. Doing so
allows you to cast the spell as an immediate action. This means that the spell can be cast even when it is not
your round, following all the rules for immediate actions. Note that each combatant is allowed only one
immediate action per combat round. Immediate Spell uses a spell slot six levels higher than the spells
actual level.

Improved Armor Focus (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Armor Focus (Heavy), Base Attack Bonus 11+.
Benefit: You gain +2 AC when wearing heavy armor. This does not stack with any bonus gained from the
prerequisite feats.

Improved Armor Focus (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Armor Focus (Light), Base Attack Bonus 11+.
Benefit You gain +2 AC when wearing light armor. This does not stack with any bonus gained from the
prerequisite feats.

Improved Armor Focus (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Armor Focus (Medium), Base Attack Bonus 11+.
Benefit: You gain +2 AC when wearing medium armor. This does not stack with any bonus gained from the
prerequisite feats.

Improved Armor Mastery (Heavy) [Combat]


You are better at wearing heavy armor.
Prerequisites: Armor Proficiency (Heavy), Armor Mastery (Heavy), Base Attack Bonus 7+.
Benefit: Increase the Maximum DEX Bonus by +2, decrease the Armor Check Penalty by 2 (not less than
0), reduce the Arcane Spell Failure by 20% (not less than 0), move your normal movement rate, treat any
heavy armor as if medium armor for purposes of class abilities, skills, or feats that require medium armor to
use, and you can don, don hastily, and remove armor in 50% of the time listed. Refer to table 7-5: Armor in
the PHB, page 104 and table 7-6 Donning Armor in the PHB, page 105.

Improved Armor Mastery (Light) [Combat]


You are better at wearing light armor.
Prerequisites: Armor Proficiency (Light), Armor Mastery (Light), Base Attack Bonus 5+.
Benefit: Increase the Maximum DEX Bonus by +2, decrease the Armor Check Penalty by 2 (not less than
0), reduce the Arcane Spell Failure by 20% (not less than 0), and you can don, don hastily, and remove
armor in 50% of the time listed. Refer to table 7-5: Armor in the PHB, page 104 and table 7-6 Donning
Armor in the PHB, page 105.

Improved Armor Mastery (Medium) [Combat]


You are better at wearing medium armor.
Prerequisites: Armor Proficiency (Medium), Armor Proficiency (Medium), Base Attack Bonus 9+.
Benefit: Increase the Maximum DEX Bonus by +2, decrease the Armor Check Penalty by 2 (not less than
0), reduce the Arcane Spell Failure by 20% (not less than 0), move your normal movement rate, and you
can don, don hastily, and remove armor in 75% of the time listed. Refer to table 7-5: Armor in the PHB,
page 104 and table 7-6 Donning Armor in the PHB, page 105.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Improved Divine Connection [Divine]


Your broad knowledge of divine lore opens new avenues of applying this knowledge.
Prerequisites: Knowledge (Religion) 13+ ranks, Access to any four domains, Ability to Turn or Rebuke
undead.
Benefit: You gain one extra slot for each spell level that must be filled with a Domain Spell. You may not
prepare the same domain spell more than once unless it appears on more than one of your domain lists.
Normal: Clerics can only prepare one domain spell per level, regardless of how many domains the cleric
can access.
Special: You may take this feat more than once. For each time you take it, you must have access to an
additional two domains. Normally, this is impossible, unless feats or class abilities allow it.
Special: Credit goes to Jerry M. Chaney II for inspiring this feat.

Improved Battlemaster [Combat]


You are very proficient at striking your foes in battle.
Prerequisites: Battlemaster, Base Attack Bonus 9+
Benefit: You gain +2 competency modifier to your Base Attack Bonus. This replaces the +1 modifier
gained from the prerequisite Battlemaster feat. This counts exactly like your regular Base Attack Bonus,
including determination of number of attacks and prerequisites for feats.

Improved Dodge [Defensive]


You are very adept at dodging blows.
Prerequisites: DEX 13+, Dodge, Base Attack Bonus +6 or higher.
Benefit: During your action, you designate an opponent and receive a +4 bonus to your AC against attacks
from that opponent. Alternatively, you can select two opponents and receive a +2 bonus against each. You
can select new opponents on any action. Note: A condition that makes you lose your DEX bonus to your
AC (if any) also makes you lose dodge bonuses.
Special: Dodge bonuses (such as this one and a dwarfs racial bonus to dodge giants) stack with each other,
unlike most other types of bonuses. However, Dodge Feats do not stack, so this bonus cannot be combined
with Dodge or Master Dodge.

Improved Efficient Creation [Item Creation]


You are very adept at dodging blows.
Prerequisites: Any two Efficient Item Creation feats.
Benefit: As per the Efficient Item Creation feat in the Epic Level Handbook, page 53, your item creation
time for all types of magical items is now 1/10 normal.

Improved Eschew Materials [Spellcaster]


You can cast any spell without need for material components or foci.
Prerequisites: Eschew Materials.
Benefit: You can cast any spell without need for material components, even spell with material components
that cost more than 1 GP. For spells with material components costing more than 1 GP, you must pay XP
equal to 1/5 (rounding up) the GP price of the components. For spells with foci costing more than 1 GP, you
must pay XP equal to 1/50 (rounding up) the GP price of the foci. You must still pay any XP cost the spell
normally has.
Special: Credit goes to Eric D. Harry for inspiring this feat.

Improved Evasion [Saves and Resists]


You can partially avoid some magical effects that others cannot, as per Rogue in the PHB, page 48.
Prerequisites: Evasion, DEX 19+, Base Attack Bonus 15+.
Benefit: Whenever you are exposed to an attack that normally allows a Reflex save to avoid damage, a
failed saving throw still allows you to avoid half the damage from the attack. This is identical to the Rogue
class ability of the same name. This feat is only usable when you are wearing light or no armor.
Normal: Only Rogues can normally have access to this ability.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Improved Feint [Weapon Technique]


You are tricky in combat and can deceive your enemies into letting their guard down.
Prerequisites: Bluff 4+ ranks, Base Attack Bonus 3+
Benefit: You may add +4 to your Bluff skill for the purpose of using your Bluff skill to feint in combat, as
described in the PHB, page 64.
Normal: Feinting is an opposed skill roll using your Bluff vs. your opponents Sense Motive skill.

Improved Flurry of Blows [Combat]


You are very good at making your Flurry of Blows attack, as per monk in the PHB, page 41.
Prerequisites: Flurry of Blows, DEX 15+, Base Attack Bonus 6+.
Benefit: Your penalty for using Flurry of Blows is reduced to 1 to all attacks. When your BAB reaches
11+, your incur no penalty for using Flurry of Blows.
Note: Monks get this ability for free so they gain no benefit from this feat.
Normal: Only Monks can normally have access to this ability.

Improved Ironman [Defensive]


You are tough as iron.
Prerequisites: Toughness, Invincible, Great Fortitude, Iron Will, Ironman, BAB 11+
Benefit: Each day after a good nights rest, you are invigorated with your unnatural toughness. The first HP
of non-subdual damage dealt to you throughout the day, up to a number of HP equal to 2x your Base Attack
Bonus, is subdual damage. This damage does not need to be dealt all at once, but this feat always applies to
the first non-subdual damage each day. This damage can come from any source: melee, magic, poison, etc.
Healing does not change this maximum amount. So, a fighter with BAB 12 gets in a sword fight and takes
15 damage from a sword. This is all converted to subdual damage. Later, he is damaged in a bar fight but
all the damage he takes is dealt from fists so it is all subdual damage. Later still, after being healed by a
cleric, he is blasted by a 21 damage fireball, 9 of which is subdual (brining his total damage that has been
converted to subdual damage because of this feat to 24, the maximum allowed for this day) and the rest is
normal damage.
Special: Note that any character or creature with regeneration already treats most normal damage as
subdual, however, all damage that affects these characters or creatures as normal damage can be applied.
For example, trolls take real damage from fire or acid, so a troll with this feat counts the first HP of fire or
acid damage (up to 2x its BAB) as subdual. Inspired by AEGs Feats book.

Improved Magical Strike [Combat]


You can hit creatures immune to normal weapons.
Prerequisites: DEX 13+, WIS 13+, Magical Strike, Weapon Focus, Base Attack Bonus +15 or higher.
Benefit: Your blows can deal damage to a creature with damage reduction, such as a wight, as if your blow
were made with a weapon with a +3 enhancement bonus above and beyond its normal bonus. This is not an
actual enhancement bonus; it merely emulates one for the purpose of this feat. This emulated bonus stacks
with all other enhancement bonuses conferred from items, spells, and feats.
Special: This is a supernatural ability. Credit goes to Cyberzombie for inspiring this Feat.

Improved Parry [Combat]


Prerequisites: DEX 13+, WIS 11+, Expertise, Parry, Base Attack Bonus +8 or higher.
Benefit: You may give up any attack this round and add your attack bonus from that attack to your AC
against a single melee attack this round. It does not matter who has initiative; if you are first you may give
up an attack now to parry later, and if your opponent is first you may decide which attack to give up later in
order to parry now. You may not count your STR modifier when adding the parry to your AC, but you may
count your DEX modifier. For example, a character with a 16 STR and a 14 DEX who has a Base Attack
Bonus of +12/+7/+2 and has a +2 sword has actual combat bonuses of +17/+12/+7. She may give up her
middle attack (+12) and, at any time this round, may add that amount after adjusting for using DEX rather
than STR (+11 instead of +12 because his DEX mod is only +2 while his STR mod was +3) to her AC

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

against one melee attack. Note that the she must be aware of the attack to apply her Parry to it. Also, any
parries not used by the end of the round are lost; they do not carry over to the next round.
Special: This feat may be used as often in any round as the number of attacks you may have. Thus, the
character in the above example may parry as many as three times in a round against three different attacks,
though doing so will mean she does not get to attack at all. Note that you may never add two parries to your
AC against the same attack.

Improved Point Blank Shot [Missile]


Prerequisites: STR 13+, Point Blank Shot. BAB 5+.
Benefit: When attacking a foe within 30, you gain an additional +1 damage modifier that stacks with Point
Blank Shot.
Special: Inspired by AEGs Feats book.

Improved Scribe Scroll [Item Creation]


You can create scrolls, from which you or any other literate creature can cast the scribed spells. See the
DMG for rules on scrolls.
Prerequisites: Spellcaster level 8+, WIS 13+, Scribe Scroll
Benefit: This is just like Scribe Scroll on page 84 of the PHB. The only difference is that the scrolls made
with this feat are written in the common tongue and thus are usable by any literate character or creature.
The base price of such a scroll is four times the price of a normal scroll: Spell Level multiplied by its Caster
Level multiplied by 100. As always, to scribe a scroll, you must pay 1/25 of the base price in XP.

Improved Spell Harrier [Combat]


You are well versed in overcoming all tricks spellcasters use to cast spells in combat.
Prerequisites: Combat Reflexes, Spell Harrier, Base attack bonus +19 or better
Benefit: When you successfully strike a spellcaster as a result of an Attack of Opportunity that was
provoked by your foe casting a spell, the DC of his concentration check is increased by +8, assuming he
does not have Improved Combat Casting. This +8 modifier replaces the +4 modifier from the Spell Harrier
feat; it does not stack with it. Alternatively, if a spellcaster is using the Improved Combat Casting feat, you
are allowed to attempt to make an Attack of Opportunity (subject to all normal rules for Attacks of
Opportunity) but if you hit your foe, you only gain the benefit of your Spell Harrier feat (which offsets your
foes Combat Casting feat).
Normal: Improved Combat Casting allows a spellcaster to cast spells without provoking any Attacks of
Opportunity.

Improved Subdual [Combat]


Sometimes a lighter touch is needed in combat. Policemen and town guards often learn this feat. It's not
necessary to kill every drunk who puts up a fight.
Prerequisites: Base attack bonus +1 or better
Benefit: You may make subdual attacks at no penalty with weapons that do normal damage.
Special: Credit to Phill Calle, AKA juan-calle@msn.com; edited by Blake Walker.

Improved Summoning [Spellcaster]


You are very good at summoning exceptional creatures with your summoning spells.
Prerequisites: Augment Summoning, Spellcaster level 7+.
Benefit: All creatures summoned with your summoning spells gain a +6 modifier to STR, CON, and DEX.
Special: These modifiers override and do not stack with modifiers from the prerequisite feat.

Increase Sneak Attack [Sneak Attack]


You become better at targeting foes vital areas, as per Rogue in the PHB, page 48.
Prerequisites: Ability to perform Sneak Attacks, Hide 6 ranks, Move Silently 6 ranks, your Base Attack
Bonus must equal the number of times you have taken this feat x3 (thus to take it one time you must have a
Base Attack Bonus of 3, to take this feat four times you must have a Base Attack Bonus of 12).

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Benefit: You gain +1d6 of damage to your sneak attacks. This stacks with the Rogue class ability, and the
damage gained from the Rogue class ability does not count toward the Base Attack Bonus requirement of
this feat.
Normal: Only Rogues can normally have access to this ability.

Instinctive Accuracy [Combat]


You are an instinctive master of combat, able to make instinctive attacks with great accuracy.
Prerequisites: Combat Reflexes, Weapon Focus (any), STR 15+, DEX 15+, BAB 11+
Benefit: Choose one attack roll this round that will be made with a weapon for which you have taken the
Weapon Focus feat. You can Take-10 on this one attack roll. You may only use this feat once each round.
This feat does not grant additional attacks it must be used on an attack roll for an attack you would
normally be able to make.
Normal: Take-10 rules dont normally apply to combat. Distractions or threats (such as combat) make it
impossible for a character to Take-10.
Special: You may take this feat more than once. If you do, you must choose either to apply the feat to a
different weapon for which you have the Weapon Focus feat, or to apply the feat to a weapon for which you
have already taken this feat, in which case it stacks and allows you to make one additional Take-10 attack
each round with that weapon.

Intellectual [Ability Score]


You are unusually intellectual.
Prerequisites: INT 13+.
Benefit: When calculating your skill modifiers, count your INT as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual INT.

Ironman [Combat]
You are tough as nails
Prerequisites: Toughness, Invincible, Great Fortitude, Iron Will, BAB 3+
Benefit: Each day after a good nights rest, you are invigorated with your unnatural toughness. The first HP
of non-subdual damage dealt to you throughout the day, up to a number of HP equal to your Base Attack
Bonus, is subdual damage. This damage does not need to be dealt all at once, but this feat always applies to
the first non-subdual damage each day. This damage can come from any source: melee, magic, poison, etc.
Healing does not change this maximum amount. So, a fighter with BAB 9 gets in a quick fight and takes 5
damage from a sword. This is all converted to subdual damage. Later, he is damaged in a bar fight but all
the damage he takes is dealt from fists so it is all subdual damage. Later still, after being healed by a cleric,
he is blasted by a 21 damage fireball, 4 of which is subdual (brining his total damage that has been
converted to subdual damage because of this feat to 9, the maximum allowed for this day) and the rest is
normal damage.
Special: Note that any character or creature with regeneration already treats most normal damage as
subdual, however, all damage that affects these characters or creatures as normal damage can be applied.
For example, trolls take real damage from fire or acid, so a troll with this feat counts the first HP of fire or
acid damage (up to its BAB) as subdual. Inspired by AEGs Feats book.

Karma [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, Fortune, CHA 19+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 4 Fate
Points. You may never have more than 4 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Kick Them When Theyre Down [Combat]


You brutally attack a foe as he is falling to the ground.
Prerequisites: Combat Reflexes
Benefit: If an opponent you threaten falls to the ground (as a result of a trip attack, or an overrun, or a spell
effect, or for any reason), you may attempt an attack of opportunity against him, if you have any available.
Normal: Falling prone does not normally provoke attacks of opportunity.

Lore [General]
You gather knowledge and are a fountain of information, as per Lore Master in the DMG, page 34.
Prerequisites: INT 15+.
Benefit: Your general knowledge of all kinds of lore allows you to know legends or information regarding
various topics, just like a bard can with Bardic Knowledge (refer to Bard in the PHB, page 28). Once you
learn this feat, or if you have either of these class abilities, you may create an INT-based skill called
Knowledge (Lore). This skill is now a class-skill for you. When attempting a knowledge check you roll vs.
that skill with the DC set as indicated in the PHB, page 28. This feat is almost identical with the Bard and
Loremaster class abilities those abilities dont create an extra skill, they use the class level instead.
Normal: Only Bards and Loremasters can normally have access to this ability.
Special: The Bard and Loremaster class ability is usually better than this feat, though if a Bard or
Loremaster wishes to create the skill Knowledge (Lore) it would be possible for them to put enough skill
points into it to surpass their own class ability and they may do so without taking this feat.

Low-light Vision [General]


You can see in the dark as described in the DMG, page 79.
Prerequisites: PER 15+.
Benefit: You gain the ability to see in near darkness. There must be at least some light source. Your vision
in dim lighting conditions is x2 normal vision and is not spoiled by any light sources. This feat will not
stack with natural low-light vision nor will it stack with any spell or magic items that provide low-light
vision.
Normal: This feat cannot be taken by any race that has natural low-light vision. Races with darkvision can
take this feat, empowering that character to use either or both visions as desired.

Luck [General]
You are unusually lucky.
Prerequisites: CHA 13+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 1 Fate
Point. You may never have more than 1 Fate Point when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate Points can be used in two fashions. Any time you roll a

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Chapter 5: Feats

die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.

Lucky Strike [Combat]


You are so accurate with your attacks that you land more critical hits.
Prerequisites: Expertise, DEX 15+, BAB 4+.
Benefit: You are accurate with all weapons and attacks with which you are proficient. This accuracy
increases your critical threat range by +1.
Special: This feat stacks with the Improved Critical line of feats as well as with magical weapons and
abilities that multiply your threat range (such as Keen weapons), but is added after your threat range is
multiplied, not before.

Magical Strike [Combat]


You can hit creatures immune to normal weapons.
Prerequisites: DEX 13+, WIS 13+, Mystic Strike, Weapon Focus, Base Attack Bonus +10 or higher.
Benefit: Your blows can deal damage to a creature with damage reduction, such as a wight, as if your blow
were made with a weapon with a +2 enhancement bonus above and beyond its normal bonus. This is not an
actual enhancement bonus; it merely emulates one for the purpose of this feat. This emulated bonus stacks
with all other enhancement bonuses conferred from items, spells, and feats.
Special: Magical Strike is a supernatural ability. Credit goes to Cyberzombie for inspiring this Feat.

Martial Weapon Brilliance [Combat]


You are so brilliant with martial weapons that you can instinctively wield any martial weapon at your
absolute best.
Prerequisites: Martial Weapon Proficiency, Martial Weapon Mastery, Base Attack Bonus 13+.
Benefit: Any martial weapon you wield automatically gains the benefits of any feats or class abilities you
already know that require you to choose a specific weapon. For example, if you had already learned
Weapon Focus (short sword), you may now use your weapon focus feat with all martial weapons as well.
Normal: Such feats and class abilities apply only to the weapon chosen when the feat or ability is learned.

Martial Weapon Mastery [Combat]


You are so masterful with matrial weapons that you can instinctively use any martial weapon you find.
Prerequisites: Martial Weapon Proficiency, Base Attack Bonus 4+.
Benefit: You can use any martial weapon with proficiency.

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Chapter 5: Feats

Normal: A character who uses a weapon without being proficient suffers a 4 penalty on attack rolls. Many
classes begin with this as a class ability, such as Fighters who can use all martial and simple weapons.

Mass Effect Spell [Metamagic]


Your spells can affect multiple targets.
Benefit: You can apply this metamagic spell to any spell that normally affects a single target. Change the
target from Creature Touched to One creature/level, no two of which can be more than 30 apart. A
Mass Effect spell uses up a slot four levels higher than the spells actual level.
Special: Credit goes to Carl Cramer for inspiring this Feat.

Master Dodge [Defensive]


You are very adept at dodging blows.
Prerequisites: DEX 13+, Improved Dodge, Base Attack Bonus +12 or higher.
Benefit: During your action, you designate an opponent and receive a +6 bonus to your AC against attacks
from that opponent. Alternatively, you can select two opponents and receive a +3 bonus against each or
chose three opponents and receive a +2 bonus against each. You can select new opponents on any action.
Note: A condition that makes you lose your DEX bonus to your AC (if any) also makes you lose dodge
bonuses.
Special: Dodge bonuses (such as this one and a dwarfs racial bonus to dodge giants) stack with each other,
unlike most other types of bonuses. However, Dodge Feats do not stack, so this bonus cannot be combined
with Dodge or Improved Dodge.

Master Parry [Combat]


Prerequisites: DEX 13+, WIS 13+, Expertise, Improved Parry, Base Attack Bonus +15 or higher.
Benefit: You may give up any attack this round and add your attack bonus from that attack to your AC
against a single melee or missile attack this round. It does not matter who has initiative; if you are first you
may give up an attack now to parry later, and if your opponent is first you may decide which attack to give
up later in order to parry now. You may not count your STR modifier when adding the parry to your AC,
but you may count your DEX modifier.
For example, a character with a 16 STR and a 14 DEX who has a Base Attack Bonus of +12/+7/+2 and has
a +2 sword has actual combat bonuses of +17/+12/+7. She may give up her middle attack (+12) and, at any
time this round, may add that amount after adjusting for using DEX rather than STR (+11 instead of +12
because his DEX mod is only +2 while his STR mod was +3) to her AC against one melee attack. Note that
she need not be aware of the attack to apply her Parry to it. Also, any parries not used by the end of the
round are lost; they do not carry over to the next round.
Special: Using this feat against an unknown attack counts as an extraordinary ability; parrying known
attacks does not. This feat may be used as often in any round as the number of attacks you may have. Thus,
the character in the above example may parry as many as three times in a round against three different
attacks, though doing so will mean she does not get to attack at all. Note that you may never add two
parries to your AC against the same attack.

Master Summoning [Spellcaster]


You are very good at summoning exceptional creatures with your summoning spells.
Prerequisites: Augment Summoning, Improved Summoning, Spellcaster level 13+.
Benefit: All creatures summoned with your summoning spells gain a +8 modifier to STR, CON, DEX, and
PER.
Special: These modifiers override and do not stack with modifiers from the prerequisite feats.

Mature [Background]
You have learned much as you have matured.
Prerequisites: This feat may only be taken at character generation, you must be Middle Age for your race.
Benefit: You start with 10 extra skill points.

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Chapter 5: Feats

Special: Credit goes to Jonathan D. Woolley for inspiring this Feat.

Menagerie [Spellcaster]
You have an impressive affinity for summoning spells.
Prerequisites: Spell Focus (Conjuration) and Greater Spell Focus (Conjuration)
Benefit: Whenever you cast any Conjuration (Summoning) spell with a limited duration, you can summon
twice the normal number of items or creatures, but the duration of your spell is reduced to its normal
duration (minimum 1 round).
Special: Credit goes to Eric D. Harry for inspiring this Feat.

Mobile Cleave [Combat]


You are so mobile that you can cleave foes out of your reach.
Prerequisites: DEX 15+, STR 13+, Power Attack, Cleave, Great Cleave, Dodge, Mobility, Base Attack
Bonus +8 or higher.
Benefit: Any time you are finish a foe and are allowed a free attack as per the Cleave feat, you may take a
5 move if you wish. This will allow you to reach foes otherwise out of reach with your Cleave feats. If you
finish more than one foe in any round and thus are allowed more than one such attack per the Great Cleave
feat, you may take a 5 move each time if you wish. You are still only allowed one 5 free move per round.
If you have not taken your 5 free move, your first Mobile Cleave movement can be your 5 free move and
will not provoke Attacks of Opportunity, but each subsequent 5 move is subject to normal rules for
provoking Attacks of Opportunity.
Normal: Both the Cleave and Great Cleave feats require additional targets to already be in your threat
range without moving to gain additional attacks.

Mount of Renown [General]


You have a distinctive recognizable mount.
Prerequisites: Character Level 13+.
Benefit: Each time a character learns this feat he may select one special mount that he knows how to ride
and that he has in his possession. There must be something distinctive about the mount. Many characters
choose a warhorse, and paladins mounts are definitely a good choice, though some characters may prefer
to select a monster or magical beast, such as a dire tiger, pegasus, unicorn, giant eagle, dragon, etc., as long
as the creature is able to bear the character and his usual gear and armor.
First, of course, the character must choose a mount. If the mount doesnt already have a name, the
character must give it a name. This mount becomes a personal symbol by which he can be easily
recognized. Once the mount has been named, the character must ride the mount and bond with it for a
while. As a general rule, this means at least enough time to gain one full level (if the character is in the
middle of his current level, he needs to adventure until hes in the middle of his next level). Once this time
period has passed, the creature automatically becomes a mount of renown. It is really not possible to create
more than one mount of renown at the same time, though two or more mounts of renown might be created
separately and the character may receive the benefits of this feat with all of them.
All mounts of renown have several features in common. First, a character can usually be recognized by the
mount when he is riding it or seen with it. This really only applies when the character is in his own
territory, such as his home town or the area he usually adventures in, or any other territory where he has
made a serious impression.
Second, whenever the mount must make a saving throw, it automatically succeeds if the character succeeds,
so long as the character is riding the mount. If the character fails his saving throw, the mount must save as
usual, but at +4. For example, a fireball hits a fighter riding a griffon of renown. He makes his save so
takes only half damage, and his items must save vs. fire. His griffon, however, automatically saves because
the fighter made his saving throw.
Third, the character has an empathic link with his mount. This link enables the character to always know
the condition, direction, and distance of the mount. In addition, the character can attempt to receive a
vision showing the mount and its surrounding area. This vision may only be attempted once per day. To
succeed, the character must make a Vision check, rolling a d20 and adding his character level (DC = 30).
For example, if the above fighter has his griffon stolen, he will always know the direction and distance to

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Chapter 5: Feats

his mount. And once per day he may receive a vision that might show the room where the griffon is kept,
maybe the exterior of the home, tower, castle, cave, dungeon, etc. where the thief lives, maybe even the
thief himself.
If the character or mount dies, he loses the empathic link, but it can be restored after the character or mount
is resurrected. This requires the character to attempt Bonding roll once per day, rolling a d20 and adding
his character level (DC = 30) until he is successful. If the mount is destroyed or irrecoverable, the character
can replace it by acquiring a similar mount of the same species and about the same appearance as the
original and giving it the same name, then must make the same Bonding roll once per day until successful.
Once successful, over the next 30 days, the mount will gradually transform itself into a likeness of the
original mount, complete with special abilities, HD, skills, etc.
Special: You can take this feat more than once. Its effects do not stack. Each time this feat is taken, a new
mount can be chosen.

Mystic Strike [Combat]


You can hit creatures immune to normal weapons.
Prerequisites: DEX 13+, WIS 13+, Weapon Focus, Base Attack Bonus +8 or higher.
Benefit: Your blows can deal damage to a creature with damage reduction, such as a wight, as if your blow
were made with a weapon with a +1 enhancement bonus above and beyond its normal bonus. This is not an
actual enhancement bonus; it merely emulates one for the purpose of this feat. This emulated bonus stacks
with all other enhancement bonuses conferred from items, spells, and feats.
Special: Mystic Strike is a supernatural ability. Credit goes to Cyberzombie for inspiring this Feat.

New Domain [Divine]


You gain additional divine spellcasting domains.
Prerequisites: Divine spellcaster, your deity must have at least one domain you have not yet learned.
Benefit: At each level divisible by 5 (5, 10, 15) a cleric or druid automatically gains the New Domain
special feat, but only if there are any domains available to her deity that she has not learned. Thus, a cleric
of Kord might learn Luck and Strength as the two domains she gets at 1st level. At 5th level she can gain
another domain, so she chooses Good. At 10th level she chooses the last domain, Chaos. At 15th level she is
entitled to the New Domain feat again, but there are no remaining unlearned domains of Kord, so she may
not select any new domains.
Clerics who choose to worship an alignment rather than a deity are allowed up to 4 domains, no more;
one at 5th level and one at 10th level. These additional domains may be chosen from any domains available,
but must not be in conflict with the alignment domains already known. For example, a Lawful Good cleric
could not choose new domains of Evil, Chaos, Death, or Trickery.
Druids gain a new domain at 5th level, 10th level, and 15th level. These new domains must be selected from
the list earlier in this document in Chapter 3: Class in the Druid section.
Taking a new domain works in exactly the same fashion as taking the domains allowed to a first level
character. The character gains the Granted Power(s) and gains access to the domain spells for that domain.
This means that a high-level cleric will have access to 4 (or possibly more if shes high enough level and
her deity has more domains) domain spells that can be chosen as her bonus daily domain spell. Refer to
PHB page 31 for more information on domain spells, and to Chapter 3: Classes, Cleric, earlier in this
document for additional rules regarding domain spells.

No Escape [Combat]
You viciously strike down anyone who tries to run from you in combat.
Prerequisites: Combat Reflexes, DEX 13+, Base Attack Bonus 3+
Benefit: An opponent leaving your threatened area provokes an attack of opportunity, even if they are using
the Withdraw action. However, if your opponent is tumbling, or just using a 5 free move, you still cannot
take an attack of opportunity.
Normal: A Withdraw action allows a combatant to leave a threatened square without provoking attacks of
opportunity as long as all they do this round is move.
Note: If an opponent is using the Withdraw feat (see below), you will not get an attack of opportunity; that
feat overrides this one. If you want the ability to use attacks of opportunity against foes who use the

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Chapter 5: Feats

Withdraw feat, you will need to take the Style Mastery and Withdraw feats, which would allow you to deny
them their use of the Withdraw feat, at which point you could use this feat to strike them as they retreat.
Special: Credit goes to Eric D. Harry for inspiring this Feat.

Opportunist [Combat]
You can take advantage of a wounded foes distraction to get an attack of opportunity, as per Rogue in the
PHB, page 48.
Prerequisites: Combat Reflexes, DEX 15+, Base Attack Bonus 8+.
Benefit: When an opponent you threaten takes combat damage from some other combatant (not you) you
may use one of your attacks of opportunity to strike that opponent immediately. You may only do this once
per round, regardless of the number of attacks of opportunity you are allowed. This feat is identical to the
Rogue class ability of the same name, and if you possess that class ability (not gained from a feat) then this
feat will stack with it, allowing you a maximum of two such attacks of opportunity per round.
Normal: Only Rogues can normally have access to this ability.

Organized [General]
You can quickly pull items from your belt pouches and other personal (carried) containers.
Prerequisites: DEX 13+, INT 13+
Benefit: You may retrieve any item from any container you are carrying, such as a backpack or belt pouch
or sack, as a swift action that never provokes attacks of opportunity. You may also draw a weapon as a swift
action. This feat does not allow you to store items more quickly than normal; you are so organized you can
get them quickly, but this organization does not help you replace them in your containers.
Normal: Retrieving an item from a belt pouch is a standard action. Retrieving an item from a backpack is a
full round action. Drawing a weapon is a standard action.
Note: This feat partially duplicates the Quick Draw feat. Note that Quick Draw only applies to weapons,
and also allows returning a weapon to its scabbard while this feat does not. Also Quick Draw has easier
prerequisites.
Special: Credit goes to Eric D. Harry for inspiring this Feat.

Parry [Weapon Technique]


Prerequisites: DEX 13+, WIS 11+, Combat Expertise, Base Attack Bonus +3 or higher.
Benefit: You may give up one attack this round and add your attack bonus from that attack to your AC
against a single melee attack this round. It does not matter who has initiative; if you are first you may give
up an attack now to parry later, and if your opponent is first you may decide which attack to give up later in
order to parry now. You may not count your STR modifier when adding the parry to your AC, but you may
count your DEX modifier. For example, a character with a 16 STR and a 14 DEX who has a Base Attack
Bonus of +12/+7/+2 and has a +2 sword has actual combat bonuses of +17/+12/+7. She may give up her
middle attack (+12) and, at any time this round, may add that amount after adjusting for using DEX rather
than STR (+11 instead of +12 because her DEX mod is only +2 while her STR mod was +3) to her AC
against one melee attack. Note that the she must be aware of the attack to apply her Parry to it. Also, any
parries not used by the end of the round are lost; they do not carry over to the next round.
Special: This feat may be used only once per round, regardless of the number of attacks you may have.

Perceptive [Ability Score]


You are unusually perceptive.
Prerequisites: PER 13+.
Benefit: When calculating your skill modifiers, count your PER as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual PER.

Perfect Balance [Combat]


Your ability to remain on your feat is flawless.
Prerequisites: Expertise, Dodge, Mobility, DEX 17+.

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Benefit: Your sense of balance is so well developed that you are nearly impossible to knock prone or trip.
You still need to roll every time a foe attempts to trip you or knock you prone. If your opponent is your size
or smaller, you cannot be made prone. If you opponent is larger than you then you must still roll the
opposed roll. The only way you can lose is if an opponent is larger than you and if your opponent naturally
rolls higher than 20 Trip Size Modifier. For example, if you are medium size and you attempt to trip a
large foe but fail, this allows your foe an immediate trip attempt against you. Because your large foe
receives a +4 modifier for being one size category larger than you, it is possible for him to trip you, but
only if he rolls a 17 or higher (20 4 = 16; he must roll higher than 16).
Special: This feat is inspired by Fantasy Flights Path of Shadows.

Perfect Piety [Divine]


You cannot be made to act against your faith.
Prerequisites: Must be a cleric or paladin.
Benefit: You are so devoted to your faith that you can never be made to act against it. Not even the most
powerful spells will coerce you to behave against your religious beliefs. This is not immunity to those
spells; they may still affect you just like anyone else however, if you are under the influence of any
compulsion magic, you will refuse to obey any commands that countermand your faith.
Special: This feat is inspired by Fantasy Flights Path of Faith.

Perspicacious Student [Skill]


You are shrewd and learn skills faster than most.
Prerequisites: Shrewd Learner, WIS 15+.
Benefit: You gain an additional 4 Skill points each time you go up in level. This applies to your current
level, so you immediately gain 4 Skill points when this feat is learned. However, this does not apply
retroactively to previous levels and you do not gain any additional skill points for them.
Special: This feat does not stack with Shrewd Learner; it replaces that feat. It is a good idea to note exactly
what level you learned this feat, so at any time in the future, you can audit the correct number of skill points
and skill ranks you should have and can apply this feat to that calculation correctly.

Phase Arrow [Missile]


You can fire phase arrows, as per Arcane Archer in the DMG, page 28, or you can fire one more phase
arrow than you previously could.
Prerequisites: Point Blank Shot, Precise Shot, Seeker Arrow, natural DEX modifier must be equal to the
number of times you have taken this feat +4, natural WIS modifier must be equal to the number of times
you have taken this feat +3 (thus to take this feat once, you must have a DEX of 20 and a WIS of 18, to
take it four times you must have a DEX of 26 and a WIS of 24), Base Attack Bonus +15 or higher.
Benefit: You learn to fire one phase arrow per day, or if you already possess this class ability or this feat,
you may fire one more per day than you could before.
Normal: Only Arcane Archers normally have this ability, and they are limited to just one arrow per day.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects stack.

Pinpoint Accuracy [Missile]


You are so accurate with missile weapons that you inflict extra damage.
Prerequisites: Point Blank Shot, Precise Shot, Base Attack Bonus 2+
Benefit: You may apply your DEX modifier as a damage bonus to all missile attacks. If you are using a
missile weapon that allows you to use your STR modifier to damage (such as a mighty longbow) then you
may choose whether to use STR or DEX but cannot use both. This becomes harder to do at longer range so
you must subtract the range increment (not the range modifier) from your DEX modifier. Example: Bob the
archer has a longbow and a DEX of 18. The range of a longbow is 100, so his attacks within 100 are at +4
damage, from 101-200 are at +3 damage, etc.
Normal: Without this feat your damage is never modified by your DEX.

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Chapter 5: Feats

Poison Use [General]


You are trained in the use of poisons.
Prerequisites: WIS 13+
Benefit: You are skilled at applying poisons and never run the risk of poisoning yourself when you apply
poisons to weapons. This is identical to the Assassin class ability in the DMG, page 30. If you already
possess that class ability, you gain nothing by taking this feat.
Normal: Without this feat there is a 5% chance to accidentally poison yourself when you apply poison to
any weapon. Also, without this feat you must make a Reflex save (DC 15) to avoid poisoning yourself
when you roll a natural 1 on any attack roll with poisoned weapons. See DMG, page 79.

Power Resting [General]


You require less sleep or rest than usual in order to stay active and alert.
Benefit: You only need half the usual amount of sleep to awaken fully refreshed and recovered from fatigue
penalties, healed, and ready to relearn arcane spells or regain power points. In other words, any conditions
or abilities that refresh after a normal nights rest can refresh after just a half nights rest. Daily limits are
not changed, so for example, you can still only relearn arcane spells once each day after youve fully rested.
Normal: Full rest requires 8 hours to awaken refreshed, except for elves who require only 4 hours of
meditation.
Note: An elf with this feat needs four hours of meditation to recover spells, but needs no other rest besides
that in order to recover from fatigue or other effects that refresh with a full nights rest.
Special: Credit goes to Peter K. Campbell and Eric D. Harry for inspiring this Feat.

Powerless Spell [Metamagic]


Your spells look and sound impressive but have no real effect.
Benefit: You can cast a spell in such a way that it has no effect beyond a simple light show, and obviously
powerless version of the real thing with an instantaneous duration and no lasting effect. For example, a
Fireball would only be a billowing cloud of hot air. This allows you to demonstrate a powerful spell
without expending a high-level spell slot. It is also efficient in counterspelling, allowing you to prepare
spells for counterspelling (or even spontaneously applying this metamagic feat) so that you can use lowerlevel spell slots to counterspell. Powerless Spell uses a spell slot 2 levels lower than the spells actual level.
Special: While it is possible to counterspell using a powerless spell, it is not possible to use a Powerless
spell to counteract or dispel a spell already in effect. For example, you cannot use a Powerless Daylight
spell to counteract a Darkness spell that is already in effect.

Precise Two-Weapon Fighting [Combat]


You are even better at attacking with a weapon in each hand.
Prerequisites: Two-Weapon Fighting, Base Attack Bonus +7 or better
Benefit: Your penalties for fighting with two weapons are reduced by 4 to each weapon. This reduction
supercedes (does not stack with) the reduction gained from Two-Weapon Fighting.
Special: As always, the Ambidexterity feat reduces the off-hand penalty by 4.

Prone Fighting [Combat]


You dont suffer penalties for fighting from the ground.
Prerequisites: DEX 11+
Benefit: You can fight from sitting, kneeling, or prone (laying on the ground) positions as well as you can
fight standing on your feet. Opponents do not get any attack bonus when striking you. Also, once per round
you may attempt to spring to your feet as a free action that requires a DEX check against DC 15.
Normal: Refer to Table 8-8: Attack Roll Modifiers on page 132 of the PHB.

Pure Form [Combat]


You are both lethal and graceful in combat, so pure of form that foes you are not attacking find you elusive
and difficult to hit.

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Chapter 5: Feats

Prerequisites: Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, DEX 19+, BAB 12+, 12 or
more ranks in Spot.
Benefit: At the start of your round you designate all foes you will attack with your normal attacks (this does
not count Cleave feats nor Attacks of Opportunity). You gain a +4 Dodge bonus to your AC against every
foe who threatens you at the start of your round that you did not designate to attack. This modifier stacks
with other Dodge modifiers and lasts until the start of your next round. For example, you are facing two
trolls and three orcs who all threaten you.. You designate that you will split your attacks against both trolls
but you will not attack the orcs. You gain a +4 Dodge modifier against those three orcs. The trolls are
unaffected by this feat. Other foes on the battlefield who did not directly threaten you at the start of your
round are unaffected by this feat. If you manage to kill both trolls but still have attacks remaining, you may
not take them against those three orcs. If you get an opportunity to Cleave any of those orcs or if you gain
an Attack of Opportunity against those orcs, you may feel free to do so.
Special: Inspired by Fantasy Flights Path of the Sword.

Quick Feint [Combat]


You are masterfully tricky in combat and can deceive your enemies into letting their guard down.
Prerequisites: Improved Feint, Bluff 8+ ranks, Base Attack Bonus 5+
Benefit: You may use your Bluff skill for the purpose of feinting in combat, as described in the PHB, page
64, but now your feints are free actions. You may only attempt to feint once per round and you may only
attempt to feint against one opponent.
Normal: Feinting normally requires a standard action, requiring you to wait until your next round to attack
with the benefits of the feint.

Quick Strike [Sneak Attack]


You can sneak attack quickly enough to get an extra attack.
Prerequisites: Sneak Attack of at least 2d6, Base Attack Bonus 2+
Benefit: If you successfully sneak attack your foe, you can reduce the sneak attack damage by 1d6 in order
to gain an extra attack against the same foe, using the same to-hit modifiers as your successful sneak attack.
This extra attack uses a swift action and may not be a sneak attack.

Racial Affinity [Bloodgift]


Your ancestry has mixed blood from another race.
Prerequisites: This feat can only be taken at level 1. You must have a modifier of +2 or higher in any stats
for which the chosen race gains a positive bonus.
Benefit: You gain one racial ability from one race other than your own. In addition, you are considered to
have blood of that race for purposes of using feats, spells, magic items, etc. For example, a human with this
feat can take darkvision or stonecunning as if a dwarf, and would also be considered to have dwarven
blood, but can only choose this if he has a CON modifier of +2 or higher.

Rage [Combat]
You can fly into a screaming blood-frenzy as per Barbarian in the PHB, page 25.
Prerequisites: CON 13+, Base Attack Bonus 3+.
Benefit: You gain the barbarian class ability of Barbarian Rage. You temporarily gain +4 STR, +4 CON,
and +2 morale bonus on Will saves, but suffer a penalty of 2 AC. This lasts a number of rounds equal to 3
+ your CON modifier (including the increase from this ability). After the rage ends, you are fatigued (-2
STR, -2 DEX, cant charge or run) for the rest of the encounter.
Normal: Only Barbarians can normally have access to this ability.

Ranged Attack Deflection [Missile]


Select one bow or crossbow with which you already have the Weapon Focus and Ranged Disarm feat. You
can shoot other missiles or thrown weapons right out of the air.
Prerequisites: Point Blank Shot, Precise Shot, Weapon Focus and Ranged Disarm with a bow or crossbow,
DEX 15+, Base Attack Bonus +8 or higher.

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Chapter 5: Feats

Benefit: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action
against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown
daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts or sling stones/bullets). A successful roll
deflects the opponent's weapon and deals normal damage to it. This attack takes the place of your normal
attack.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects do not
stack. Each time you take this feat you choose a different weapon. Credit goes to Ian Malcomson; Dragon
274; slightly modified by Blake Walker.

Rapid Metamagic [Metamagic]


You can spontaneously apply Metamagic feats faster than most.
Prerequisites: Any two other Metamagic feats.
Benefit: You can apply 1 Metamagic feat to a spell as a swift action instead of a move action. You may
only do this if the adjusted level of the spell is equal to or less than the highest level spell you can cast. For
example, if you are a level 9 wizard, capable of casting level 5 spells, you can Empower a Fireball
(adjusted level 5) with this feat as a swift action, but you cannot Maximize a Fireball (adjusted level 6).
Rapid Metamagic takes up a spell slot one higher than the adjusted level of the spell including the
metamagic feat that is being applied. Note that after applying the Rapid Metamagic feat, the adjusted level
of the spell may be higher than the highest level spell you can cast. Continuing the example from above, the
adjusted of the Rapid Empowered Fireball would be level 6, which is a higher level than our example level
9 wizard can cast, but this is still allowable because it is the Rapid Spell feat that raised the adjusted level
above 5.
Special: You may take this feat more than once, and it stacks with itself, allowing you to apply more
metamagic feats the spell you are casting, up to a maximum number of metamagic feats equal to the
number of times you have taken this feat. Applying them all counts as a single swift action.

Recharge Item [Item Creation]


You can restore lost charges to magic items.
Prerequisites: You must have the Item Creation feat and requisite spellcaster level appropriate for the item
you are attempting to recharge, you must meet the requirements to create the magic item you are
recharging.
Benefit: There is no financial cost to recharge an item that is already made. You pay EXP cost as normal. It
is possible to only partially recharge the item. To calculate the time required and the cost in EXP, simply
divide the creation time and the creation EXP cost by the maximum number of charges the item can hold.
For example, a Wand of Fireballs (caster level 5) costs 11, 250 GP and 450 EXP and takes 12 days to craft.
It normally holds 50 charges, so divide the EXP cost and time to create by 50 (9 EXP and 0.24 days) to
determine cost and time per charge. If a spellcaster had a Wand of Fireballs with 7 charges left and wanted
to fully charge it, he would spend 9 x 43 = 387 EXP and would require 11 days to fully recharge the wand.
If he didnt have the time or EXP to spend, he could partially recharge the wand by giving it any number of
charges according to the same formulas.
Normal: Magic items that run out of charges are ruined.

Regeneration [Combat]
You recover from wounds exceptionally fast and can even regrow or reattach lost limbs.
Prerequisites: Toughness, Must have taken Fast Healing at least the same number of times that you have
taken this feat (natural Fast Healing counts toward this number), Natural CON Modifier >= Number of
time you have taking this feat +4 (thus to take this feat one time your CON must be at least 20, to take it 4
times your CON must be at least 26). Feats or Magical items or effects that increase your CON or your
CON Modifier do not apply.
Benefit: The first time you gain this feat you gain Regeneration 1 as an extraordinary ability (see DMG
page 81). Each additional time adds another +1 to the Regeneration. Benefits of Regeneration: damage
dealt to you is all subdual unless dealt by fire, acid, poison, or disintegration, and you heal a number of
HP/round equal to the number of times this feat has been taken. You may reattach a cleanly severed limb
and it returns to normal functionality after one full minute; mangled severed limbs take one hour. You may

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Chapter 5: Feats

regrow a lost limb in one full day. Damage from starvation, thirst, or suffocation is not regenerated. Note
that since almost all damage will be subdual, its harder to kill a character with this feat. See my rules on
Subdual Damage in the Combat section below in this document.
This feat stacks with any natural Regeneration. It does not stack with Fast Healing. It does not stack with
magical items or effects that give Fast Healing or Regeneration abilities.

Retain the Charge [Spellcaster]


You can control your body to maintain a charged touch spell while casting other spells.
Prerequisites: Spellcraft 9 ranks, Concentration 5 ranks.
Benefit: You can still cast spells while holding a charged touch spell. See Holding the Charge in the PHB,
page 126. Casting another touch spell will automatically dissipate the previously charged touch spell and
replace it with the new touch spell. When you cast a non-touch spell while holding a charged touch spell,
you roll a Concentration check (DC = 10 + spell level). Failure indicates that the charged touch spell is
dissipated as normal. Success indicates you retain the charged touch spell and can continue holding it
indefinitely. If you touch anyone or anything while holding a charge, even accidentally, you can still
attempt the same Concentration check to prevent accidental discharge. Note that normal combat rules still
apply; touch attacks require a standard action as does spellcasting, so you cannot normally cast a spell and
make a touch attack in the same round, unless the spell you cast is enhanced by the Quicken Spell feat or
you are hasted to get an extra partial action.
Normal: Casting any spell while holding a charge dissipates the charged touch spell. Touching anything or
anyone, even accidentally, discharges the charged touch spell.
Special: Credit to Bradley H. Bemis, Jr., with some modifications by Blake Walker.

Riposte [Combat]
This quick attack follows any attempt at parrying.
Prerequisites: DEX 15+, WIS 13+, Parry, Weapon Focus, Base Attack Bonus +5 or higher.
Benefit: If your use of Parry, Improved Parry, or Master Parry is successful (your opponent misses by any
margin), you are allowed an immediate attack of opportunity. This counts as your one allowed attack of
opportunity, unless you have Combat Reflexes, in which case each successful parry may count against
those allotted attacks of opportunity.
Special: Credit to Phill Calle, aka juan-calle@msn.com, with some modifications by Blake Walker.

Sacrifice Attack [Combat]


You forego your own defense to land blows with deadly precision.
Prerequisites: Combat Reflexes, DEX 17+, Base Attack Bonus 9+.
Benefit: You may take a penalty up to 5 to your AC for one round (until your next action) and add the
same amount to your Base Attack Bonus. This new Base Attack Bonus might enable you to make an
additional attack as per the normal rules for calculating the number of attacks allowed. While the AC
penalty lasts a full round, the Base Attack Bonus only lasts for your immediate action it will not apply to
Attacks of Opportunity allowed after your action ends.
Special: Credit goes to Killer Shrike and Ed Hastings for inspiring this Feat.

Sacrifice Assault [Combat]


You forego your own defense to land blows with deadly precision.
Prerequisites: Combat Reflexes, Furious Attack, DEX 21+, Base Attack Bonus 13+.
Benefit: You may take a penalty up to 10 to your AC for one round (until your next action) and add the
same amount to your Base Attack Bonus. This new Base Attack Bonus might enable you to make one or
more additional attacks as per the normal rules for calculating the number of attacks allowed. While the AC
penalty lasts a full round, the Base Attack Bonus only lasts for your immediate action it will not apply to
Attacks of Opportunity allowed after your action ends.
Special: Credit goes to Killer Shrike and Ed Hastings for inspiring this Feat.

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Chapter 5: Feats

Sagacious Practitioner [Skill]


You are clever and have a natural ability to perform skills better than most.
Prerequisites: Shrewd Learner, WIS 17+.
Benefit: Any time you attempt to perform any skill that you have any ranks in, you may apply a +1
competency modifier to the skill roll. This modifier stacks with any other competency modifiers you may
have to this roll. You may not apply this feat to everyman skills in which you have not taken any ranks.

Savage Strike [Combat]


You have learned how to deliver crippling blows.
Prerequisites: Power Attack, Improved Critical, STR 17+, DEX 17+, BAB >= Number of time you have
taking this feat x5 (thus to take this feat one time your BAB must be at least 5, to take it 4 times your BAB
must be at least 20).
Benefit: Once per day per time you have taken this feat you may declare an attempt to land a savage strike
on a foe who is your size or smaller. This is a standard action but you may make no other attacks this
round. If the attack hits it deals normal damage and inflicts 2d4 temporary damage to your foes STR,
DEX, or CON (you decide). If you score a critical, only your damage is multiplied, not the temporary
ability damage.
Special: Suggested by Fantasy Flights Path of the Sword.

Seeker Arrow [Missile]


You can fire seeker arrows, as per Arcane Archer in the DMG, page 28, or you can fire one more seeker
arrow than you previously could.
Prerequisites: Point Blank Shot, Precise Shot, natural DEX modifier must be equal to the number of times
you have taken this feat +3, natural WIS modifier must be equal to the number of times you have taken this
feat +2 (thus to take this feat once, you must have a DEX of 18 and a WIS of 16, to take it four times you
must have a DEX of 24 and a WIS of 22), Base Attack Bonus +13 or higher.
Benefit: You learn to fire one seeker arrow per day, or if you already possess this class ability or this feat,
you may fire one more per day than you could before.
Normal: Only Arcane Archers normally have this ability, and they are limited to just one arrow per day.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects stack.

Shield Focus [Combat]


You are well-trained with shields and can use them almost effortlessly.
Prerequisites: Shield Proficiency, Base Attack Bonus 3+
Benefit: When using any shield with which you are proficient, your Armor Check penalty is reduced by 1
and your Arcane Spell Failure is reduced by 5%. These penalty reductions cannot reduce the penalties to
less than 0
Special: Credit goes to B. Marcus Lindberg and Scott Metzger for inspiring this Feat.

Short but Speedy [General]


Your legs may be short, but you can keep up with all the tall longstriders.
Prerequisites: Endurance, size Small or smaller, Base Move rate less than 30
Benefit: You gain +10 to your Base Move rate. This means that dwarves, gnomes, and Halflings (as well
as other small races) can keep up with their larger companions.

Shot of Opportunity [Missile]


You can take attacks of opportunity with ranged weapons.
Prerequisites: Point Blank Shot, Rapid Shot, DEX 17+, Base Attack Bonus 8+
Benefit: You may take attacks of opportunity with your missile weapons. Your threat range is considered to
be 30 or the range increment of your missile weapon, whichever is lower. All the normal actions that
provoke an attack of opportunity apply to provoking a shot of opportunity.
Special: Credit goes to Carl Cramer and Eric D. Harry for inspiring this feat.

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Chapter 5: Feats

Shrewd Learner [Skill]


You are shrewd and learn skills faster than most.
Prerequisites: WIS 13+.
Benefit: You gain an additional 2 Skill points each time you go up in level. This applies to your current
level, so you immediately gain 2 Skill points when this feat is learned. However, this does not apply
retroactively to previous levels and you do not gain any additional skill points for them.
Special: It is a good idea to note exactly what level you learned this feat, so at any time in the future, you
can audit the correct number of skill points and skill ranks you should have and can apply this feat to that
calculation correctly.

Silencing Attack [Sneak Attack]


Your Sneak Attack can strike your foes vocal organs.
Prerequisites: Ability to sneak attack for 5d6 or more.
Benefit: You give up any number of damage dice to silence the target for a number of rounds equal to the
number of dice you give up. For example, if you can sneak attack for 6d6 damage and choose to give up
4d6, your successful sneak attack will do 2d6 damage and silence the foe for 4 rounds. This does not
prevent foe from making any noise, it merely prevents him from using his voice to speak, shout, cry out, or
even cast spells. He might still sound an alarm by blowing a horn, banging a gong, or something similar.
You may only use this feat against foes with discernable vocal organs.
Special: Credit goes to Ulf Boren for inspiring this feat.

Simple Weapon Brilliance [Combat]


You are so brilliant with simple weapons that you can instinctively wield any simple weapon at your
absolute best.
Prerequisites: Simple Weapon Proficiency, Base Attack Bonus 13+.
Benefit: Any simple weapon you wield automatically gains the benefits of any feats or class abilities you
already know that require you to choose a specific weapon. For example, if you had already learned
Weapon Focus (short sword), you may now use your weapon focus feat with all simple weapons as well.
Normal: Such feats and class abilities apply only to the weapon chosen when the feat or ability is learned.

Skewer [Combat]
You drive your blade deep into your foe and keep it there to inflict damage every round.
Prerequisites: Weapon Focus (piercing weapon), Power Attack, Power Lunge, STR 15+, Base Attack
Bonus 6+.
Benefit: Any time you damage a foe with your piercing weapon you may attempt to skewer as a free
action. You must make an opposing STR against your foes STR or DEX. If you are successful, your
weapon remains inside your foes body. Every round thereafter you may give up all your attacks twist and
stab your weapon to automatically inflict damage as if a successful hit. You may still roll your attack roll
for the purpose of scoring critical damage.
Your opponent may attempt an opposed STR check each round (on his initiative) to escape the skewer. This
feat confers a +2 modifier to your roll as you apply superior leverage to this opposed check.
Both you and your foe may make an opposed STR check to move your movement rate on your initiative.
If successful, both of you move the same distance.
Special: Suggested by Fantasy Flights Path of the Sword.

Skill Devotion [Skill]


You have spent a great deal of time and training improving your skills.
Prerequisites: None.
Benefit: Gain a number of skill ranks equal to 7 + INT mod. You may immediately distribute these ranks
among skills however you wish, following all the normal rules regarding cross-class skills and maximum
skill ranks allowed per your Character Level.
Special: You can gain this feat multiple times. Its effects stack. Credit goes to Erik Burigo for inspiring this
feat.

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Chapter 5: Feats

Skill Mastery [Skill]


You are so adept with certain skills that you can use them under stress without penalty.
Prerequisites: INT 13+, WIS 13+, 11 or more ranks with each skill chosen.
Benefit: Choose three skills in which you have at least 11 ranks. You are so adept with these skills that you
may take 10 even under distracting circumstances that would normally prevent you from doing so.
Special: This is identical to the Rogue class ability of the same name, though Rogues learning that ability
as a class ability may add their INT modifier to the number of skills mastered. This feat stacks with that
ability and with itself, mastering three additional skills each time this feat is taken.

Smite [Divine]
You can smite enemies as per the Paladin in the PHB, page 44.
Prerequisites: WIS 13+, Base Attack Bonus 3+.
Benefit: You gain the paladin class ability of Smite Evil. You may choose any alignment to smite, but it
must be an alignment opposed to your own alignment. Thus, a lawful good character could choose to smite
evil or smite chaos. A neutral evil character could only choose to smite good. A true neutral character
cannot take this feat. You add your charisma mod (if any) to the attack roll and if you hit your foe and they
are of the affected alignment, you then add your character level to your damage roll.
Normal: Only Paladins can normally have access to this ability.

Sneak Attack [Sneak Attack]


Strike a surprised or flanked foe in a vital spot for extra damage, as per Rogue in the PHB, page 48.
Prerequisites: Hide 6 ranks, Move Silently 6 ranks, Base Attack Bonus 3+.
Benefit: You learn the Rogue class ability of the same name. This feat is identical to that class ability. If
you already have that class ability, you gain nothing by taking this feat.
Normal: Only Rogues can normally have access to this ability.

Spell Harrier [Combat]


You are well versed in overcoming all tricks spellcasters use to cast spells in combat.
Prerequisites: Combat Reflexes, Base Attack Bonus +3 or better
Benefit: When you successfully strike a spellcaster as a result of an Attack of Opportunity that was
provoked by your foe casting a spell, the DC of his concentration check is increased by +4.

Spell Resistance [Saves and Resists]


You become resistant to spell effects.
Prerequisites: None.
Benefit: When you take this feat, you gain Spell Resistance equal to your current character level. This Spell
Resistance is fixed at this number and will not increase as your level increases. If you already have Spell
Resistance from a class ability, racial ability, spell, magic item, permanent magical effect, or for any other
reason, taking this feat will not stack with it as always, the ONE source of Spell Resistance with the
highest number overrides any other Spell Resistance. Refer to DMG, page 81, for information pertaining to
Spell Resistance, and to my house rule in this document changing how Spell Resistance checks are rolled
Special: You may take this feat more than once. Each time, the new feat replaces the old feat.

Spellflash [Metamagic]
You can make spells look more impressive.
Benefits: This allows a character to cast a spell in a flashier, more dramatic, and visually impressive
manner. Casting brighter, more colorful fireballs, dazzling dancing lights, impressive sound effects, and
fabulously intricate illusions result from spells enhanced with spellflash. Many wizards merely use this
ability in attempts to impress and outdo their rivals. Enhancing a spell with spellflash does not affect game
mechanics in any way. Light, color, and sound may be changed, but not to any intensities greater or less
than originally possible with the spell. Often, a non-wizard will not even notice the extra dazzle. A spell
without any visual or audio effect, such as antipathy, cannot be enhanced by spellflash. A spellflashed spell
uses up the same spell slot it would normally occupy. This is because there is no game purpose to use it

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Chapter 5: Feats

other than characterization. Besides, the character has already chosen to forego a more useful feat in order
to learn this. As far as I am concerned, any character that gives up a chance to learn a useful feat in order to
add a little useless (in game mechanics) color and characterization has already been penalized enough. No
need to also make him sacrifice higher-level spell slots.
Normal: You cast spells without any sort of dramatic effect.
Special: This feat is an update of the non-weapon proficiency of the same name from the Mystara Glantri
Box Set. Credit goes to Robert Blezard rblezard@hotmail.com, modified by Blake Walker.

Stipend [Background]
You come from a wealthy family.
Prerequisite: You may only take this feat at character generation.
Benefits: When you select this feat, roll 5d4 and multiply the result by 10. When you get your characters
starting funds, and at the beginning of each game month thereafter, you receive a number of gold pieces
equal to this number, but you must receive the funds at your family estates or from a reputable credit
establishment (if your world uses banks or letters of credit, for example, and your DM permits). If you
dont collect your funds, they accumulate (they are never lost)
Special: Credit goes to Rick Coen for inspiring this Feat.

Stunning Sneak Attack [Sneak Attack]


Your sneak attack might stun your foes.
Prerequisites: You must be able to sneak attack for at least 5d6 damage.
Benefit: You may choose to stun your foe instead of doing damage. The target is allowed a Will save to
avoid being stunned against a DC of 10 + the number of dice you roll for sneak attacks. Thus, a 9th level
rogue normally does 5d6 of sneak attack damage, so with this feat she may choose to attempt a stun with
DC 15.
Special: The Improved Sneak Attack feat adds a synergy bonus of +2 to the save DC of this feat. Note that
other feats that increase the number of dice your sneak attack can inflict will increase the DC of this feat as
well.

Style Mastery [Combat]


You are so masterful of all styles of combat that you can recognize and avoid your opponents tricks.
Prerequisites: WIS modifier >= the number of times you have taken this feat +1 (so to take this feat one
time you need a WIS of 14+, to take this feat four times you need a WIS of 20+).
Benefit: Once per round per time you have taken this feat you may negate the effects of any one feat used
against you, so long as you have access to that feat yourself. The feat you negate must be a combat feat and
it must have some visible effect. You cannot negate proficiency feats (any feat in the Arms Proficiency
subgroup). For example, if you have taken this feat three times, you may negate the benefits of three
combat feats. You might choose to negate your opponents Dodge (you predict how he will dodge so you
aim your attacks accordingly), Power Attack (you twist away from the extra force of the blow and only
suffer normal damage), and Weapon Focus (you know his weapon so well that you can predict how he will
use it and make sure you avoid his tricks). Of course, in this example, you must also know Dodge, Power
Attack, and Weapon Focus (same weapon as your foe uses). Perhaps instead, you may wish to negate his
Two-Weapon Fighting (by circling around him so he can never square off and use both hands to reach you).
The possibilities are nearly endless, as long as you know the feats you opponent is trying to use.
Special: Note that this feat punishes those combatants who rely on the same tricks as everyone else and
rewards those combatants who are creative in their feat selection. The more creative you are, the less likely
your foes will negate your feats by using this feat against you (everyone on the planet takes Dodge, so any
foe with Dodge and Style Mastery may negate your Dodge feat maybe you might want to invest in Exotic
Weapon Dwarven Urgosh instead). Inspired by Fantasy Flights Path of the Sword.

Substitute Focus [Item Creation]


You may prepare a special focus to substitute for a material component.
Benefits: A Substitute Focus is an item that acts as a focus for a spell. It replaces the material component of
the spell with a permanent item that is not consumed when the spell is cast. The Substitute Focus contains

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Chapter 5: Feats

the material component which is typically set or incorporated into a fancy setting or item, such as
imbedding a gem component into a ring or other item of jewelry.
To create a Substitute Focus, choose a spell with a material component that you can cast. The base price of
a Substitute Focus is 10x the normal cost for that material component, or 50gp if that component does not
normally have a cost. Materials to construct the Substitute Focus cost the base price + the cost of one
component (which you must provide). You must spend XP equal to 1/25 the base price. It takes one day per
1,000 GP of the base price to craft the focus, with a minimum of 8 hours regardless of price. For example,
you could create a Substitute Focus for the Identify spell. This spell normally requires a 100 GP pearl. Your
Substitute Focus will have a base price of 1,000 GP. You must provide a pearl plus 500 GP in raw
materials, and spend 40 XP. Creating this Substitute Focus will take 1 day.
Once you have created the Substitute Focus, you may now cast this spell as if the Material (M) component
is replaced by a Focus (F) component or you may choose to cast it normally (requiring the material
component), though you would probably only do this if you lost your Substitute Focus.
You may create any number of Substitute Foci, each one of which is attuned to one specific spell. You may
place your Substitute Foci into a larger item, such as a necklace or a bracer, so that they are always on your
person, and any number of them can be placed in such a fashion (note that the size and appearance of a
Substitute Focus is similar to the original spell component, but includes a setting and other decorative
embellishments, so size can be a factor some Substitute Components might be fairly large and difficult to
attach to other items).
Special: Credit goes to Michael J. Kletch for inspiring this Feat.

Tap Items [Item Creation]


You can use EXP from other magic items when creating new magic items.
Prerequisites: Your spellcaster level must be 4 levels higher than would otherwise be required for the item
you are creating.
Benefit: When creating a magic item, you may siphon EXP from other magic items instead of using your
own EXP. Each participant must be present through the entire creation process just as you must be. The
total amount of EXP that can be drawn from other items is equal to the EXP cost of the item you are
creating When drawing EXP from any item, that item is destroyed and half the EXP that was used to create
it is applied to the cost of the item you are creating. Example: Fred the wizard wants to create a Ring of
Spell Turning that requires 6,000 EXP. He has a spare Ring of Telekinesis lying around that he doesnt need
anymore. He taps the energy from the Ring of Telekinesis (which originally cost 3,000 EXP to create) and
siphons off half its original EXP amount, adding 1,500 EXP to his project. He must now only supply the
remaining 4,500 EXP to complete his Ring of Spell Turning. The Ring of Telekinesis is destroyed.
Normal: All EXP must come from the creator.
Special: This feat will not work on cursed items unless the cursed item was created by the same person
now tapping it for their energy. If applying this feat to an item with charges that is not fully charged, simply
apply the fraction of charges remaining to the amount of EXP gained (thus, a wand with 10 of its original
50 charges remaining would only supply 1/5 of its maximum contribution). This is a great way for
spellcasters to create newer and better items without having to suffer falling behind in levels.

Tap Others [Item Creation]


You can use EXP from other participants when creating magic items.
Prerequisites: Your spellcaster level must be 4 levels higher than would otherwise be required for the item
you are creating.
Benefit: When creating a magic item, you may siphon EXP from additional participants instead of using
your own EXP. Each participant must be present through the entire creation process just as you must be.
The total amount of EXP that can be drawn from willing participants is equal to the EXP cost of the item
and from unwilling participants is equal to half the EXP cost of the item. When drawing EXP from any
participant, 10% is lost. Example: Fred the good wizard wants to create a Ring of Spell Turning that
requires 6,000 EXP. He is a nice guy so he only uses willing friends to contribute. Three friends agree to
help. They can contribute any amount of EXP, up to a total of 6,000. Fred and his three friends agree to
split evenly, so each contributes 1,500 EXP. Because 10% is lost from each friend, their contribution
becomes 1,350 each (though they lose the 1,500 EXP from their character level) meaning their combined
contribution is 4,050 and Fred must provide the remaining 1,950 to complete the item. Bob the evil wizard

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wants to create the same ring. He captures 3 adventurers and drains their EXP unwillingly. They are each
very unwilling. Bob can drain them of EXP totaling half the cost of the item, so he drains 1,000 EXP from
each of them. 10% is lost, so even though each captive loses 1,000 EXP, they each only contribute 900 to
the project so the rest, 3,000 EXP must come from Bob.
Normal: All EXP must come from the creator.
Special: The distinction between willing and unwilling is simple. If the participant volunteers of his own
free will and is not threatened, coerced, endangered, or under the influence of any mind-altering spell, then
he is willing. Otherwise, he is not. This is a great way for spellcasters to create items for their friends
without having to suffer falling behind in levels.

Thick Skin [Defensive]


Your skin is tougher than normal.
Prerequisites: Character Level 5+.
Benefit: Your think skin gives you +1 natural enhancement bonus to AC. This stacks with other permanent
natural enhancement modifiers, such as racial abilities, class abilities, or permanent magical enchantments.
It does not stack with temporary enhancement modifiers such as those from magical items or spells.
Special: This feat can only be taken once. Characters who wish more natural AC must take the epic feat
Armor Skin in the Epic Level Handbook, page 50. That feat has been modified to require this feet as a
prerequisite and to require character level = number of times taken x10.

Throw and Charge [Combat]


You have trained to hurl a thrown weapon while charging.
Prerequisite: Quick Draw, Run, Base Attack Bonus of 3+.
Benefits: When you charge in combat as a full-round action, you can throw a light or one-handed weapon
at the start of your charge, then draw your melee weapon as you charge so that you may use that melee
weapon against the foe you have designated as the target of your charge. You gain all the normal benefits of
the charge, and the AC penalty as normal. You must already have the thrown weapon in your hand at the
start of your charge, as you cannot use Quick Draw twice in the same round.
Special: Credit goes to Carl Cramer for inspiring this Feat.

Transfer Spell [Metamagic]


You can cast personal effect spells as touch spells.
Benefits: You can cast any spell with a range of Personal and use it on another person. This feat has no
effect on spells with a range other than Personal. The target of the spell must accept the spell voluntarily.
Transfer Spell takes up a spell slot one level higher than the spells actual level.
Special: Casting divine personal spells on recipients other than the caster generally requires that recipient
to be in good standing with the deity granting the spell, or the spell will be lost with no effect.
Special: Credit goes to Rebecca Glenn for inspiring this Feat.

Trapfinding [Skill]
You know how to search for traps.
Prerequisites: PER 13+.
Benefit: You gain the ability to use your Search skill to find traps, just as a rogue. Refer to PHB, page 73.
Normal: Only Rogues can normally have access to this ability.

Trapkilling [Skill]
You know how to search for traps.
Prerequisites: Trapfinding, DEX 13+, PER 13+.
Benefit: You gain the ability to use your Disable Device skill to disarm all sorts of traps, just as a rogue.
Refer to PHB, page 67.
Normal: Only Rogues can normally have access to this ability.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

True Lore [General]


Your knowledge of lore is so masterful that you can even gain the effects of Legend Lore or Analyze
Dweomer spells, as per Lore Master in the DMG, page 34.
Prerequisites: Lore, Greater Lore, you must know at least four Item Creation feats, INT 21+, Spellcraft 20
ranks.
Benefit: Your masterful knowledge of all kinds of lore allows you to gain the effects of Legend Lore or
Analyze Dweomer spells, as per the spell descriptions. You may only do this once per day. You may apply
either your Knowledge (Lore) skill, or may use your Loremaster roll as per the class ability.
Normal: Only Loremasters can normally have access to this ability.
Special: The Loremaster class ability is usually better than this feat, though if a Loremaster wishes to create
the skill Knowledge (Lore) it would be possible for them to put enough skill points into it to surpass their
own class ability and they may do so without taking this feat.

Turn of Fortune [Divine]


The favor of your god smiles upon you and can turn a misfortunate incident into one more favorable.
Prerequisites: CHA 15+, Ability to Turn or Rebuke Undead.
Benefit: Whenever you roll a die for any non-combat roll, you may use one of your allotted Turn/Rebuke
attempts to reroll that die. You must accept the results of the second roll, even if it is less favorable. You
cannot use this ability in combat, even to use it for a non-combat roll during combat. You may do this as
often as you have Turn/Rebuke attempts, but you may only use this feat once per die rolled you cannot
keep using attempts on the same roll until you get the result you desire.

Turn Undead [Divine]


You can Turn Undead as per the cleric in the PHB, page 32.
Prerequisites: CHA 13+.
Benefit: You gain the cleric class ability of Turn Undead as per the standard rules presented in the Players
Handbook.
Normal: Only Clerics and Paladins can normally have access to this ability.

Uncanny Dodge [Combat]


You can react to danger before you even know its there, as per Barbarian class ability in the PHB, page 25.
Prerequisites: Dodge, PER 15+, Base Attack Bonus 8+.
Benefit: You gain the class ability as a 2nd level Barbarian to never lose your DEX bonus to your AC
regardless of being flatfooted or struck by an invisible opponent. The higher-level features of that class
ability are not conveyed by this feat.
Normal: Only Barbarians and Rogues can normally have access to this ability.

Unclouded Awareness [General]


You are alert to everything around you.
Prerequisites: PER 15+.
Benefit: You gain +1 on your Initiative rolls and +1 to Listen, Spot, and Search checks.
Special: Inspired by Fantasy Flights Path of the Sword.

Unflankable [Combat]
You are aware of all that is going on around you in battle.
Prerequisites: Dodge, Mobility, Uncanny Dodge, PER 13+, BAB 10+.
Benefit: You never suffer the effects of being flanked. Your opponents dont get attack modifiers, rogues
cannot sneak attack you (unless they are 4 levels higher than your class level can still sneak attack), other
feats or abilities that rely on flanking are similarly denied unless that attacker is 4 levels higher.
Normal: Only Barbarians and Rogues can normally have access to this ability.
Special: The Loremaster class ability is usually better than this feat, though if a Loremaster wishes to create
the skill Knowledge (Lore) it would be possible for them to put enough skill points into it to surpass their
own class ability and they may do so without taking this feat.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Unnatural Life Span [General]


You live to unnatural age for your race.
Prerequisites: Extended Lifespan, CON 15+, Character Level 15+
Benefit: Double your races natural values for Middle Age, Old, and Venerable. Double the dice rolled for
maximum age. This does not stack with Extended Lifespan, so use the values as they are printed in the
PHB, page 93.
Special: Unlike the Extended Life Span feat, this feat will lower your age category if the feat pushes the
category above your current age. In this case, you would undo the effects of aging. This can be detrimental
to characters who rely on INT, WIS, or CHA to plan carefully.

Watchman [Background]
You have worked as a watchman and have trained yourself to be more alert and aware.
Benefits: You gain a +1 untyped (stacks with everything) bonus to Spot and Listen checks, and these two
skills are always considered class skills for you.
Special: Credit goes to Michael J. Kletch for inspiring this Feat.

Weapons Reach [Spellcaster]


You can deliver Touch-ranged spells with melee weapons.
Prerequisites: Proficiency with weapon used.
Benefit: You may use any melee weapon to deliver your Touch-ranged spells as long as you are proficient
with the weapon you use. You may choose to deliver spells as a touch attack following all normal rules for
doing so, or you may choose to make an attack with the weapon in which case you attack as normal (not as
a touch attack) and deal normal damage while delivering the effect of the spell. To choose the second
option, you cannot cast the spell (standard action) and make an attack (standard action) in the same round,
unless the spell is Quickened to a free action, so the spell must be cast previously and held as per Holding
the Charge in the PHB, page 126.
Special: Credit goes to Lou Mineti for inspiring this feat.

Wicked Cleave [Combat]


You are so proficient at fighting multiple foes that you can follow through and damage the next foe in line
even if you dont finish of the foe you strike first.
Prerequisites: STR 13+, Power Attack, Cleave, Base Attack Bonus 5 or higher.
Benefit: Any time you reduce a foe to fewer HP than your Base Attack Bonus, you may use your cleave
feat as if you had killed your foe. Thus, a fighter with BAB 9 can attempt cleave attacks any time he
reduces a foe to 8 or fewer HP. This feat does not give you extra cleave attempts you must be able to
cleave as if the foe had died in order to use this feat. You may not use Wicked Cleave to strike again at the
same foe if you wound a foe to HP < your BAB and apply this feat, you must select a different foe to
cleave. Note that this feat can be used with Great Cleave and Mobile Cleave feats, but be warned that if you
take more than one 5 move between cleaves, the second and subsequent 5 moves provoke attacks of
opportunity and since this feat allows you to cleave without by damaging your foe without killing him, its
possible that using Mobile Cleave may move you in such a way as to provoke attacks of opportunity from
the foe you just damaged.
Special: If the foe you are fighting is weak enough that its total HP when fully healed would be less than
your BAB, you cannot apply this feat against this foe. For example, a fighter with 6 BAB fighting against
ordinary orcs (who normally only have 5 HP each) cannot use wicked cleave against them. Of course, he
may find tougher orcs throughout the battle who have enough base HP to allow this feat to be used.
Normal: Cleave attacks can only be performed after reducing your foe to negative HP.

Will to Live [Saves and Resists]


You have an unnaturally strong will to live.
Prerequisites: none.
Benefit: When making a Fortitude save to stabilize at negative HP, you gain a +4 modifier to the roll that
stacks with all other modifiers you may have.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 5: Feats

Normal: As per these house rules (see Stabilizing at Negative HP in the Combat chapter of these rules and
also see Death and Dying in the PHB), any character who is at negative HP must attempt to stabilize each
round. Failure to do so results in loss of 1 HP. This process continues until the character stabilizes or dies. A
Fortitude save against DC 25 is required to stabilize.

Willful Fortitude [Saves and Resists]


You are able to resist physical attacks with exceptional willpower.
Prerequisites: CON 15+.
Benefit: Once per round, when targeted by an effect that requires a Fortitude save, you may make a Will
save instead.

Willful Reflexes [Saves and Resists]


You are able to resist surprising attacks with exceptional willpower.
Prerequisites: DEX 15+.
Benefit: Once per round, when targeted by an effect that requires a Reflex save, you may make a Will save
instead.

Wise [Ability Score]


You are unusually wise.
Prerequisites: WIS 13+.
Benefit: When calculating your skill modifiers, count your WIS as if it were +2 higher than it is.
Normal: Without this feat, you would use your actual WIS.

Withdraw [Combat]
You know how to get out of combat without provoking an attack of opportunity.
Prerequisites: Dodge
Benefit: You may also make just a normal move action to leave a threatened space without provoking
attacks of opportunity, which still allows you to use your standard action after moving. Also, you may use a
normal Withdraw action to turn and run from an opponent in such a way that your opponent does not get an
attack of opportunity, even if they have feats or class abilities that allow them to gain attacks of opportunity
in such cases. This feat grants no ability to get away from pursuers; it merely grants the ability to disengage
from the opponent(s) that currently threaten you. Note that if your course of retreat takes you through any
other threatened areas, the normal rules regarding attacks of opportunity apply.
Normal: Making a normal move action that causes you to leave a threatened space provokes an attack of
opportunity. Some feats (such as the No Escape feat) or class abilities may allow combatants to get attacks
of opportunity even when you take a normal Withdraw action.

Zealous Strike [Divine]


Your blows with your deitys preferred weapon deal extra damage.
Prerequisites: Must be a cleric or paladin, BAB >= Number of times you have taken this feat x4.
Benefit: When you wield your deitys preferred weapon against any foe whose ethical alignment is
opposed to your deitys alignment, you gain a sacred bonus of +1d6 damage per time you have taken this
feat. Ethical alignments are Good, Neutral, and Evil. Thus, if your deity is any good alignment, you gain
this bonus against evil foes. If your deity is any evil alignment, you gain this bonus against good foes. If
your deity is neutral and has neither good nor evil in his alignment, your opposed alignment must match
your choice on whether you turn or rebuke undead; if you turn undead, your bonus applies against evil, if
you rebuke undead, your bonus applies against good.
Special: You may take this feat more than once. Each time you do your damage bonus increases +1d6. This
feat is inspired by Fantasy Flights Path of Faith.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 6: Description

Chapter 6: Description
Not much to say here, I just included this chapter so my chapters would basically follow the chapters in the
PHB.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 7: Equipment

Chapter 7: Equipment

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 8: Combat

Chapter 8: Combat
First Round of Combat
As per the variant from DMG page 61, whenever a creature enters combat, that creatures first round allows
only a partial action. This is because each creature has to spend part of their first turn assessing the situation
before taking any actions.
Technically, anyone fully aware of the combat (who is involved, where they are, what they are doing)
would not suffer this restriction. In game play, this usually indicates that this creature or individual has been
watching. Essentially, that means this creature or individual would also have to roll initiative as soon as she
started watching. If she wants to get involved immediately, her first round is a partial action. If she just
observes for one or more rounds, then she may join in on any round at her initiative with a normal action.
Note that some creatures may have extraordinary, magical, or supernatural abilities that allow them to
ignore this restriction even if they were not observing the combat.

Rolling a 1 or a 20
As per the variant from DMG, page 64, any time a character rolls a d20 there is a chance for a superb roll
or an awful roll. This rule allows characters or NPCs with really high attack modifiers to succeed in simple
attacks even when they roll a 1. It also allows characters or NPCs with low combat modifiers to fail in
difficult attacks, even when they roll a 20.
Whenever a 1 is rolled, add all modifiers as usual and then subtract 10. This will almost always be a failure,
but if the modifiers to the roll are so numerous or so large that the modified roll still exceeds the AC, then
the roll still succeeds. Thus, a powerful fighter with a total attack bonus of +25 swings at a bandit who has
AC 15 and rolls a 1. This means the fighter rolled an awful roll of -10, but when he adds his +25 to that
roll, he still winds up with a 16 and hits the bandit.
Conversely, whenever a 20 is rolled, treat it as if the die had rolled a 30. This will almost always be a
success, but if the modifiers to the roll are negative, or the AC was so extremely high that the modified roll
does not exceed the AC, then the roll still fails. Thus, a puny bandit with a total attack bonus of +2 attempts
to hit a powerful and magically enhanced fighter who has an AC of 33 and rolls a 20. This means the bandit
rolled a superb roll of 30, but even when he adds his attack bonus of +2 to that roll, he still winds up with a
32 and misses the fighter.

Attacks of Opportunity
Any time a character turns her back on an opponent in battle, that opponent gets an attack of opportunity.
This means that it is very difficult to flee from battle, as you must expose your back in order to do so.
Characters with the Withdraw feat (see New Feats in this document) may turn and run without drawing
attacks of opportunity.

All-Out Attack
This is a variant for the Fighting Defensively rule in the PHB, page 124. Any combatant can choose to
make an all-out attack when taking a standard attack or a full attack. To do so, she takes a 4 penalty to her
AC for one full round (until her next action) and gains a +2 competence bonus to her attack rolls this round.
This bonus does not apply to Attacks of Opportunity.

Furious Attack
This is a variant for the Fighting Defensively rule in the PHB, page 124. Any combatant can choose to
make a furious attack when taking a standard attack or a full attack. To do so, she takes a 4 penalty to her
AC for one full round (until her next action) and gains a +2 competence bonus to her damage rolls this
round. This bonus does not apply to Attacks of Opportunity.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 8: Combat

Cleaving Items
In an effort to make striking items more attractive, and to make the feat Sunder more useful and desirable in
combat, any character with the Cleave feat who destroys an opponents object by striking/sundering it can
use his cleave feat to strike that opponent. This means that a fighter with Cleave can make his attacks
against his foes shield and when he destroys the shield, he may immediately Cleave that foe with the same
attack bonus as the strike that destroyed the item.

Clobbered
As per the variant from DMG, page 66, any time a character or monster takes or more of its current,
remaining HP in damage from a single attack, it is clobbered and partially dazed. This means his next
action must be a partial action, following the same procedure as if the clobbered combatants next turn was
a surprise round (though, of course, the opponents are not surprised or flatfooted because of this).

Fighting with Two Weapons


There are a couple new feats that improve the ability to fight with two weapons so I have created a new
chart to track the different combinations of penalties.

New Table 8-2: Two-Weapon Fighting Penalties


Using a full-size weapon and a light weapon
Normal
Two-Weapon Fighting feat
Two-Weapon Fighting feat and Precise Two-Weapon Fighting feat
Using two full-size weapons
Normal
Two-Weapon Fighting feat
Two-Weapon Fighting feat and Precise Two-Weapon Fighting feat
Two-Weapon Fighting feat and Florentine Feat
Two-Weapon Fighting feat and Precise Two-Weapon Fighting feat
and Florentine Feat

Primary
-4
-2
0
Primary
-6
-4
-2
-2

Off-hand
-8
-2
0
Off-hand
-10
-4
-2
-2

Reach Weapons
Using a weapon with reach gives a combatant some minor advantages, but leaves him nearly defenseless
once his opponent gets too close. This is silly and impractical.
All pole arm weapons with reach are treated exactly like the quarterstaff but with their pole arm blade at
one end. Thus you can choose to use these pole arms as a double weapon as per all the normal rules of
double weapons (the butt-end is a light weapon). You can also use it as a single weapon doing blade-end
damage with reach or butt-end damage without reach. Thus, when an opponent gets too close, you can still
attack with the handle of your pole arm as if it is a staff.
Also, if a pole arm user wishes to choke up his grip, meaning sliding his hands closer to the business end
of the weapon, he can use it just like any other non-reach weapon, but because the damage for pole arm
weapons is based, in part, on their length, choking the grip imposes a 1 damage modifier.
Flexible weapons with reach such as the spiked chain can easily and instantly be choked to a shorter grip
allowing you to use them normally and with full efficiency against close opponents. This does not impose a
damage penalty.
And dont forget, you can always take a 5 move to gain a standard or full attack using your reach weapon
normally.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 8: Combat

Stabilizing at Negative HP
Now the stabilization check is a Fortitude save. The DC of this save is equal to 20 + the number of negative
HP you have. For example, a character at -7 HP would have a DC of 27.
Death does not occur until it is impossible to make the Fort save.
So, for example, a 9th level barbarian with a 16 CON and the Great Fortitude and Will to Live feats has a
Fortitude save of 11, but a Stabilization Fortitude save of 15. It is possible for him to roll a natural 20,
which counts as a 30, and add 15, for a maximum possible Fortitude save of 45. This means he could
actually stabilize when his HP is at -25, so he is not quite dead yet at -25. But at -26, there is no way for
him to make his Stabilization Fortitude save, so he would die at -26 HP.
As another example, a level 1 mage with an 8 CON has a Fortitude save of -1. He could roll a natural 20,
which counts as a 30, then add his -1, for a maximum possible Fortitude save of 29. This means he could
stabilize at -9 HP, but would die at -10 HP since there is no way for this character to make a Stabilization
Fortitude save of 30.
This reflects that higher-level characters are better at cheating death, because their Fortitude saves are
higher, and tough characters who have the higher Fortitude saves, better Constitutions, and the right feats,
are better at cheating death than weak ones.

Subdual Damage
Subdual damage works exactly as described in the PHB, page 134. In addition, it is possible to kill
someone with subdual damage. Once the subdual damage = current actual HP remaining (subtracting any
real damage the victim has sustained) the victim is staggered. Once the subdual damage > current actual HP
remaining (subtracting any real damage the victim has sustained) the victim is unconscious. Once the
subdual damage = maximum actual HP (regardless of any real damage the victim has sustained) the victim
is on the verge of death. Ignore any additional subdual damage dealt by this final subdual attack. At this
point, all subsequent subdual damage becomes real damage and is subtracted from the current remaining
HP just as any other real damage.
Example: A 3rd level fighter gets into a bar fight with a bunch of farmers. That fighter has 28 HP normally,
but had been wounded that day and only has 17 HP left. As the brawlers trade blows (all subdual damage)
the fighter keeps adding up the subdual damage. As an example, he has been dealt a total of 16 points of
subdual damage when a farmer lands a weak blow for only one more point. This brings the fighter to 17,
the exact number of HP he had left, so now he is staggered and can only take partial actions. As another
example, lets say that farmer landed a strong blow for 4 points of subdual damage, bringing the fighter to
20. This exceeds his remaining HP so he falls unconscious. Now if the farmers continue beating and
kicking him, the fighter keeps accruing subdual damage until it exceeds his maximum HP of 28. Lets say
the farmers beat him until he has taken 26 HP of subdual damage. Then a farmer hits him for 5 more. This
takes his subdual total to 31, more than his maximum HP, but the extra subdual damage is ignored. From
this point forward, all subdual damage (punches and kicks) are dealt as real damage and are subtracted
from the fighters current total of 17 HP until he reaches 0 (would be just disabled, but hes probably still
unconscious from his subdual damage) or HP in which case hes dying (see PHB page 129).

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 9: Adventuring

Chapter 9: Adventuring
Sleeping
When you are asleep, you can attempt listen checks against anything that ordinarily would allow listen
checks, but with a 10 Circumstance penalty to the roll. Of course, it is impossible to attempt spot checks
while asleep.
You can wake up a sleeping companion by shaking them (standard action, automatically works), poking
them (free action, once per standard or move equivalent action or three times per full round action, requires
a touch attack that automatically works if you hit), or shouting (requires a listen check against DC 10; DC
is actually 0 but adding the +10 Circumstance penalty for sleeping the DC becomes 10).

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 10: Magic

Chapter 10: Magic


Recovering Spells
The ability to cast spells is of primary importance to many classes. Without spells, these characters will die
very easily. Compared to the combat classes who can wade into melee all day long, spellcasters find
themselves quite useless throughout much of an adventure as they are either out of spells, or choosing not
to cast their precious remaining spells because they feel the need to hoard them against later emergencies.
Not so any more.
Now spell recovery is a function of the Concentration skill (which is now based on WIS rather than CON
(just because concentration and constitution begin with the same three letters doesnt mean that a
characters health or endurance play major roles in the ability to keep his mind focused).
How this works is that for every hour of rest a spellcaster recovers a number of spell levels equal to his
total skill modifier for the Concentration skill. For example, Fred the 5th level wizard with maximum
Concentration skill ranks (8) plus a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15
spell levels per hour of rest.
These spell levels are recovered starting with the lowest levels first. Cantrips count as level 1spells for the
purpose of recovery.
Lets say our wizard from the above example, Fred, has an INT modifier of +3 so he has 13 cantrip slots
(see chapter 11, Cantrips and Orisons), four 1st level spell slots, three 2nd level spell slots, and two 3rd level
spell slots. So in one hour of rest our wizard in the example above could recover all 13 cantrips plus two 1 st
level spells. In the second hour of rest he could recover his remaining two 1st level spells, all three 2nd level
spells (6 levels total), and both 3rd level spells (6 more levels total.)
Later in Freds career he is 20th level. With some good luck and a few good magic items he has an INT of
28 (+9 INT modifier) so he gets 5 slots of every level and has 34 cantrips available. His Concentration skill
is 27. After a hard days adventure, he has used every spell and cantrip he had available. Now he rests.
In the first hour he recovers 27 of his cantrips. In the second hour he recovers his remaining 7 cantrips, all
five 1st level spells, all five 2nd level spells (10 levels total), and one 3rd level spell (total of 25 levels
altogether). In the third hour of rest he recovers his remaining four 3rd level spells (12 levels total) and three
4th level spells (12 more levels, 24 total). In the fourth hour he recovers his remaining two 4th level spells (8
levels) and 3 5th level spells (15 levels, 23 total). In the fifth hour he recovers two 5th level spells and two 6th
level spells. In the seventh hour he recovers three 6th level spells and one 7th level spell. In the eighth hour
he recovers three 7th level spells. Ninth hour recovers one 7th level spell and two 8th level spells. Tenth hour
recovers three 8th level spells. Eleventh hour recovers three 9th level spells. And finally in the twelfth hour
he recovers his last two 9th level spells.
Note that he could immediately start casting these recovered spells at any time, then begin resting and
recovery again, so that in 24 hours he could cast all of his 45 spells and 34 cantrips twice (well, nearly
twice there is some casting time involved in getting rid of 79 spells).
It is not necessary to rest the full period of time to recover any spells. Each full hour of rest recovers
whatever spell levels were expected. Partial hours recover a partial number of spells. For example, 5th level
Fred recovers 15 spell levels per hour, which works out to 1 spell level per 4 minutes. So 12 minutes of rest
would be enough to recover 3 cantrips.
This rule allows spellcasters to cast more spells in one day, but not really any additional spells in one
encounter (unless it is a really long battle).

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 10: Magic

Healing Spells
There is a new rule applying to all forms of magical healing:
Add a number of HP to the amount rolled by any magical healing source (spells, potions, magic items, etc.)
equal to the recipients level x the number of dice rolled.
Thus, a Zero-level Cure Minor Wounds, which rolls no dice, will only heal 1 point, because no matter what
the recipients level, when you multiply it by zero, you get zero and so nothing is added. Cure Light
Wounds rolls 1 die, so will heal 1d8 + recipients level, +1 point per caster level up to +5. Cure Moderate
Wounds rolls 2 dice, so will heal 2d8 + 2x recipients level + 1 point per caster level up to +10. And so on.
The reasons for doing so are discussed later, in my Essay on Hit Points in the appendix of this document.

Spontaneous Casting for Wizards


Wizards have the ability to spontaneously cast any spell in their spellbook. This still uses prepared slots just
as if the wizard had memorized the spell and cast it normally. To do this, a wizard simply switches the spell
she has memorized for any spell of the same level or lower in her spellbook. The spontaneous spell must
still be cast following all the rules as described in the new spells description. Opening the spellbook to the
correct page is a standard action.
Additionally, there is a chance of failure. Unlike scrolls, which are prepared in advance for quick effortless
casting, spells in the spellbook are long complex arcane formulas. A wizard must make a Spellcraft check
(DC = 15 + the minimum caster level for the spontaneous spell) or the spell slot is expended with no effect.
A natural roll of 1 always fails. A wizard can never take 20 on this roll, but may take 10 ONLY if her
Spellcraft skill is higher than the DC required for the roll.
For example, a 6th level wizard has memorized Haste and Fireball when she encounters a hellhound. She
knows it is immune to fire so she decides to spontaneously cast Lightning Bolt, giving up her Haste spell.
She opens her spellbook to her Lightning Bolt spell and begins casting. She now must attempt a Spellcraft
check against DC 20 (minimum casting level for Lightning Bolt is 5). If the check succeeds, she forgets her
Haste spell and casts Lightning Bolt on the hellhound. If the check fails, she forgets her Haste spell for
nothing. At her level, she does not have a high enough Spellcraft skill to take 10 on this roll (in this case
she would have needed a Spellcraft skill of 21 or more, which would require her to be at least 16th level
assuming she put maximum ranks into Spellcraft).
Note that while adding feats like Skill Focus (Spellcraft) can increase the chance of success when a wizard
attempts a Spellcraft check, these feats do not actually increase the skill itself. Only skill ranks count
toward taking 10 when spontaneously casting arcane spells.

Spell Resistance
Spell resistance works pretty much the same way it is described in the DMG page 81, with one exception.
When making the d20 roll to overcome SR, the spellcaster does not add his caster level. Instead, he adds
the level of the highest-level spell he can cast. Thus, a 12th level wizard can cast spells up to 6th level, so he
adds 6 to this roll.
This change is primarily due to the fact that the rules as written make spell resistance almost worthless.
This rule makes the SR of monsters and magic items actually meaningful. Just be cautious as a very few
monsters (Balors, the largest dragons) have such high SR that even level 20 characters will now be unable
to cast spells on them without feats and/or magic items to improve their SR rolls.
See my essay in the appendices of this document for more explanation.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 10: Magic

Metamagic Feats
First, metamagic can always be applied as per the PHB rules. But this is now an optional use for metamagic
as there is a new way to apply metamagic.
Metmagic can be applied spontaneously. This means the spells are not prepared in advance, and they dont
take up a higher level slot. Thus, a spontaneous Maximized Fireball still just uses a 3rd level slot.
Heres how it works:
First, spontaneously applying the metamagic, whatever it is, requires a move action. This move action
works just like casting a spell it provokes attacks of opportunity that can potentially disrupt the
metamagic, and spellcasters can choose to Cast Defensively to avoid attacks of opportunity, in which case
the usual Concentration check for casting defensively is required at DC 15 + adjusted level of the spell.
At the end of the metamagic move action, if the metamagic was not disrupted, the spellcaster needs to
make a Spellcraft check at DC = 15 + adjusted level of the spell, +1 per metamagic feat applied to the spell.
So, a Maximized Fireball has an adjusted level of 6, so the DC is 22 (15 +6 +1). A Silent (+1) Still (+1)
Maximized (+3) Empowered (+2) Fireball has an adjusted level of 10, so the DC is 29 (15 +10 +4).
Note that it is possible to use metamagic to raise a spell beyond your capacity. So a 7 th level mage who can
only cast spells up to 4th level could still Maximize a Fireball, even though he cannot actually cast 6th level
spells yet. If the adjusted level of a spell is higher than the highest level spell that spellcaster can normally
cast, add +5 to the Spellcraft DC for each level over the spellcasters maximum spell level. So, our 7 th level
mage would add +10 to his DC because his Maximized Fireball is 2 spell levels higher than the maximum
spell level he can normally cast. Does this make it impossible? A 7th level mage might have 10 ranks in
Spellcraft, might have +4 for Skill Focus (Spellcraft), and might have as much as +5 or +6 from his ability
score modifier, for a total of about +20 to the roll, thus requiring only a 12 or higher to successfully
Maximize that Fireball.
If the metamagic is disrupted, or there is a failed Concentration check to apply the metamagic defensively,
or a failed Spellcraft check to apply the metamagic, then the metamagic has failed but, because the
spellcaster has not yet started casting the actual spell, the spell has not failed and is not lost or disrupted.
If the metamagic was successfully applied, you still have your standard action to cast the spell.
If the spell takes more than one standard action to cast, you can either start now, or wait until the beginning
of your next round. You can only move while still in the process of applying a successful metamagic to a
spell; you cannot take any actions that involve spellcasting, attacking, or using any skills doing any of
this causes the metamagic to fail. If you take any damage while waiting to apply your successful
metamagic, you need to make a Concentration check with the usual DC (15 + damage taken) for taking
damage during spellcasting failure means the metamagic fails.
Note that Quicken Spell (cast spell as a free action) and Efficient Spell (cast spell as a move action) both
work a little differently. They can both be used spontaneously as described above, but it is a bit riskier since
the metamagic happens at the same time as the spell, so if the Spellcraft check fails, or the metamagic is
disrupted by anything, then the spell is also disrupted and lost.
Some examples:
Albert is a level 12 wizard. He wants to Maximize his Fireball. He is standing somewhere safe so nothing
will get an AoO. He spends his move action to apply the Maximize, then rolls a Spellcraft check of DC 22.
He succeeds, so on his standard action, he casts his Maximized Fireball.
Bill is a level 12 wizard. He is standing somewhere safe so nothing will get an AoO. He spends his move
action to apply the Maximize, then rolls a Spellcraft check of DC 22. He fails this roll, so he loses the

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 10: Magic

Maximize. On his standard action, he can cast a normal Fireball, or cast something else, or move, or do
whatever he wants.
Charles is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but applies it defensively. He
needs to make a concentration check of DC 21 or he will fail the Maximize. He makes it, then rolls a
Spellcraft check of DC 22 (note that the Spellcraft check is higher than the concentration check because
spontaneous casting of metamagic increases the Spellcraft check by +1 per metamagic feat applied, but this
is not the case with concentration checks.. He succeeds, so on his standard action, he casts his Maximized
Fireball.
David is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but applies it defensively. He
needs to make a concentration check of DC 21 or he will fail the Maximize. He rolls a 1 and fails so he
loses the Maximize. On his standard action, he can cast a normal Fireball (might want to cast it defensively
since hes still next to the bad guy), or cast something else, or move, or do whatever he wants.
Edward is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but he believes the bad guy will
miss him, so he doesnt apply it defensively. As he starts the Maximize, the bad guy hits him for 13 points
of damage. Now he needs to make a concentration check of DC 28 or the Maximize is disrupted by the
damage he took. If he fails he loses the Maximize but still has a standard action to do whatever he wants. If
he succeeds, he still needs to roll a Spellcraft check of DC 22. If he fails that, he loses the Maximize but
still has a standard action to do whatever he wants. If he succeeds, he can use his standard action to cast his
Maximized Fireball.
Fred is a level 8 wizard. He wants to Maximize his Fireball. All the same situations that applied to Albert,
Bill, Charles, David, and Edward also apply to Fred, but when Fred needs to make the Spellcraft check to
apply the Maximize, his DC is 32 because a Maximized Fireball is a level 6 spell and Fred can only cast
level 4 spells, so he must add +5 for each level the Maximized Fireball exceeds his highest level spell.
Gary is a level 12 wizard. He wants to Quicken his Fireball to cast it as a free action. He does not need to
worry about AoO since casting a Quickened spell never provokes an AoO. He still needs to make his
Spellcraft check. Since a Quickened Fireball is a level 7 spell and Gary can only cast level 6 spells, the DC
for the Spellcraft check is 28 (15 +7 +1 +5). If he fails this Spellcraft check, he loses the Fireball spell.
Harry is a level 20 wizard. He wants to cast a Maximized (+3) Empowered (+2) Blistering (+1) Fireball.
This makes it a level 9 spell. All the same situations that applied to Albert, Bill, Charles, David, and
Edward also apply to Harry. Assuming he doesnt fail a concentration check or have his metamagic
disrupted, he will need to make a Spellcraft check at DC 27 (15 +9 +3). If this succeeds, he can cast his
Fireball for 96 HP damage. Alternatively, he can choose to also Heighten it to level 10. This raises the DC
to 34 (15 +10 +4 +5) but Harry should have no problem making that roll. Now the Maximized Empowered
Blistering Fireball does 110 damage. Note that he does all this damage using a level 3 spell slot.
I did this because there are a great number of very useful metamagic feats out there, but without a rule
change, the increased level requirements on metamagic feats make the feats nearly worthless. Spellcasters
typically gain more by learning to forge a magical ring, or by gaining defensive feats, or feats that enhance
their resistance rolls, saving throws, or just about anything else. For example, without this house rule, it is
very unlikely that a maximized Fireball would be more useful in a level 6 slot than just preparing a level 6
spell in that slot. And no cleric in his right mind would ever prepare a maximized Cure Serious Wounds
when he could prepare a Heal in the same slot. See my essay in the appendix for more details.

Counterspells
Given the very dangerous nature of magic, it is highly likely that over the past several thousand years
spellcasters have put endless effort into defending themselves from other spellcasters. It is also likely that

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 10: Magic

spellcasters have spent endless hours learning how to prevent other spellcasters from countering their
spells. Accordingly, the following rule changes are in effect (refer to the PHB, page 152):
Counterspelling is a more viable tactic. Specifically, the counterspell action is a Free Action that can be
taken as an attack of opportunity. For the purpose of counterspells your threat range is the range of the spell
that you are using as a counterspell. Each time you use a counterspell it counts as one attack of opportunity,
so if you do not have the Combat Reflexes feat, you may only attempt one attack of opportunity in a round,
and that may be your counterspell or a weapon attack, but not both. A spellcaster with Combat Reflexes
might be able to counterspell many times in a round. You may not use spontaneous spells as counterspells.
Divine spells are harder to counterspell than arcane spells. This is because arcane spells require the caster to
speak a specific and usually recognizable verbal formula or complete some specific and recognizable
physical actions, but divine spells typically require a quick gesture with a holy symbol and a minimum
invocation of the deitys power. As a result, the Spellcraft check to identify a divine spell is DC 20 instead
of the normal 15.
The bonus you receive to your spell save DC from the group of Spell Focus feats is also applied to the DC
of other spellcasters identifying your spells with Spellcraft checks. Likewise, these bonuses are applied as
competence modifiers to help spellcasters attempting to identify spells from the same school. Spellcasters
who use Still Spell or Silent Spell or any similar disguising feat gain +5 to the DC of other spellcasters
using Spellcraft to identify their spells.
Example: Bob the wizard has Greater Spell Focus with evocation spells. He begins casting a stilled Fireball
spell. Fred the wizard has Spell Focus with evocation and wishes to counterspell. Fred does not need to
have prepared a ready action; counterspelling is a free action just like an attack of opportunity. Fred must
attempt a Spellcraft check and adds +2 because Fred has Spell Focus in the school of the spell that Bob is
casting. The DC will be 15 + the spell level (3) so the DC is 18. Bob also gains +4 to this DC for his
Greater Spell Focus feat and +5 to the DC for the Stilled Spell feat, resulting in a total DC of 27. If Freds
Spellcraft check is successful, he may then give up one of his own prepared Fireball spells or may use
Dispel Magic to counterspell as per the normal rules.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

Chapter 11: Spells


Cantrips and Orisons
I have totally changed cantrips and orisons, (Zero-level spells), to allow spellcasters a little more flexibility.
When I first thought of this rule, I worried that it would overbalance the game. However, now I find that
Zero-level spells are weak enough that when spellcasters have them in bunches, they really dont change
the balance of the game significantly. So here it is:
Spellcasters do not need to memorize cantrips or prepare orisons anymore. Instead, they have the ability to
cast them at will. A spellcaster has a number of cantrips/orisons available each day as defined by the
following table:
Bard:
Cleric:
Druid:
Paladin:
Ranger:
Sorcerer:
Wizard:
Other:

Level +2
Level +3
Level +3
Level, but none until 4th level. Use the Cleric Zero-level list
Level, but none until 4th level. Use the Druid Zero-level list
Level +5 + WIS modifier
Level +3 + INT modifier
level +1, requires the Cantrips Feat (see Chapter 5: Feats in this document)

Thus, a 6th level wizard would have 9 cantrips each day, while a 6th level paladin or ranger would have 6
orisons each day.
The effects that can be produced with the casting of a cantrip or orison are exactly the same as casting a
Zero-level spell. The difference is that the spellcaster does not need to prepare them in advance. She can
simply choose when and where to cast a cantrip or orison, and choose which Zero-level spell effect it will
produce. Note that a spellcaster can only cast cantrips or orisons appropriate to that class. In other words,
when a cleric casts an orison and selects what its effect will be, she must choose the effect from the Cleric
Zero-level spell list. Paladins use cleric orisons and Rangers use Druid orisons.
Thus, a 4th level cleric goes adventuring. She has 7 orisons per day. In the morning she prepares her 1st and
2nd level spells, and prepares 7 orisons but does not need to specify what they are at this time; only that she
has 7 orisons and can decide later what to do with them. At some time later her adventuring group
encounters a dark room full of monsters. While her companions begin fighting, she uses one orison to cause
light, as per the Zero-level spell. During the battle she uses 3 orisons to cure minor wounds on her
companions. Then she uses another orison to detect magic on the treasure they found. She has two orisons
left. When they bed down for the night she decides to use her last two orisons to cure minor wounds twice
more to help heal some remaining cuts and bruises so her companions will be fresher in the morning.
Yes, this rule means a 20th level sorcerer with a decent INT modifier could throw 30 or more Zero-level
cantrips in a single day. But none of these Zero-level spells is so earth shaking that the game balance will
be horribly affected by this rule, especially when the caster is level 20. What it really does is let spellcasters
throw around a little magical weight. They can play with mending spells, mage hands, etc. to impress the
masses. They can also detect and read magic pretty much as often as they wish without having to prepare
this ability in advance. After all, a doctor cant get through medical school without being able to read his
text books, so how can a spellcaster get through spell school without the same ability.
So try it, your spellcasters will like it and your other players wont feel ripped off because these Zero-level
effects are so minor.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

New Spells
Advanced Polymorph Self
Transmutation (Caster must also be able to cast the Illusion school)
Level: Sor/Wiz 6
Components: V, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
As Polymorph Self, except that any magical powers the creature in question has are emulated by illusions.
For example, a dragon's fiery breath could be produced, and those who believed it would take damage (but
not as much as real dragon breath). In some cases the effect cannot be duplicated. If it does not create any
visible effect, such as a charm, only those who know the creature can use that power are affected. If
someone is so ignorant that they do not know what a Medusa's special power is, their minds do not even
know it is happening, and thus they ignore it. It is therefore best used with powers that have visible effects.
The wizard must have seen the creature. For visible effects, he must have seen it, and for invisible effects,
he must have been affected by it. It is hard, therefore, to duplicate the beauty effects of a naked nymph. The
focus is something from the creature in question. A claw, a scale, an eye, etc will all work.

Bind Familiar
Universal
Level: Sor/Wiz 2
Components: VSM
Casting Time: 1 day
Range: Short Target: 1
Willing Creature
Duration: Permanent
Saving Throw: Special
This spell works almost exactly like the Summon Familiar ability available to Sorcerers and Wizards,
except that it does not summon a familiar. Rather, a creature to serve as the familiar must be provided. This
creature can be of nearly any type, although not of the same or similar species to the caster, so a human
mage could not make a halfling his familiar. Most outsiders, elementals, and magical creatures can be
bound in this way. A person that has been polymorphed into an animal for more than a year is subject to
this spell, but the binding ends (with the usual results) should the person ever become a person again. The
creature must be present at the binding, and when the spell is completed, the creature gets a choice of
whether or not to allow itself to be bound. For the purpose of this choice, any mind affecting spells are
negated, although they resume as usual once it is made. The creature is informed of the caster's identity and
alignment. This ignores any alignment masking spells on the caster, but not alignment changing effects.
Should the creature refuse, the spell ends. Should the creature accept, it is bound like a normal familiar
(Special abilities and armor bonuses are up to the DM). Creatures that have been summoned are now bound
to this plane and the summoning spell ends. Most undead creatures and constructs cannot be bound in this
way. Unintelligent creatures, such as most oozes, also cannot be affected. When the DM decides what the
creature will decide, he must take into consideration certain things. How smart is the creature? If it is an
animal, has the wizard, whatever alignment, taken care of it and given it food? How powerful is the
creature in relation to the wizard? A gold dragon might like a good wizard, but he probably has better
things to do than be a familiar. Some creatures might accept even if they do not like the wizard. A succubus
would probably accept any offer if it meant she could stay in the Prime Material Plane and suck out the
souls of mortals. Also, has the creature been summoned against its will? Most elementals aren't very happy
about their predicament, and generally try to maul the caster if they can get control. Note: When trying to
bind summoned creatures, it is important to remember that the creature has to be present for the entire spell,
which lasts for one day. Check the duration on your summoning spell before you start. Material
Components: 100 gp of magical materials (same as Summon Familiar)

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

Panthers Sense
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This spell grants the subject superior vision and hearing, resulting in a greater overall awareness of what is
going on around the subject. Panthers Sense grants an enhancement bonus to Perception of 1d4+1 points,
adding the usual benefits to ability and skill checks.

Rewind Time
Transmutation
Level: Sor/Wiz 8
Components: V, S, XP
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell sends you back in time to the beginning of your action 1 round before the round in which you
cast this spell. Basically, you have the chance to undo a mistake yours or a companions. You retain full
knowledge of all events that passed in the original timeline right up until you completed this spell, but now
those events have not happened yet so you can attempt to change them. Any random events, such as attack
rolls, saving throws, etc., that take place in the same fashion as the original timeline must be rerolled (if you
or a companion made a save against a fireball originally but now are hit with the same fireball again, the
saving throw must be rerolled).
You may, of course, take different actions this time. You may also, as a free action, give brief instructions to
comrades to prevent a repeat of mistakes they made in the original timeline.
XP cost: 500 XP.

Anti-Construct Ward
Abjuration
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature touched per level
Duration: 10 minutes/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Constructs cannot perceive the warded creatures and act as if they are not there. Unintelligent constructs get
no saving throw, unless their master is within 60 ft. and can see the warded creaturesthen the constructs
use their masters Will save bonus. Intelligent constructs get a saving throw, using their own Will or that of
their master (if the master meets the distance/sight limitation above), whichever is better. Any offensive
action against the fooled construct ends the spell. This magic circumvents a constructs magic immunity,
because the spell is not cast on the construct itself.
Credit goes to Silverthorne Games Book of Templates.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

Appropriate Construct
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You take permanent control of a construct from its rightful master (if any). To resist the spell the construct
uses its own Will save bonus, or that of its creator or legitimate master, whichever is higher. Should the
Will save fail (and you overcome the constructs spell resistance), the construct obeys you as if you were its
master, overriding any other form of influence. If some focus (such as a shield guardians amulet) is
required to use some of the constructs abilities (like the shield guardians shield other ability), you must
posses the focus to access those abilities. The construct otherwise obeys your commands and treats you as
its master.
Material Component: The caster needs one pound of the material from which the construct is constructed
and a diamond worth 100 gp per HD of the construct to be appropriated. Both are consumed by the spell.
XP Cost: The caster must pay one-quarter of the experience cost for creating the construct upon the spells
completion or any time within 24-hours of casting the spell. Until the experience is expended, the construct
stands dormant and unresponsive. An attack sends such a construct into a berserk state, like that of an
ablative construct or clay golem. If the experience is not expended, the original master or set of orders
regains control after the 24 hours are up.
Credit goes to Silverthorne Games Book of Templates.

Bind Construct
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The targeted construct freezes in place, making a saving throw each round to break the binding.
Additionally, a construct may use its masters Will save bonus if the master is within 60 ft. A bound
construct is still aware and may activate any ability that does not require motion, but cannot take any
physical actions.
Material Component: A small amount of the material from which the target construct is made. This
component is pinched between the fingers (or similar appendage) as the spell is cast.
Credit goes to Silverthorne Games Book of Templates.

Block Commands
Abjuration
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

The target of this spell is cut off from any construct of which it is the master. Victims so affected cannot
give commands, mental or otherwise, to controlled constructs. Further, a constructs special abilities that
work through a link to its controller (such as a shield guardians shield other and guard qualities) cannot be
utilized. The constructs react normally to their master other than this communication problem.
Credit goes to Silverthorne Games Book of Templates.

Exchange Minds
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S, DF, M
Casting Time: Two full rounds
Range: Touch
Target: Creature controlling a construct
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The master of a construct has his sentience placed into the target construct and can control that constructs
actions. His body crumples to the floor, inert and helpless. The construct gains the masters mental ability
scores, skills, feats, Will save, and all other mental abilities (such as spellcasting). The construct maintains
all of its physical abilities and special powers, except that it becomes susceptible to mind-affecting spells
for the duration of the masters occupation (if the master is susceptible). When the spell expires, the
consciousness of the master switches back into his body, and the constructs back into its. If the casters
body has been destroyed, he dies. If the construct is destroyed while the master inhabits it, he also dies.
Spells that raise the dead still affect the dead master and his body, according to their rules. The construct is
subject to the rules for that creature type.
This spell can be made permanent.
Credit goes to Silverthorne Games Book of Templates.

Mend Construct
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
You completely repair the hit point damage to the construct touched, so long as it has not been destroyed. It
looks as good as new. Construct magic immunity does not affect this spell.
Credit goes to Silverthorne Games Book of Templates.

Rebuild
Conjuration (Healing)
Level: Clr 7, Sor/Wiz 8
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Destroyed construct touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No
You restore the body of a destroyed construct, and it sees you as its master. Three-quarters of the construct
must be intact for the spell to work, and it cannot have lain destroyed for more than 1 month per caster

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Chapter 11: Spells

level. The construct returns with the Ablative template, but is otherwise whole. A limited wish cast before
this spell can obviate the time limit, but only a wish can make the construct more than ablative.
XP: You must pay 5% of the original XP cost to create the construct.
Divine Material Components: A vial of sacred water and a diamond or crystal worth 5,000 gp.
Arcane Material Component: A 1-lb. piece of the material from which the construct is made and a diamond
or crystal worth 5,000 gp.
Credit goes to Silverthorne Games Book of Templates.

Reign Construct
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One berserk construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You cause the targeted construct to cease berserk activities and reset its berserk chance to 0%. This spell is
only effective against berserk constructs, because the elemental spirit animating them has broken free. It
works against any golem, including those whose Berserk ability reads no known method can reestablish
control. This is one such method.
Credit goes to Silverthorne Games Book of Templates.

Usurp Construct
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You summon a superior elemental force that temporarily dominates the one animating the targeted
construct. Any attempt to control a construct with HD totaling more than twice your level automatically
fails. To resist the spell the construct uses its own Will save bonus, or that of its creator or legitimate
master, whichever is higher. Should the Will save fail (and you overcome the constructs spell resistance),
the construct obeys you as if you were its master, overriding any other form of influence. If some focus
(such as the shield guardians amulet) is required to use some of the constructs abilities (like the shield
guardians shield other ability), you must posses the focus to access those abilities. The construct otherwise
obeys your commands. An unfortunate side effect of this method of control is that the construct is treated as
a summoned creature for the duration of the spell. Thus, protection from evil and similar spells are effective
against the usurped construct. Further, spells like dismissal and banishment act as a targeted dispel magic
against this effect, the latter spell providing +4 to the casters level check.
Credit goes to Silverthorne Games Book of Templates.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Appendix

Appendix
An Essay on Parrying
Parrying is a topic of hot debate out there. Some argue that active parrying adds realism by allowing
characters to take their defense into their own hands by making rolls to block an opponents weapon.
Others argue that the AC system in Dungeons & Dragons takes this kind of thing into account, at the cost of
a little realism, by making a simple mechanic for combat that is easy to understand and implement, and that
speeds up combat considerably when compared to active defending.
Both sides are correct. No matter how ardently I argue for one side or the other, I will not likely convince
anyone with the other viewpoint that I am correct. In fact, since I feel that both sides are correct, it would
be hypocritical of me to argue in favor of either side in this debate.
So why this essay?
This is a document of house rules, intended for free distribution to all Dungeons & Dragons players in the
hope that I can offer some fresh new ideas that might add value to their games. I felt the lack of some
discussion here would be remiss, as players seeking parrying rules should not be sent away dissatisfied with
my document. So here is my position:
Adding parries is a dangerous move on the part of any DM. I know because I did this, years ago, in 2nd
Edition Dungeons & Dragons. The dangers are many:
Characters who have a decent edge in attack modifiers will be able to avoid (or at least nearly avoid)
taking any damage from their weaker opponents
Characters who have more attacks than their opponents will have a huge advantage in combat
Combatants who outnumber their opponents can often gain a huge edge by allowing some to parry
attacks while others attempt to strike their opponents, and this can devastate a smaller group of foes
And woe unto a group who consists of fewer combatants with fewer attacks and weaker attack
modifiers
Sure, all these advantages also exist in the existing Dungeons & Dragons combat system. But these should
all be advantages; they should all give some edge to the combatants who posses these advantages. And the
current system does give the edge to those who have these advantages. Adding additional parrying rules
gives two edges to whoever has these advantages, allowing them to exploit an ever-widening gap of combat
excellence as they gain more levels, more skills, and more advantages.
Allowing Dungeons & Dragons combat to give additional or enhanced advantages by including parry rules
makes it increasingly harder to challenge the players as their characters rise in level and get more powerful.
Soon, DMs will have to modify every adventure they purchase, download, or find in official publications.
If a purchased adventure claims to be for 4-6 characters of 6-8th level, the DM will find that 4-6 characters
of 4-5th level are more appropriate for the adventure. I know. Ive been there. It happened to me.
My recommendation is to choose one or the other. It is too unbalancing in the game to have both. So either
choose AC, or choose Active Defense (parries and dodging). Please, please, dont choose both. If you do,
youll have 10th level characters practically immune to any attacks from 8th level characters, but practically
defenseless against 12th level characters the disparity would be too great. Please trust me on this.
My solution was to totally change the whole combat system of 2nd Edition Dungeons & Dragons, as I truly
believed in active defense (dodging and parrying), and I still believe in them. But when I was through, I
had no AC, I had drastically lowered HP (10th level fighters in my system typically had about 30-40 hp and
20th level fighters would have about 50 HP), and I had created and play-tested a number of active defense
rules. Changing AC and HP required rewriting many rules in classes, in combat, in spellcasting (healing
and damage spells), and in magic items. And from that time on, I had to modify every monster in the

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Appendix

published material. I couldnt use any adventures I purchased right out of their packaging; I had to change
them cover to cover to allow for my new rules and to adjust the difficulty of the adventure to properly
challenge the characters. In addition, simple combats that could have been resolved in a few minutes now
took many times longer to resolve. It created a huge hassle, but I did it because I believe in active defense.
Now some of you are saying that a simple opposed attack roll to parry takes no more rolling than soaking
the damage then making an attack roll. This is true; I agree. But if parrying is successful, a simple 4 or 5
round battle can last for 20 or 30 (or more) rounds as everyone parries everyone else. And if parrying
doesnt extend the number of rounds, and drastically so, then that means most characters are missing their
parries and getting hit anyway. If so, what is the point of creating extra rules and extra hassle if everyone
gets hit anyway? Besides, just adding a simple opposed attack roll to parry falls into the trap I described
above about having a double advantage in combat; some adjustment to how AC and HP work becomes
necessary or that double advantage begins to spiral out of control.
In short, realistic active defense is a huge hassle. It will totally change many combat mechanics, will
demand a near-total rewrite of the combat rules, will necessitate huge effort from the DM to modify
published adventures, and will slow down game play. If active defense does not do this, then perhaps the
active defense system is not as realistic as it could be.
I felt it was worthwhile, so I did it. Players who have gamed with me all tell me they love the realism of my
game. It still feels like 2nd Edition Dungeons & Dragons, but it is much more realistic (or so they tell me),
and I agree. But unless you are willing to do the same, or are willing to adapt simple and unrealistic active
defense rules (ignoring the ripple effects they cause in classes, spells, and magic), or are willing to allow
the double advantage of AC and active defense, you should probably reconsider including active defense at
all.
In conclusion, where adding active defense causes so many challenges, and considering that the AC system
works quite well, if a bit simplistically, it only seems the wiser course to leave the system as it is. But, some
players (myself included) will want something, anything, to allow characters to improve their defense
through training, rather than just donning heavier armor and adding magical protection.
A simple solution presents itself without changing any game mechanics:
Add parrying and dodging feats that simply reduce your attacking effectiveness and increase your AC.
In the Feats section of this document I have included a number of feats that do just that.

An Essay on Hit Points


Why is it entirely possible, per the unchanged PHB, for a character to have over 300 HP? Sure, thats a lot.
It would only require a character to have a 20 Constitution (achievable for some 1st level characters like
dwarves, and certainly possible for any 20th level character who put some ability score advances into
Constitution) and roll an average of 10 on his hit dice. Difficult even for barbarians, entirely unrealistic for
fighters, but possible. Even taking average rolls for barbarians, they would have 230 HP at 20th level.
Sheesh, thats still an awful lot of HP for about 200-250 pounds of flesh and bone.
Most proponents of the Dungeons & Dragons Hit Point system will tell you that hit points dont just
represent physical toughness, and I would agree. If a 1st level character can be dropped with 1 or 2 hits with
a standard martial weapon, then why, a few years later, when shes 20th level, does it take 40 or 50 hits with
the same weapon to do her in? No logical, physical explanation for this. Think of the movie, Rob Roy. At
the end, the hero drops that English lord with one blow from his sword. You get to glimpse the damage: a
gaping slash through his collar bone and down his chest with shattered ribs jutting out. Pretty gruesome.
Now imagine having to do that 40 or 50 times to drop a high-level character. Even the black knight in
Monty Pythons Holy Grail wasnt that tough.

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Appendix

No, most people will defend the system by claiming that HP also represent experience, agility, mobility,
cleverness, doing whatever it takes to get out of the way of damage. Thus, while 1 or 2 hits can drop that 1st
level character, its reasonable to assume that 1 or 2 hits (or maybe 3 or 4 to represent increased toughness)
would still do her in at 20th level, but you have to get in 40 or 50 good shots. Shots that should have hit but
she was too quick, too agile, too experienced - so almost all of them miss.
The PHB, on page 128 under What Hit Points Represent supports this theory.
OK, I will buy that reasoning. It makes for a simple mechanic, and the only real alternative is to allow
combatants to actively defend (as with parries and such), and I just shot that down in the parrying essay.
This works out well, keeps the mechanic simple, it even works well in light of the rules for Natural Healing
on page 129 of the PHB.
BUT
It falls apart with the rules for magical healing.
To quote the PHB on page 128, A 10th level fighter who has taken 50 HP of damage may be about as
physically hurt asthe 1st level fighter who has taken 5 points of damage If this is true, then why does a
Cure Light Wounds spell heal 1d8 HP to both fighters? To follow the PHB reasoning, the 10th level fighter
really took 5 hit points of damage and expended 45 HP worth of dodging, avoiding, and preventing
damage. 45 HP spent turning a serious blow into a less serious one, to (nearly) quote the PHB again.
So when a cleric casts a Cure Light Wounds (or any other healing spell) on the fighters, how does this spell
cure the dodging, avoiding, and preventing of damage? It cant. Shouldnt the healing process be a reverse
of the damage process? And if the damage process takes avoiding damage into consideration, shouldnt the
healing process also consider it?
The proper solution to maintain consistency with the PHBs definition of Hit Points is to either multiply the
amount of healing rolled on the die (dice for other Cure spells) by the characters level, or multiply the
number of dice rolled by the characters level. Thus, a Cure Light Wounds spell would heal the 10th level
fighter either 1d8 x 10, or 10d8 HP, whichever the DM decided she preferred in her game.
However, this makes healing spells extremely powerful, and in my opinion, overbalances them within the
framework of the Dungeons & Dragons magic system. So I propose an alternate healing system:
Add a number of HP to the amount rolled by any magical healing source (spells, potions, magic items, etc.)
equal to the recipients level x the number of dice rolled.
Thus, a Zero-level Cure Minor Wounds, which rolls no dice, will only heal 1 point, because no matter what
the recipients level, when you multiply it by zero, you get zero and so nothing is added. Cure Light
Wounds rolls 1 die, so will heal 1d8 + recipients level, +1 point per caster level up to +5. Cure Moderate
Wounds rolls 2 dice, so will heal 2d8 + 2x recipients level + 1 point per caster level up to +10. And so on.
This rule is a blend of the existing PHB magical healing rules and the idea of considering that most of the
damage being healed wasnt actual physical damage, but was HP expended in avoiding actual physical
damage.

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Appendix

An Essay on Spellcasting
An awful lot of Dungeons & Dragons players have been dissatisfied with the prepare/forget method of
spellcasting. This dissatisfaction has been evident for two and a half decades of playing Dungeons &
Dragons. I know, for I have been one of the dissatisfied.
The common argument against this mechanic is simple and obvious: Does a surgeon who spent 8 years
learning his profession forget how to perform surgery immediately after he finishes a surgical procedure?
Of course not. So why do spellcasters forget how to perform their professions every time they cast a spell?
This argument is simple and to the point. If one looks at it this way, its hard to refute with logic.
But the PHB explains this a little differently. According to the PHB, the spell is not forgotten. The
spellcaster doesnt forget anything; she still knows how to cast spells. She still understands the basics, and
even the advanced, of the spell she just cast. What she lost was the magical impression in her mind.
An easy way to think of preparing and casting spells is to compare it with creating a scroll. To create a
scroll, a spellcaster begins with blank paper or parchment. She then inscribes the magical formulas, along
with a healthy smattering of runes and symbols, onto the blank parchment. In the process, she is actually
casting the spell, but in a different way then normal. This process even consumes the spell components as if
she were casting the spell. Normally, casting a spell (Magic Missile, for instance) involves selecting a target
and releasing the magical energy so that it affects the target. When creating a scroll, the spellcaster casts the
spell in such a way that the magical energy is not released, but is instead moved into the scroll itself. What
has happened is that the scroll now has the power to cast the spell one time at no cost to its user, just by
having someone read it.
The process by which a spellcaster prepares a spell is very similar. She begins with a blank mind and
mentally inscribes the magical formulas, runes, and symbols in her brain. In the process the moves the
magical energy into her mind. This is effectively the same as preparing a scroll. Now her mind has the
power to cast the spell one time at no cost to the spellcaster, just by mentally reading that prepared spell.
(As an aside note, expenditure of spell components and loss of XP for those spells with XP losses occurs at
the time the spellcaster casts the spell, not at the time it is prepared this is one difference between casting
a spell and preparing a scroll).
Once the spell is cast, the spellcaster can probably still remember most of the details, perhaps every detail,
about the spell just cast. However, the magical energy has been released and is now gone from her mental
image of the spell; the memory of the spell is totally useless without that magical energy. Now the
spellcaster must empty her mind to remove that vestigial, powerless spell memory. This is an automatic
process that takes no time and carries no risk of failure. Of course, this selective forgetting is all part of the
training all spellcasters, even sorcerers, undergo when they learn to cast spells (even if this learning process
was self-taught, as with many sorcerers). Once the spell is forgotten, the spellcasters mind is blank again,
ready to be mentally inscribed with a new spell.
Fortunately for spellcasters, they are able to train their minds, with experience and gaining levels, to hold
dozens of spells, far more than any scroll will ever hold.
This process I have described above is very similar to that described on page 154-155 of the PHB. There
are some minor differences. One minor difference is that the PHB claims that preparing a spell is casting
most of the spell; the casting is finished when the spellcaster actually casts the spell later that day. This
subtle difference allows for a new spellcasting rule I have added that allows a wizard to occasionally, and
with some difficulty and risk, retain the spell energy so she can cast that same spell again. See the Spell
Retention section of Chapter 10: Spells in this document.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Appendix

An Essay on Metamagic
I have tried to find an interest in taking Metamagic feats for my spellcasters, but other than the old trusty
hey, this has a good role-playing angle I cannot justify almost any Metamagic feat. They just dont seem
worth the increased level, particularly the feats with fairly large level adjustments, nor do they justify
giving up a useful feat such as Spell Penetration or Combat Casting or Spell Focus or perhaps even an Item
Creation, etc. Some examples:
A Maximized Fireball requires a level 6 slot to prepare and it inflicts 60 damage to all within its area.
Compared to the power of Circle of Death, Disintegrate, Chain Lightning, or even Summon Monster VI,
this is marginally acceptable. Note that the targets will save vs. a level 3 Fireball, somewhat easier than
saving against a level 6 Disintegrate. Also note that the Maximized Fireball requires the spellcaster to give
up a precious feat, one that could have been used more wisely, just to cast a Maximized Fireball that isnt
really any better than the other 6th level spells he knows. Given all this, and the fact that just about any
spellcaster can get by with the actual 6th level spells, this would be a waste.
An Empowered spell has +50% more damage for only +2 levels. This seems nice. But using the example
given in the feat description in the PHB, an Empowered Magic Missile will roll 1d4+1 x1.5 per missile.
This would take a 3rd level spell. The caster, at minimum level, could choose to fire three missiles that hit
for an average damage of 5.25 HP each, hitting one opponent for about 16 HP damage or three opponents
for about 5 HP each. Or he could prepare a Fireball and do 5d6 damage, averaging 17-18 HP damage to one
opponent targeted and inflicting the same damage to anyone else near him. Sure, the Fireball allows a save
for half that Magic Missile does not. But the Fireball might, if used in the right situation, hit a dozen or
more enemies, all for around 17-18 HP each.
An Enlarged spell has 2x its normal range. This seems useful and worth being one level higher. But in
practice, many battles are not fought at such range that this feat would be useful, making it unnecessary
much of the time. Also, doubling the range of most spells still leaves the spellcaster tragically outgunned by
anyone with a bow or crossbow as just about every spell has such a short range that even doubled, it is still
only a fraction of the range of a good missile weapon.
A Chained Lightning Bolt spell (per Tome and Blood) requires a level 6 slot. Exactly the same slot as a
Chain Lightning spell would use. Comparing the two, assuming a wizard of minimum level (11) to cast 6 th
level spells, the Lighting bolt would do 10d6 to its target then chain to 11 other targets for half damage
each. They would all save against a 3rd level spell for half damage. The Chain Lighting would hit the first
target for 11d6 then chain to 11 other targets for half damage. They would all save against a 6th level spell to
take half damage. And, to get this weaker version of this spell, the wizard had to waste a feat on it. Worse, a
sorcerer had to waste a feat AND turn his spell into a full round spell to cast it. (Yes, I know the Chain Spell
feat cannot be applied to Lightning Bolt because Lightning Bolt is an area-effect spell, but it makes for a
perfect comparison otherwise due to the existence of the Chain Lightning spell).
A Maximized Cure Light Wounds cast by a 7th level cleric heals 13 HP. A Cure Critical Wounds cast by the
same cleric heals 11-39 HP, averaging 25 HP.
An Empowered Cure Moderate Wounds cast by a 7th level cleric heals 13-35 HP, averaging 24. A Cure
Critical Wounds cast by the same cleric heals 11-39 HP, averaging 25 HP.
A Maximized Cure Serious Wounds cast by an 11th level cleric heals 35 HP. A Heal cast by the same cleric
heals all wounds, possibly hundreds of HP, and also cures blindness, deafness, disease, and even temporary
ability damage.
The problem is that these feats require spell slots too high for the actual benefit gained. In most cases I can
think of, I probably would not use the Metamagic Feat even if it was just a free class ability, and I certainly
would not waste a precious feat learning how to do most of this junk.

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Appendix

Sure, there are a few positive advantages. It would be nice for a sorcerer to just learn Lightning Bolt and
never have to learn Chain Lightning, that way he could use one of his valuable spell knowledge slots on
something different instead of just upgrading a spell he already knows. Also, some of the Metamagic feats
have special adaptations, like casting spells unobserved, or without components, etc. These minor
advantages might be worth raising the level of the spell a bit, but still, the cost of a precious feat to do this
almost makes them not worthwhile, either.
The solution is simple. I have reduced the slots of almost every Metamagic feat. This results in some
changes to my above examples:
A Maximized Fireball requires a level 5 slot to prepare and it inflicts 60 damage (level 10+ caster) to all
within its area. Compared to the power of Cloudkill, Cone of Cold (average 35 damage), or even Summon
Monster V, this is fairly acceptable, despite the easier saves (level 3 vs. level 5).
An Empowered spell has +50% more damage for +1 level. This is more practical. Thus the Empowered
Magic Missile compares fairly favorably to Flaming Sphere and Melfs Acid Arrow.
An Enlarged spell has 2x its normal range but uses the same level slot. Sure, you may not need it often, and
bows and crossbows still have many times your range, but now your 2x range Fireball is still only 3 rd level,
so maybe its worth the feat, now.
A Chained Lightning Bolt spell (per Tome and Blood) requires a level 5 slot. You can learn this two caster
levels lower than Chain Lightning so use it sooner. This alone might make it valuable.
A Maximized Cure Moderate Wounds cast by a 7th level cleric heals 23 HP. A Cure Critical Wounds cast by
the same cleric heals 11-39 HP, averaging 25 HP much closer.
An Empowered Cure Serious Wounds cast by a 7th level cleric heals 15-46 HP, averaging 30. A Cure
Critical Wounds cast by the same cleric heals 11-39 HP, averaging 25 HP probably worth the feat.
No Metamagic feat can make any Cure Wounds spell compare with heal...
The newer examples all show that these changes are fair and reasonable, and with this change the
Metamagic feats might be worth taking now.
Note that few judgment calls need to be made.
Now all Metamagic feats require a full round action to use. Any spell enhanced by any Metamagic feat
regardless of the class of the caster will be treated as a full round action. If the Quicken Spell feat is used,
alone or in conjunction with other feats, that spell becomes a free action as indicated in the description of
the Quicken Spell feat. Note that this rule makes it more difficult for a spellcaster to use an enhanced
healing spell to heal a fallen companion unless that companion is within the casters 5 move range.
Many Metamagic feats are listed as +0 Levels. These feats dont change the level of the spell slot required
to prepare or cast a spell enhanced by these feats. Any one such feat, such as Still Spell can be added
without requiring a higher-level spell slot, but it still causes the spell to become a full-round spell.
However, if more than one +0 feats are stacked on the same spell, only one of them is treated as a +0
Levels. Each additional +0 Metamagic feat is treated as if it were +1 Level instead. Thus, a Still and Silent
spell would require a slot 1 level higher. A Still, Silent, and Enlarged spell would require a slot 2 levels
higher, and a Still, Silent, Enlarged, Maximized spell would require a slot 4 levels higher
With these changes, spellcasters might be justified in taking these feats and putting them to good use.

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Appendix

An Essay on Spell Resistance


As written, the rules for Spell Resistance (SR) are almost worthless. At least, the Spell Resistance is almost
worthless for everything that has it. Some examples follow, but first to understand the problem, one must
understand challenge ratings (CR). The challenge rating given for a monster represents the level of
adventuring party that should face it. Thus, the challenge rating for an ancient wyrm black dragon is 21, so
any group of adventurers facing it should be that level, or close to it, for a good challenge. Sure, some DMs
may use the monster as a nightmare battle for weaker characters, or a simple battle for stronger characters,
but the average, suggested level is equal to the CR. Thus, taking the CR literally, we assume the spellcasters
attempting to overcome the SR of a monster are exactly the level suggested by the monsters CR.
Now for those examples, assuming the level of the spellcaster is the same as the monsters CR and that the
spellcaster has never taken any feats to improve spell penetration, nor does he have any magic items or
other abilities to assist this roll:
Drider: CR 7 SR 14. A level 7 spellcaster will fail only 30% of his spells.
Demon, succubus: CR 9 SR 12. A level 9 spellcaster will fail only 10% of his spells.
Demon, glabrezu: CR 15 SR 21. A level 15 spellcaster will fail only 25% of his spells.
Demon, balor: CR 18 SR 28. A level 18 spellcaster will fail only 45% of his spells.
Devil, pit fiend CR 16 SR 28. A level 18 spellcaster will fail only 55% of his spells.
Very old black dragon: CR 17 SR 23. A level 17 spellcaster will fail only 25% of his spells.
Ancient wyrm black dragon: CR 21 SR 28. A level 21 spellcaster will fail only 30% of his spells.
Very old red dragon: CR 20 SR 26. A level 20 spellcaster will fail only 25% of his spells.
Ancient wyrm red dragon: CR 25 SR 32. A level 25 spellcaster will fail only 30% of his spells.
Very old gold dragon: CR 21 SR 28. A level 21 spellcaster will fail only 30% of his spells.
Ancient wyrm gold dragon: CR 26 SR 33. A level 26 spellcaster will fail only 30% of his spells.
Titan: CR 21 SR 25. A level 21 spellcaster will fail only 15% of his spells.
Tarrasque: CR 20 SR 32. A level 20 spellcaster will fail only 55% of his spells.
A few creatures such as yuan-ti and many devils seem just about right, and a few creatures such as hags and
celestials have an inordinate amount of SR compared to their CR. I assume based on all the other
meaningless levels of SR throughout the Monster Manual that the game designers planned these monsters
to be particularly spell resistant, but they are the uncommon exception.
Note that many of those creatures are the biggest baddest monsters in the book. Balors, pit fiends, ancient
wyrms, titans, tarrasques. Yet none of them, except maybe the tarrasque, has enough SR to really affect the
outcome of a battle enough to warrant their tremendous reputation. Even the tarrasque, the legendary
monster of horrific proportions, unbeatable juggernaut of inestimable destruction, only resists half of the
spells cast at it.
As for magical items that give SR, when you compare the price of the item to table 2-44 on page 58 of the
DMG, you see that a mantle of spell resistance (90,000 gp, SR 21) is inappropriate for any character less
than 17th level, and even at 17th level its only appropriate if that is the only decent item that character owns.
Yet if he fights a 17th level spellcaster opponent, an even battle, that spellcaster will only fail 15% of his
spells. Even worse, robe of the archmagi (75,000 gp, SR 17) grants such little SR that any even level
spellcaster will only fail his SR roll 5% of the time (with a natural 1).
And remember, SR is not stackable. A balor wearing a mantle of spell resistance still only has SR 28.
Based on all this, I concluded that its easier to make a simple rule change than to go in and rewrite the SR
of most monsters and items. And that rule change is to modify the rules for spellcasters overcoming SR by
not allowing them to add their spell level, but instead allowing them to add the level of the highest level
spell they can cast. Under this rule, the above examples become as follows:

Blake Walkers House Rules for Dungeons & Dragons 3rd Edition

Appendix

Drider: CR 7 SR 14. A level 7 spellcaster will fail 45% of his spells.


Demon, succubus: CR 9 SR 12. A level 9 spellcaster will fail 30% of his spells.
Demon, glabrezu: CR 15 SR 21. A level 15 spellcaster will fail 60% of his spells.
Demon, balor: CR 18 SR 28. A level 18 spellcaster will fail 90% of his spells.
Devil, pit fiend CR 16 SR 28. A level 16 spellcaster will fail 95% of his spells.
Very old black dragon: CR 17 SR 23. A level 17 spellcaster will fail 70% of his spells.
Ancient wyrm black dragon: CR 21 SR 28. A level 21 spellcaster will fail 90% of his spells.
Very old red dragon: CR 20 SR 26. A level 20 spellcaster will fail 80% of his spells.
Ancient wyrm red dragon: CR 25 SR 32. A level 25 spellcaster will fail 110% of his spells.
Very old gold dragon: CR 21 SR 28. A level 21 spellcaster will fail 90% of his spells.
Ancient wyrm gold dragon: CR 26 SR 33. A level 26 spellcaster will fail 115% of his spells.
Titan: CR 21 SR 25. A level 21 spellcaster will fail 75% of his spells.
Tarrasque: CR 20 SR 32. A level 20 spellcaster will fail 110% of his spells.
Now those numbers seem more appropriate for such high-level terrifying encounters.
If some of these percentages seem too high, remember that spellcasters can learn Spell Penetration which
knocks 10% off those figures, and Greater Spell Penetration to knock another 10% off. Also remember that
some of those figures require character levels above 20th level. If you are using the Epic Level Handbook,
these characters probably have Epic Spell Penetration awarding yet another 10% reduction and probably
have one or more Improved Spellcasting feats to cast spells above level 9.
Just one example of a combat-ready spellcaster with all three Spell Penetration feats and two levels of
Improved Spellcasting (more appropriate for a level 25 spellcaster):
Ancient wyrm red dragon: CR 25 SR 32. A level 25 spellcaster will fail 70% of his spells.
And that Ancient wyrm gold dragon wont really resist 115% of a level 26 spellcasters spell. More likely,
that level 26 spellcaster can cast at least 11th level spells (maybe even 12th level spells), and has a minimum
of Spell Penetration and Greater Spell Penetration (and maybe even Epic Spell Penetration), so the dragon
would most likely only resist at most 85% of the spells, and possibly only resist 70% of the spells and this
dragon is the most resistant monster in the Monster Manual (compared to appropriate CR encounters)
And for the other monsters, such as hags and celestials who, under this rule change, become impossible to
hit with spells, even with some of these feats? Well, no rule is perfect, and DMs may have to lower the SR
of these monsters a bit. Seems easier and less work than going the other way around: adding SR to far more
monsters and magic items.

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