Combat Feats

Many of these feats can be taken as bonus feats by fighters and martial artists. Those with [fighter] after the feat name can be taken as bonus feats by fighters, and those with [martial arts] can be taken as bonus feats by martial artists.

Feat

Prerequisites

Called Shot

Proficiency with ranged weapon

Point-Blank Shot

Precise Shot

Base attack bonus +4

Close-Quarters Fighting

Base attack bonus +3

Crossbow Expert

Point-Blank Shot

Weapon Focus (crossbow)

Base attack bonus +6

Crossbow Master

Point-Blank Shot

Weapon Focus (crossbow)

Crossbow Expert

Precise Shot

Sneak attack ability

Base attack bonus +8

First Strike

Combat Reflexes

Quick Draw

Base attack bonus +6

Improved Aimed Shot

Point-Blank Shot

Base attack bonus +6

Improved All-Out Attack

Base attack bonus +6

Improved Dodge

Dex 13+

Dodge

Base attack bonus +5

Negate Critical

Combat Reflexes

Dex 13+

Dodge

Base attack bonus +6

Rapid Strike

Dex 15+

Dodge

Mobility

Base attack bonus +7

Improved Rapid Strike

Dex 15+

Dodge

Mobility

Rapid Strike

Int 13+

Combat Expertise

Spring Attack

Base attack bonus +11

Called Shot [general, fighter, martial arts]

You can put an arrow exactly where you want it.

Prerequisites: Base attack bonus +4, Point-Blank Shot, Precise Shot, proficient with ranged weapon.

Benefit: Using this feat requires the aimed shot action (see the Improved Aimed Shot feat below). Choose a number not exceeding your base attack bonus. You make your attack roll with a penalty equal to this number. If you hit, add twice this number as a bonus to your damage roll.

You can only take a called shot at a target within 30 feet. You cannot use Manyshot with a called shot, since the extra missiles hinder your ability to aim.

Special: You may gain this feat multiple times. Its effects do not stack. Each time you gain this feat, it applies to a new weapon.


Close-Quarters Fighting [general, fighter]

[This feat is modified from that presented in Sword and Fist.] You are skilled at fighting at close range and resisting grapple attacks.

Prerequisites: Base attack bonus +3.

Benefit: If an opponent with the improved grab ability or the Improved Grapple feat attempts to start a grapple with you, you can take an immediate attack of opportunity against them. If you hit, any damage you deal with your attack of opportunity is added to your grapple check to avoid being grappled.

Normal: Creatures without this feat do not gain an attack of opportunity when grappled by an opponent with improved grab or Improved Grapple.


Crossbow Expert [general, fighter]

You are exceptionally skilled at the use of crossbows.

Prerequisites: Base attack bonus +6, Point-Blank Shot, Weapon Focus (crossbow), proficient with crossbow.

Benefit: When using a crossbow, your damage die increases one step, according to the rules for upsizing weapons in the DMG and MM (1d8 becomes 2d6, 1d10 becomes 2d8). You can also apply double your Int bonus (if any) to negate attack penalties due to range. This does not result in an actual bonus to attack; if the doubled Int bonus is greater than the range penalty, the excess is discarded.


Crossbow Master [general]

A crossbow is truly lethal in your hands.

Prerequisites: Base attack bonus +8, Crossbow Expert, Point-Blank Shot, Precise Shot, Weapon Focus (crossbow), proficient with crossbow, sneak attack class ability.

Benefit: When making an aimed shot with a crossbow (see the Improved Aimed Shot feat), you can make sneak attacks out to your weapon’s first range increment. You must still meet the other requirements for a sneak attack.

Normal: A character without this feat can only make ranged sneak attacks within 30 feet.


First Strike [general, fighter, martial arts]

*** new ***

You can react to onrushing enemies with uncanny speed.

Prerequisites: Base attack bonus +6, Combat Reflexes, Quick Draw.

Benefit: You can make an attack of opportunity on a target that enters a space you threaten. The attack is resolved after the target enters that space, but before it continues movement or takes other actions. This counts as an attack of opportunity due to movement, so (for example) you cannot make two attacks of opportunity on someone who enters and then leaves a space you threaten. You do not gain this attack if the only movement your target makes is a five-foot-step.

Normal: Attacks of opportunity due to movement can only be made on a target that leaves a space you threaten.


Improved Aimed Shot [general, fighter, martial arts]

You can maximise your chances of hitting with a ranged weapon.

Prerequisites: Base attack bonus +6, Point-Blank Shot.

Benefit: As a standard action, you can make a single ranged attack as an aimed shot (see below). You gain a +4 insight bonus to your attack roll. For every five points of base attack bonus  you have above +6, this insight bonus increases by +1, to a maximum of +6 at at a base attack bonus of +16. You suffer a –4 dodge penalty to AC until the start of your next turn.

Normal: As a full-round action, a character without this feat can give up all her regular attacks to make one ranged attack (but not a ranged touch attack) at a +2 insight bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn. A character making such an attack loses any spells she is maintaining, and any touch spells she has in hand.

Touch attacks don’t benefit from this action because a large part of it lies in targeting weak points in an opponent's armour, which touch attacks bypass automatically. You cannot use Manyshot with an aimed shot, since the extra missiles hinder your ability to aim.


Improved All-Out Attack [general, fighter, martial arts]

You are experienced at making furious attacks in melee.

Prerequisites: Base attack bonus +6.

Benefit: As a standard action, you can make a single melee attack at your normal attack bonus. You gain a +4 bonus to your attack roll. For every five points of base attack bonus you have above +6, this bonus increases by +1, to a maximum of +6 at at a base attack bonus of +16. You suffer a –4 dodge penalty to AC until the start of your next turn.

Normal: As a full-round action, a character without this feat can give up all her normal attacks to make one melee attack (but not a melee touch attack) with a +2 bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn.

Touch attacks don't benefit from this action because much of the benefit lies in battering through a target's armour, which touch attacks bypass automatically. A character who makes an all-out attack can’t use the defensive fighting option, the Combat Expertise and Improved Rapid Strike feats, or any skill or ability that requires patience or concentration. She loses any spells she is maintaining, and any touch spells she has in hand.

Special: You can perform an all-out attack as part of a charge. However, since a charge is really a form of all-out attack that channels your momentum into your blow, the bonuses and penalties from a charge overlap (don't stack) with those from an all-out attack.


Improved Dodge [general, fighter, martial arts]

You are exceptionally adept at dodging blows.

Prerequisites: Base attack bonus +5, Dodge, Dex 13+.

Benefit: You gain a +2 dodge bonus to AC. Unlike the Dodge feat, this bonus applies against all opponents. This benefit replaces (does not stack with) the dodge bonus to AC from the Dodge feat.


Improved Rapid Strike [general, fighter, martial arts]

Your speed in combat is unmatched.

Prerequisites: Base attack bonus +11, Combat Expertise, Dodge, Mobility, Rapid Strike, Spring Attack, Dex 15+, Int 13+.

Benefit: When using the attack action with a melee weapon, you can gain one extra attack. The extra attack, and your normal attack, are both at a -2 penalty. When using this feat, you apply your Strength bonus (not Str bonus x 1-1/2 or x 1/2) to your damage rolls for all successful attacks, whether you use a weapon in one or both hands. Both attacks must be on the same target.

Note that this feat doesn't grant you extra attacks with a full attack (use the Rapid Strike feat for that). You can use this feat in conjunction with Spring Attack.


Negate Critical [general, fighter, martial arts]

A mortal blow to others is merely dangerous to you.

Prerequisites: Base attack bonus +6, Dodge, Combat Reflexes, Dex 13+.

Benefit: When struck by a critical hit or a sneak attack, you may attempt to negate the extra damage. Make an attack roll at your normal attack bonus, against DC 11 + the attack bonus of the attack that hit you. If you succeed, the critical hit or sneak attack becomes only a normal hit. You may use either your Strength or Dexterity bonus on this attack roll, whichever is better. Each use of this feat counts against your attacks of opportunity for the round.

If you have a shield or armour of fortification (see the DMG), you must choose whether or not to use this feat before applying the armour’s enchantment.


Rapid Strike [general, fighter, martial arts]

[This is based on the Rapid Strike feat from Mutants & Masterminds, by Green Ronin.] You are trained in fast and furious combat techniques.

Prerequisites: Base attack bonus +7, Dodge, Mobility, Dex 15+.

Benefit: You can get one extra attack per round with a melee weapon. The extra attack and your normal attacks are at a –2 penalty. When using this feat, you apply your Strength bonus (not Str bonus x 1-1/2 or x 1/2) to your damage rolls for all successful attacks, whether you use a weapon in one or both hands. You must use the full attack action to use this feat.


More Feats

Other lists of feats on this site:


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