Martial Arts Feats

Feat

Prerequisites

Enhanced Unarmed Strike

Base attack bonus +1

Improved Arrow Deflection

Enhanced Unarmed Strike

Deflect Arrows

Base attack bonus +6

Ki Strike

Enhanced Unarmed Strike

Wis 13+

Base attack bonus +6

Fast Movement

5th level

Base Reflex save bonus +4

Great Leap

5th level

Base Reflex save bonus +4

Light Step

8th level

Great Leap

Slow Fall

Balance skill

Dex 19+

Wis 13+

Base Reflex save bonus +7

Fast Climb

5th level

Great Leap

Climb skill

Base Reflex save bonus +5

Instinctive Strike

Weapon Focus with chosen weapon

Wis 13+

Base attack bonus +8

Strike Without Thought

Iron Will

Still Mind

Str 13+

Power Attack

Weapon Focus with chosen weapon

Instinctive Strike

Wis 15+

Base attack bonus +12

Iron Skin

Endurance

Toughness

Wis 15+

Base Fortitude save bonus +8

Preternatural Reflexes

4th level

Lightning Reflexes

Wis 13+

Purify Body

Great Fortitude

Concentration skill

Con 13+

One Body, One Soul

Great Fortitude

Concentration skill

Con 13+

Purify Body

Iron Will

Still Mind

Wis 13+

Strength of Will

10th level

Resist Elements

Endurance

Toughness

Wis 13+

Base Fortitude save bonus +8

Slow Fall

Base Reflex save bonus +3

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

Still Mind

Iron Will

Strength of Will

4th level

Iron Will

Still Mind

Concentration skill

Con 13+

Wis 13+

Strength of Many

Endurance

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).


Enhanced Unarmed Strike [general, martial arts]

You do not need weapons, for your body itself is a lethal weapon.

Prerequisites: Base attack bonus +1.

Benefit: You gain the benefits of the Improved Unarmed Strike feat from the PHB. Your unarmed strikes do 1d6 points of damage (for Medium-sized characters; smaller or larger characters adjust damage dice as per the rules in the DMG and MM). You can also choose to deal your damage as either normal or subdual without penalty. This feat can be used to meet the requirements for feats that have Improved Unarmed Strike as a prerequisite.

Special: For every 8 points of base attack bonus, you can take this feat one additional time: thus you can take it twice if your base attack bonus is at least +8, three times if it is +16, etc. Each time you take this feat, your unarmed damage dice increase by one step, as per the rules in the DMG and MM.


Fast Climb [general, martial arts]

You can ascend and descend surfaces with uncanny speed.

Prerequisites: 5th level, base Reflex save bonus +5, Climb skill, Great Leap.

Benefit: Your climbing speeds are doubled compared to normal: you can climb at your normal movement rate without taking a penalty on your Climb skill check, or at double your movement rate with a –5 penalty. While you are climbing, enemies don’t get any special bonus to attack you, nor do you lose your Dexterity bonus to AC. You gain these benefits only if you are wearing no heavier than light armor, and carrying no more than a light load.


Fast Movement (Su) [general, martial arts]

You can move faster than the average person — and if you know how to channel your energy, possibly much faster.

Prerequisites: 5th level, base Reflex save bonus +4. Feats and abilities that provide save bonuses (eg Lightning Reflexes) don’t count for the purpose of meeting the prerequisites.

Benefit: Your speed is increased by 50% compared to the base speed for your race. You gain this benefit only if you are wearing no heavier than light armor, and are carrying no more than a light load. The increased speed granted by this feat does not stack with the barbarian’s increased speed.

Special: You may take this feat multiple times. Its effects stack, so that, for example, taking it twice doubles your speed. The number of times you can take this feat is limited to your level divided by 5.

The second and subsequent times this feat is taken, it counts as a supernatural ability.


Great Leap (Su) [general, martial arts]

Your acrobatic prowess is breathtaking.

Prerequisites: 5th level, base Reflex save bonus +4. Feats and abilities that provide save bonuses (eg Lightning Reflexes) don’t count for the purpose of meeting the prerequisites.

Benefit: You gain a +5 competence bonus to Jump and Tumble skill checks. In addition, you are not subject to the normal limits on vertical or horizontal jumping distances, and you can always choose to take 10 on a Jump or Tumble check, even if circumstances would normally prevent you from doing so. You gain these benefits only if you are wearing no heavier than light armor, and are carrying no more than a light load.

Special: You can take this feat multiple times. The competence bonus increases by +5 each time, so that, for example, taking it twice grants a total +10 competence bonus to Jump and Tumble checks. The number of times you can take this feat is limited to your level divided by 5.

The second and subsequent times this feat is taken, it counts as a supernatural ability.


Improved Arrow Deflection [general, martial arts]

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

Prerequisites: Base attack bonus +6, Deflect Arrows, Improved (or Enhanced) Unarmed Strike.

Benefit: As Deflect Arrows, except you can attempt to deflect a total number of ranged attacks per round equal to one plus your Dexterity bonus (if any).  Each deflection attempt after the first is subject to a cumulative –5 penalty to the Reflex save; thus the second attempt is at –5, the third at –10, etc. Exceptional ranged attacks still can’t be deflected.


Instinctive Strike [general, martial arts]

To the astute, brawn is unnecessary. You exemplify this.

Prerequisites: Base attack bonus +8, Weapon Focus, Wis 13+.

Benefit: When using a weapon with which you have Weapon Focus, you may add your Wisdom bonus to your damage rolls in place of your Strength modifier. Unlike your Strength modifier, this bonus to damage is not modified for two-handed melee weapons or off-hand weapons. You do not gain this benefit if the weapon you use does not allow a Strength bonus to damage.

Special: You may take this feat multiple times. Its effects do not stack; each time you take this feat, it applies to a different weapon. You can choose composite bows or “unarmed strike” as your weapon for the purposes of this feat. A mighty bow’s Strength limit doesn’t apply to your Wisdom bonus.


Iron Skin (Su) [general, martial arts]

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

Prerequisites: Base Fortitude save bonus +8, Endurance, Toughness, Wis 15+. Feats and special abilities that provide save bonuses (eg Great Fortitude) don’t count for the purpose of meeting the prerequisites.

Benefit: You gain damage reduction 5/+1. This is a supernatural ability.


Ki Strike (Su) [general, martial arts]

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

Prerequisites: Base attack bonus +6, Improved (or Enhanced) Unarmed Strike, Wis 13+.

Benefit: Your melee attacks are treated as if made with a weapon with a +1 enhancement bonus. This extends to 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.

Special: You can take this feat multiple times; the enhancement bonus increases by +1 each time. The number of times you can take this feat is limited to your level divided by 5. Note that unlike the monk ability in the PHB, this feat grants you an actual bonus to your attack and damage rolls.


Light Step (Su) [general, martial arts]

When you move, you do not disturb the tranquility of the world.

Prerequisites: 8th level, base Reflex save bonus +7, Balance skill, Great Leap, Slow Fall, Dex 19+, Wis 13+.

Benefit: You gain a +10 competence bonus to Balance skill checks, and to Reflex saves to avoid pits and similar traps. You can also always take 10 on Balance checks, even if circumstances would normally prevent you doing so. Furthermore, you gain a +10 circumstance bonus on Move Silently checks (this doesn’t stack with the bonus granted by boots of elvenkind or similar magic), and it’s practically impossible to track you (–20 penalty) unless the tracker is using scent or some other nonvisual means of tracking. You can only use this feat if you are wearing no heavier than light armor, and carrying no more than a light load.

Light Step is a supernatural ability.


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: When you make a Reflex save, you can choose to gain a +10 insight bonus on your roll. You can use this feat a number of times per day equal to your level divided by 4.


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: Base Fortitude save bonus +8, Endurance, Toughness, Wis 13+. Feats and special abilities that provide save bonuses (eg Great Fortitude) don’t count for the purpose of meeting the prerequisites.

Benefit: You gain fire resistance 8 and cold resistance 8.


Slow Fall [general, martial arts]

You can use nearby surfaces to slow your descent when falling.

Prerequisites: Base Reflex save bonus +3. Feats and abilities that provide save bonuses (eg Lightning Reflexes) don’t count for the purpose of meeting the prerequisites.

Benefit: When falling, if you are within arm’s reach of a wall or similar hard surface, you take damage as if the fall is 20 feet shorter than it actually is. You can only use this feat if you are wearing no heavier than light armor, and carrying no more than a light load.


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 are constantly aware of the auras of all living, sentient creatures within 60 feet. Your awareness extends into the ethereal plane, although it does not penetrate barriers. You cannot detect the auras of 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.

In combat, this feat means you do not have to guess the locations of invisible opponents whose auras you can detect. You are still subject to the concealment miss chance for attacking such targets, and they get the usual benefits of attacking while invisible, unless you have some other means of negating invisibility.


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 saves 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.

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.


Strike Without Thought [general, martial arts]

Uniting body and mind with a single purpose, you know where to strike.

Prerequisites: Base attack bonus +12, Instinctive Strike, Iron Will, Power Attack, Still Mind, Weapon Focus, Str 13+, Wis 15+.

Benefit: Pick a melee weapon with which you have Instinctive Strike. When using this weapon, your Wisdom bonus and Strength modifier to damage stack.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different weapon. You can choose “unarmed strike” as your weapon for the purposes of this feat.


More Feats

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