Martial Arts Feats

Some of these feats work by channeling the character’s life force (known as ki in some circles). Such feats are supernatural, and can be suppressed by an antimagic field or similar effects. A character whose feats are suppressed still counts as having them, so any other feats and abilities that have the suppressed feats as prerequisites aren’t affected.

It should be mentioned that these feats don’t attempt to model specific martial arts techniques or maneuvers. The D&D combat system operates at a higher level of abstraction than that, and moreover, treating maneuvers as feats leads to feat inflation: the situation where players feel they need several feats to do justice to their character concept. Instead, these feats try to capture something of how a martial artist might be different from a fighter or barbarian in terms of their approach to fighting — and other things.

Feat

Prerequisites

Fast Climb

Trap sense class ability +1

Climb skill

Dex 17+

Base Reflex save bonus +4

Fast Stride

Dex 13+

Base Fortitude save bonus +5

Base Reflex save bonus +5

Imbued Strike

Wis 13+

Base attack bonus +6

Improved Imbued Strike

Wis 19+

Imbued Strike

Base attack bonus +12

Iron Skin

9th level

Endurance

Wis 15+

Base Fortitude save bonus +8

Missile Evasion

Dodge

Improved Dodge

Base attack bonus +5

Preternatural Reflexes

4th level

Lightning Reflexes

Wis 13+

Purify Body

Great Fortitude

Concentration skill

Con 13+

One Body, One Soul

10th level

Great Fortitude

Concentration skill

Con 13+

Purify Body

Iron Will

Still Mind

Wis 13+

Strength of Will

Resist Elements

9th level

Endurance

Wis 13+

Base Fortitude save bonus +8

Soul Sight

6th level

Alertness

Iron Will

Wis 19+

Base Will save bonus +5

Blindsight

Blind-Fight

Alertness

Iron Will

Wis 19+

Base Will save bonus +5

Soul Sight

Base attack bonus +10

Stamina of the Mountain

10th level

Great Fortitude

Iron Will

Base Fortitude save bonus +6

Still Mind

Iron Will

Strength of Will

4th level

Iron Will

Still Mind

Concentration skill

Con 13+

Wis 13+

Strength of Many

Endurance

Iron Will

Blindsight [general, martial arts]

You do not need sight to be a master of combat.

Prerequisites: Base attack bonus +10, Base Will save bonus +5, Alertness, Blind-Fight, Iron Will, Soul Sight, Wis 19+.

Benefit: You gain the blindsight ability, as described in the DMG. Your blindsight has a range of 30 feet. This ability senses the life force of living creatures, as well as relying on the physical senses. If your hearing is impaired, your blindsight detects only living, sentient creatures (thus it will not work on constructs, undead, oozes, vermin, and other creatures that are either unliving or do not have an Intelligence score).


Fast Climb [general, martial arts]

You can ascend and descend surfaces with uncanny speed.

Prerequisites: Trap sense class ability +1, base Reflex save bonus +4, Climb skill, Dex 17+.

Benefit: You gain a climb speed of 20 feet. This has various benefits, as given in the PHB.

You gain a +8 competence bonus to Climb skill checks, and you can take 10 on any Climb check, even when circumstances would normally prevent you from doing so. If you attempt an accelerated climb, you move at double your climb speed (or your land speed, whichever is slower) with a single Climb check at a –5 penalty. You retain your Dexterity bonus to AC while climbing, and opponents get no special bonus to attacks against you. You gain these benefits only if you are wearing no heavier than light armor, and carrying no more than a light load.


Fast Stride (Su) [general, martial arts]

You can move faster than the average person.

Prerequisites: Base Fortitude save bonus +5, base Reflex save bonus +5, Dex 13+.

Benefit: You gain an increase of 10 feet to your land speed, compared to the base speed for your race. This counts as an enhancement bonus. You gain this benefit only when wearing no heavier than medium armor, and not carrying a heavy load.

Special: You can take this feat multiple times. Its effects stack. The second and subsequent times this feat is taken, it counts as a supernatural ability.


Imbued Strike (Su) [general, martial arts]

When engaged in melee, your attacks are charged with supernatural power.

Prerequisites: Base attack bonus +6, Wis 13+.

Benefit: Your melee attacks gain a +1 enhancement bonus to attacks and damage, and you can bypass damage reduction as if wielding a magic weapon. This includes your unarmed strikes, as well as any melee weapon you wield. A weapon that is itself enchanted uses either its own enhancement bonus or that provided by this feat, whichever is higher. This is a supernatural ability.


Improved Imbued Strike (Su) [general, martial arts]

Your melee attacks are able to penetrate even the most hardened defenses.

Prerequisites: Base attack bonus +12, Imbued Strike, Wis 19+.

Benefit: In melee, you can ignore the first 5 points of DR that is negated by any special material type. Special materials described in the DMG include cold iron, silver and adamantine; others may exist at the DM's option.


Iron Skin (Su) [general, martial arts]

Your body and soul are strong enough to withstand the heaviest blows.

Prerequisites: 9th level, base Fortitude save bonus +8, Endurance, Wis 15+.

Benefit: You gain damage reduction 5/magic, as a supernatural ability. This feat does not give you the ability to penetrate DR as if you were using a magic weapon, unlike creatures that have innate DR.


Missile Evasion [general, martial arts]

You are adept at deflecting multiple incoming arrows, darts and crossbow bolts.

Prerequisites: Base attack bonus +5, Dodge, Improved Dodge.

Benefit: You gain a +4 dodge bonus to AC against ranged attacks. If you choose to fight defensively, this bonus increases to +8 (stacking with the usual bonus to AC gained from fighting defensively). If you take the total defense action, it increases to +12, again stacking with the usual bonus gained from total defense. Furthermore, if you take the total defense action, a natural 20 on a ranged attack roll doesn't count as an automatic hit on you.

This feat doesn't provide a benefit against effects that require a ranged touch attack roll. You can only use this feat if you are wearing no heavier than light armor, and carrying no more than a light load.


One Body, One Soul [general, martial arts]

You have tapped into the innermost depths of your being, where the mental and physical become one.

Prerequisites: 10th level, Great Fortitude, Iron Will, Purify Body, Still Mind, Strength of Will, Concentration skill, Con 13+, Wis 13+.

Benefit: You can use the higher of your Wisdom and Constitution modifiers for the purposes of calculating your hit points and Fortitude and Will saving throws. In the case of hit points, this benefit is retroactive.


Preternatural Reflexes [general, martial arts]

You gain an almost precognitive insight into evading danger.

Prerequisites: 4th level, Lightning Reflexes, Wis 13+.

Benefit: Up to three times per day, you can choose to reroll a Reflex save. You must take the result of the reroll, even if it's worse than your original roll. You can only reroll any individual save once.


Purify Body [general, martial arts]

By means of meditative techniques, you can purge your body of toxins and other ill-effects.

Prerequisites: Great Fortitude, Concentration skill.

Benefit: Once per day, as a full-round action you can enter a meditative trance. Any Fortitude saving throws that you would have to make are delayed until the end of your meditation. If you meditate for ten minutes, you receive a +10 competence bonus to these saves. If you meditate for twenty minutes or longer, the competence bonus increases to +15. You must meditate for at least ten minutes to gain a bonus to your save, and you can maintain your meditation for up to an hour per level. Ending your meditation requires another full-round action, if you are to gain any benefit; if you are distracted, see below.

While meditating, you are effectively helpless but aware of your surroundings. You may not cast or maintain spells while in this state. Distractions that could cause you to lose your focus require you to make a Concentration skill check (DC 15 + damage dealt) to maintain your focus. If you fail the check, you drop out of your meditative state and gain no benefit from this feat.


Resist Elements [general, martial arts]

Compared to the fire of your body and the coolness of your mind, physical heat and cold are insignificant.

Prerequisites: 9th level, base Fortitude save bonus +8, Endurance, Wis 13+.

Benefit: You gain fire resistance 5 and cold resistance 5.


Soul Sight [general, martial arts]

You can perceive the living spirits of creatures around you.

Prerequisites: 6th level, base Will save bonus +5, Alertness, Iron Will, Wis 19+.

Benefit: You can perceive the auras of living, sentient creatures, granting you the blindsense special ability within 60 feet. See the DMG for a description of this ability. Your Soul Sight cannot detect creatures without a life force, such as constructs and undead, nor creatures without an Intelligence score, such as oozes, vermin and certain types of plant — in some situations, this may give you a clue that a creature is not what it appears to be.


Stamina of the Mountain [general, martial arts]

*** new ***

You can gain a second wind when injured.

Prerequisites: 10th level, Base Fortitude save bonus +6, Great Fortitude, Iron Will.

Benefit: Once per day, when you have been wounded to half your total hit points, you can gain a number of temporary hit points equal to 4 times your level. This is a free action, and the temporary hit points last for ten minutes.


Still Mind [general, martial arts]

Your inner calm aids you in warding off attacks on your psyche.

Prerequisites: Iron Will.

Benefit: You gain a +3 insight bonus to saving throws against charm and compulsion effects.


Strength of Many (Su) [general, martial arts]

By focusing your mind, you can perform feats of incredible strength.

Prerequisites: Endurance, Iron Will.

Benefit: Once per day, as a free action you can gain an enhancement bonus to your Strength equal to your character level. The extra strength lasts for 1 round. Strength of Many is a supernatural ability.


Strength of Will [general, martial arts]

You can form a last-ditch defense against mental attacks.

Prerequisites: 4th level, Iron Will, Still Mind, Concentration skill, Con 13+, Wis 13+.

Benefit: Once per day, if you fail a Will saving throw, you can make an immediate Concentration skill check against the same DC. Any luck, insight and competence bonuses that applied to the save also apply to the skill check, subject to the normal stacking rules. If the check is successful, you are treated as if you had made your save.


More Feats

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