House Rules - Feats

Feats are one of the primary methods that 4E D&D uses for character customization over the long-haul - they affect characters in many different fashions, providing new options or enhancing existing ones. Collected here are all the feats we've developed for our home games.

In addition, the release of supplements have, over time, obviated the need or purpose for many feats - some no longer do anything, due to rules updates, and others are completely eclipsed by a similar, but superior in every way, feats printed later. See the 'obsolete feats' tab for a listing of feats not currently available for either reason. Over time, we hope to offer alternate versions of many of these feats that are worth taking.

Heroic-Tier Feats

Expert Ritualist [Heroic Feat]

Working ritual magic is simple for you, whether due to a natural gift or an abundance of training.
Prerequisites: Ritual Caster, Int 13 or Wis 13
Benefit: You may cast a number of rituals each day equal to your Intelligence or Wisdom modifier at 1/10th normal cost, provided the ritual doesn't create an object of value. In addition, you gain a +2 bonus to all skill checks made to perform a ritual.

Flail Entanglement

The weight and heft of your flail - as it crashes into your foe's side - is enough to keep him from moving away.
Prerequisites: Str 15, Dex 13
Benefit: When an adjacent enemy you hit with a weapon attack using a flail since the start of your last turn shifts away from you, you can slide the enemy 1 square to a square adjacent to you before the shift.

Ranged Trickster

You don't need to get in close to throw someone off.
Benefit: You can use Disarm, Trip, and Minor Feint with a ranged weapon or an implement. If you use a ranged weapon, they use that weapon's range. If you use an implement, you gain a +2 bonus to the attack and it gains Ranged 10.

Ritual Caster [Heroic Feat]

You have trained your mind to work with rituals, finding them easier to master and far less costly to perform.
Benefit: You can learn and record a ritual in 1/5 the time that is normally required. In addition, you have learned to make small substitutions in the materials required to perform a ritual, allowing you to do so more cheaply. You may cast a single ritual per day, per-tier (one at heroic, two at paragon, etc.) at no cost, provided the ritual doesn't create an object of value.

Tricky Combatant

You have learned to work maneuvers into the brief moments of opportunity you have when an opponent lowers his guard.
Benefit: You can use Disarm, Trip, and Minor Feint as melee basic attacks. In addition, you can use minor feint as a free action after making an attack.

Paragon-Tier Feats

Lashing Flail

When you attack with a flail, you can batter and stagger your foes, sending them where you wish.
Prerequisites: 11th level, Str 17, Dex 13
Benefit: When you use a flail to hit an enemy with an attack, you can slide that enemy 1 square to a square adjacent to you as a free action after the attack is resolved.

Epic-Tier Feats

Racial Feats

Battering Surge

Your wounds convince you to alter your tactics, bringing in your allies to finish the foe.
Prerequisite: Gnoll, leader role, brutal surge racial power
Benefit: When you use your brutal surge, the target takes a -2 penalty to all defenses until the start of your next turn.

Blood Magic

You know the secret arts that allow gnoll to draw magical power from the blood of a willing creature.
Prerequisite: Gnoll, any arcane or primal class
Benefit: You may use blood as a special component when performing a ritual. Blood drawn from a sentient creature deals damage equal to its bloodied value, and grants a +2 bonus to all skill checks related to the ritual being performed.
In addition, you gain the Blood Sacrifice power.

Blood Sacrifice

Gnoll Feat Power

You draw blood from a willing subject and use it to empower your spells.

Encounter

Arcane, Primal

Minor Action

Melee 1

Target: You or a willing creature

Effect: The target takes 5 damage that cannot be prevented in any way. At 11th level, increase this damage to 10, and to 15 at 21st level. You gain a +2 bonus to the attack roll of the next arcane or primal attack you use.

Claw and Chain Warrior

You have a gift for the weapons favored by gnolls - your own claws, and flails of all sorts.
Prerequisite: Gnoll
Benefit: You gain proficiency in all simple and military flails. In addition, you gain a +2 feat bonus to damage rolls with flails and your claws. The bonus increases to +3 at 11th level and +4 at 21st level.

Corrupted Rituals

The secret of gnoll blood magic is known to you, but you turn it to a darker end than do your kin.
Prerequisite: Gnoll, any shadow class
Benefit: You may use blood as a special component when performing a ritual, but it requires a helpless or willing donor, who dies as a result of the donation, but you gain a +5 bonus to all skill checks related to the ritual being performed.
In addition, you gain the Steal Spirit power.

Steal Spirit

Gnoll Feat Power

Remorselessly, you slit the throat of the helpless creature, drawing strength from its dying breath.

Daily

Shadow

Standard Action

Melee 1

Target: One dying creature

Effect: You deal damage equal to the target's bloodied value. Until the end of the encounter, you gain a +2 bonus to all attacks.

Furious Bloodletting

Your blood enrages you beyond that of your kin, sending you into a frenzy of activity when bloodied.
Prerequisite: Gnoll, any martial class
Benefit: When you are bloodied, you gain a +2 racial bonus to damage rolls (increase the damage bonus to +4 at level 11, and +6 at level 21). If you or your target is adjacent to a bloodied ally, increase the bonus to +3 (+6 at 11th level, +9 at 21st level). In addition, the first time you are bloodied during an encounter, you gain a +2 bonus to attack rolls until the end of your next turn.

Pack Warrior

You are used to fighting in a group, and both support and gain support from your comrades.
Prerequisite: Gnoll
Benefit: As long as an enemy has at least two of your allies adjacent to it, you and all adjacent allies gain a +1 bonus to melee attacks against it.

Reckless Surge

When hurt, you throw everything you have behind your attacks in a desperate frenzy.
Prerequisite: Gnoll, striker role, brutal surge racial power
Benefit: When you use your brutal surge, you may choose to do an additional 2 damage until the end of your next turn, but you grant combat advantage. This damage bonus increases to 4 at 11th level and 6 at 21st level.

Silent Warrior

You are a hunter born, silent and deadly - and your enemies are unprepared for your sudden assault.
Prerequisite: Gnoll, trained in Stealth
Benefit: During a surprise round, you can take a standard, move, and minor action as long as you aren't surprised.

Terrifying Surge

The sight of you fighting all the stronger when wounded draws your enemies to finish you off before you recover.
Prerequisite: Gnoll, defender role, brutal surge racial power
Benefit: When you use brutal surge, each enemy adjacent to you is marked by you until the end of your next turn. If you are a warden, instead, each enemy within 2 squares of you is marked by you until the end of your next turn.

Unbalancing Surge

The extra oomph you throw into your attacks while wounded is enough to stagger your foes.
Prerequisite: Gnoll, controller role, brutal surge racial power
Benefit: When you use your brutal surge, each target you hit with the triggering attack is unbalanced.

Vicious Rush

Your great size and strength means that you can inflict some damage even when you're just throwing your weight around.
Prerequisite: Gnoll, any martial or primal class
Benefit: You deal 0[W] + your Strength modifier damage when you perform a bull rush.

Class Feats

Elemental Explosion

In times of need, you are able to summon the raw power of the elements for your benefit.
Prerequisites: Sorcerer, elemental magic class feature
Benefit: You can swap your highest-level daily attack power for the elemental escalation power. The elemental escalation power functions as a daily attack power for you, but can be triggered by attacking with either a sorcerer at-will or encounter power.

Inspiring Smite

Your arm is tireless, but smiting an enemy provides you with a surge of energy nonetheless.
Prerequisite: Vindicator, Smite power
Benefit: When you hit with an attack after using Smite, you gain a +2 power bonus to attacks against the target until the end of your next turn.

Pressing Fervor

Your desire for vengeance is strong, and you deliver it quickly.
Prerequisite: Vindicator, righteous judgement class feature
Benefit: When you roll initiative at the start of an encounter, you gain two judgement tokens. In addition, whenever you spend an action point you gain a judgement token.

Tireless Champion

You refuse to allow yourself rest when you should be acting.
Prerequisite: Vindicator, righteous judgement class feature
Benefit: When you hit with an attack after using Smite, you can use your second wind as a move action until the end of your next turn.

Multiclass Feats

Secondary Focus

You have devoted extra time to your other skills, making them more of a part of your style.
Prerequisite: Any class-specific multiclass feat
Benefit: You gain an at-will power from your multiclass as an encounter power, as well as the ability to retrain one each of your encounter, daily, and utility powers to those from your multiclass.

Dedicated Dabbler

Your devotion to your secondary skills has increased to the point that they're as natural to you as your primary calling.
Prerequisite: 11th level, Secondary Focus feat
Benefit: You can use the power you chose from Secondary Focus as an at-will power, and you can retrain an additional one each of your encounter, daily, and utility powers to those from your multiclass.

Single-Class Feats

Multiclassing in 4E, even without using power-swap feats, offers many rewards - in addition to the fact that it's nearly always better to multiclass than take skill training, you also gain access to new feats, paragon paths, and power sources. The feats below are designed to offer commensurate mechanical benefits for those who choose to focus on their primary class and not pick up the power benefits of multiclassing.

Breadth of Skills

Your time spent honing your craft has increased your understanding of the basics of your techniques.
Prerequisite: You must not have multiclassed
Benefit: You gain an at-will power from your class as an encounter power, as well as training in a class skill. Taking this feat counts as multiclassing within your own class (and thus preventing you from taking other class-specific multiclass feats.)

Commanding Warlord

You have expanded your studies of martial tactics and strategies, allowing you to adapt better to the flow of battle.
Prerequisite: Warlord, Breadth of Skills feat
Benefit: You gain a second warlord Commanding Presence. You can apply only one Commanding Presence benefit for each action point spent.

Fervent Devotee

Your faith is strong, and you have not allowed yourself to be led away from pursuit of it.
Prerequisite: Cleric, Breadth of Skills feat
Benefit: You can use your Channel Divinity feature an additional time each encounter, but you may still use each channel divinity power only once.

Fickle Servant

Your hunger for power is strong, and your loyalty to any particular patron, nonexistent.
Prerequisite: Warlock, Breadth of Skills feat
Benefit: You gain a second warlock pact, but you do not gain the at-will attack power it would normally grant.

Versatile Warrior

Your mastery of weapons isn't limited to just a single form any longer - you have greatly increased your versatility.
Prerequisite: Fighter, Breadth of Skills feat
Benefit: You gain a second fighter Talent. You can only gain a bonus to each of attacks, damage, or defenses from one fighter style at a time.

Varied Tactics

When fighting dirty, there's never just one way to get the job done. You've learned more methods than most.
Prerequisite: Rogue, Breadth of Skills feat
Benefit: You gain a second rogue Tactic. You can only gain a bonus to attacks, damage, or defenses from one rogue tactic at a time.

Wily Skirmisher

You understand better than most that the best way to survive a fight is to use whatever tools at hand, and have adapted to do be more able than most at such.
Prerequisite: Ranger, Breadth of Skills feat
Benefit: You gain a second ranger Fighting Style.

Changed Feats

  • Ritual Caster (allows you to cast some rituals for free, see heroic feats)
  • Lashing Flail (completely changed, see paragon feats)

Obsolete Feats

  • Flash of the Blade (superceded by Cunning Stalker)
  • Crossbow Caster (no longer necessary, see artificer)