Main» Epic Feats

Epic Feats

The feats listed on this page are available to epic characters only. See E20: Epic Progression Rules for details on epic character advancement.

Bonus Domain

10,000 XP

You have access to one additional domain of spells.

Benefit: Choose an additional domain from your deity’s domain list. You now have access to that domain’s spells and granted powers as normal for your domain spells and the domain’s granted powers.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

Damage Reduction

10,000 XP

You can shrug off some damage from attacks.

Prerequisite: Constitution 21.

Benefit: You gain damage reduction 5/—. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects or class features.

Death of Enemies

10,000 XP

You can instantly slay your favored enemies with a single strike.

Prerequisites: Favored enemy class feature, 10 ranks in Knowledge skill appropriate to a creature’s type.

Benefit: Any time you score a critical hit against one of your favored enemies about which you have at least 10 Knowledge skill ranks, it must make a Fortitude save (DC 20 + your favored enemy damage bonus for that sort of creature) or die instantly.

Special: Creatures immune to critical hits can’t be affected by this feat.

Devastating Critical

10,000 XP

When wielding one type of weapon, you are capable of killing a creature with a single strike.

Prerequisites: Improved Critical, Power Attack, Weapon Focus, Weapon Specialization (or class ability such as weapon bond).

Benefit: Whenever you score a critical hit with a weapon to which your Weapon Specialization (or alternative class ability) applies, the target must make a Fortitude save (DC 20 + 1 per 20 points of damage done by the attack) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)

Diminutive Wild Shape

10,000 XP

You can wild shape into animals of Diminutive size.

Prerequisites: Ability to wild shape into a Huge animal.

Benefit: You can use wild shape to take the shape of a Diminutive animal.

Normal: Without this feat, you cannot wild shape into an animal of smaller than Tiny size.

Dinosaur Wild Shape

15,000 XP

You can wild shape into dinosaurs.

Prerequisites: Wild shape class feature.

Benefit: You can use wild shape to take the shape of any dinosaur, as long as its size category is within the size categories of animal you can wild shape into.

Special: Dinosaurs can be found in the Monster Manual (deinonychus, elasmosaurus, megaraptor, triceratops, tyrannosaurus) and the Monster Manual II (cryptoclidus, allosaurus, ankylosaurus, quetzalcoatlus, spinosaurus).

Dire Charge

10,000 XP

You can attack twice at the end of a charge.

Prerequisites: Dodge, Mobility, base attack bonus +20.

Benefit: When you charge, you can make two attacks instead of one. The second attack is made at a –5 penalty (as if you were taking your second attack of a full attack). Both attacks must be made against the same opponent, and both attacks benefit from the +2 charge bonus to the attack roll, as well as any other benefits and drawbacks associated with a charge (such as from feats, etc.).

Special: If you are wielding two weapons and have the Twin Sword Strike feat, then you can make two additional attacks (one with each weapon) instead of one.

This feat cannot be used when making a mounted charge with a lance.

Normal: Without this feat, you can make only one attack at the end of a charge (or one attack with each weapon, if you are dual-wielding and have the Twin Sword Strike feat.

Distant Shot

10,000 XP

You can target anything you can see with a ranged weapon.

Prerequisites: Dexterity 21, Point Blank Shot, Far Shot, Spot 20 ranks.

Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

Epic Dodge

10,000 XP

You are able to evade attacks with exceptional agility.

Prerequisites: Dexterity 21, Combat Reflexes, Dodge, Tumble 20 ranks, evasion.

Benefit: When you are attacked by the target of your Dodge feat, you can expend an attack of opportunity to gain a dodge bonus to your Armor Class against that attack, equal to your base attack bonus.

You cannot use this feat if you have no attacks of opportunity remaining for that round, or if you are unable to make attacks of opportunity for any reason. You must be aware of the attack in order to use this feat.

Epic Speed

7,000 XP

You can move much more quickly than a normal person.

Prerequisites: Dexterity 21, Run.

Benefit: Your speed increases by 30 feet. This benefit does not stack with a barbarian’s fast movement class ability (or with any similar abilities).

Special: This feat only functions when you are wearing medium armor, light armor, or no armor.

Exceptional Deflection

10,000 XP

You can deflect any type of ranged attack.

Prerequisites: Dexterity 21, Wisdom 19, Improved Unarmed Strike, Deflect Arrows.

Benefit: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

Expanded Casting

10,000 XP

You gain additional spell slots.

Benefit: You gain new spell slots totaling 9 spell levels. You can gain a 9th-level spell slot, three 3rd-level spell slots, a 5th-level and two 2nd-level spell slots, etc. (Treat 0-level spells as level 12.) The new spell slots can be added to any of the spellcasting classes in which you have levels. This feat cannot provide spell slots of a level higher than you already have.

Special: You can select this feat up to three times.

Exotic Wild Shape

15,000 XP

You gain the ability to assume the form of certain exotic creatures. These may be primordial animals, extinct from Midgard; magical beasts; animal-like dwellers of other realms; or other sorts of creatures.

Prerequisites: Wild shape class ability, any feat that expands your list of wild shape forms (Frozen Wild ShapeFB, Infernal Wild Shape, etc.).

Benefit: When you take this feat, you select several forms from the list of creatures below. You are now able to wild shape into any of those forms. Your new form must still fall within the size limitations of your wild shape ability. Where indicated, you also gain certain supernatural qualities of the assumed shape (listed in parentheses). In all cases, if the assumed shape has any ability to overcome damage reduction with its natural weapons, you gain this quality as well. This otherwise works just like the normal wild shape ability.

You may select up to 24 Small or Tiny creatures. A Medium or Diminutive sized creature counts as 2 Small creatures; a Large creature counts as 4 Small creatures; a Huge creature counts as 8 Small creatures; and a Gargantuan creature counts as 16 Small creatures. (Note that you must have the Gargantuan Wild Shape epic feat in order to be able to wild shape into a Gargantuan form.)

Monster Manual
  • achaierai
  • arrowhawk (electricity ray)
  • bulette
  • frost worm (breath weapon)
  • owlbear
  • purple worm
  • remorhaz
  • spider eater (freedom of movement)
  • stirge
  • thoqqua
  • tojanida
  • winter wolf (breath weapon, freezing bite)
  • xorn
  • monstrous centipedes
    (this option counts as a Large creature; selecting it allows you to take the form of a monstrous centipede of any size)
  • monstrous spiders
    (this option counts as a Large creature; selecting it allows you to take the form of a monstrous spider of any size)
  • monstrous scorpions
    (this option counts as a Large creature; selecting it allows you to take the form of a monstrous scorpion of any size)
Monster Manual II
  • asperi (ride the wind)
  • catoblepas
  • forest sloth
  • grizzly mastodon
  • razor boar
  • nethersight mastiff (ethereal bite, true seeing)
    (counts as a Huge creature)
  • shadow spider (silk slick)
  • spellgaunt (detect magic, force web)
    (counts as a Huge creature)
Monster Manual V
  • guulvorg
  • steelwing
    (counts as a Gargantuan creature)
  • Thrym hound
Fiend Folio
  • flame snakes (breath weapon)
    (this option counts as a Huge creature; selecting it allows you to take the form of any size of flame snake)
  • gathra
  • kuldurath (electricity aura, share defenses)
    (you do not gain the kuldurath’s immunity to mind-affecting effects)
  • steel predator (magic sense, roar)
    (counts as a Huge creature)

Special: You can select this feat multiple times, choosing a different set of creatures to add to your list of allowed wild shape forms each time.

Gargantuan Wild Shape

20,000 XP

You can wild shape into animals of Gargantuan size.

Prerequisites: Ability to wild shape into a Huge animal.

Benefit: You can use your wild shape to take the shape of a Gargantuan animal.

Special: Without this feat, you cannot wild shape into an animal greater than Huge size.

Great Smiting

7,000 XP

Your smite attacks are much more powerful than normal.

Prerequisites: Charisma 21, smite ability (from class feature or domain granted power).

Benefit: Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level).

Special: You may select this feat up to two times. Its effects stack. (Remember that two doublings equals a tripling.)

Improved Combat Reflexes

10,000 XP

You can make more attacks of opportunity per round.

Prerequisites: Dexterity 21, Combat Reflexes.

Benefit: You can make three additional attacks of opportunity per round.

Improved Metamagic

15,000 XP

You can cast spells using metamagic feats more easily than normal.

Prerequisites: Four metamagic feats, Spellcraft 20 ranks.

Benefit: The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.

Special: You can gain this feat multiple times. The effects stack, though you can’t reduce any metamagic feat’s spell slot modifier to less than +1.

Improved Spell Capacity

15,000 XP

You can prepare spells that exceed the normal limits of spellcasting.

Prerequisites: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.

Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use the spell slot as a member of the class in which you can already cast spells of the normal maximum spell level.

Special: You can gain this feat multiple times. Its XP cost goes up by 10,000 each time you take it.

Incite Rage

10,000 XP

You can awaken a berserker rage in nearby allies.

Prerequisites: Charisma 21, greater rage class feature.

Benefit: When you enter a rage, you can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a −2 penalty to AC, for as long as you remain raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

Special: This is a mind-affecting effect.

Intensify Spell (metamagic)

15,000 XP

You can cast spells with exceptionally great effect.

Prerequisites: Empower Spell, Maximize Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

Legendary Athlete

10,000 XP

You are capable of superhuman feats of athletics.

Prerequisites: Balance 10 ranks, Tumble 10 ranks, Jump 20 ranks, Climb 20 ranks, Swim 10 ranks.

Benefit: You can ignore any check penalties applied for accelerated climbing or rapid climbing.

You need only move 5 feet in a straight line to make a running jump.

Your DCs for high jumps are halved.

You no longer take armor check penalties for athletics-related skills (Balance, Climb, Jump, Swim, Tumble) while wearing any armor with which you are proficient.

Normal: Without this feat, you take a −5 penalty on Climb checks when attempting to cover your full speed in climbing distance in a round, or a −20 penalty when attempting to cover twice your speed in climbing distance in a round.

Without this feat, you must move at least 20 feet in a straight line before attempting a running jump.

Legendary Rider

10,000 XP

You can ride any mount without penalty (even bareback) and can control any mount in combat.

Prerequisites: Ride 20 ranks.

Benefit: You don’t take a penalty on Ride checks when riding a mount without a saddle (bareback). You never need to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).

Normal: Without this feat, you take a −5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

Legendary Tracker

10,000 XP

You can track prey across or through the water, or even through the air.

Prerequisites: Wisdom 21, Track, Knowledge (nature) 20 ranks, Survival 20 ranks.

Benefit: You can track creatures across water, underwater, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat.

Surface DC
Water 40
Underwater 50
Air 60

Legendary Wrestler

10,000 XP

You are exceptionally proficient at grappling.

Prerequisites: Strength 21, Dexterity 19, Improved Unarmed Strike, Escape Artist 15 ranks.

Benefit: You gain a +10 bonus on all grapple checks, and another +2 bonus for every size category by which your opponent is larger than you are.

Master Staff

10,000 XP

You can activate a staff without using a charge.

Prerequisites: Craft Staff, Spellcraft 15 ranks.

Benefit: When you activate a staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a staff charge (you may not lose a spell prepared in a bonus spell slot from your wizard school specialization). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. You cannot emulate a charge for a staff function that does not match a specific spell.

Multispell

15,000 XP

You can cast an additional quickened spell in a round.

Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast one additional quickened spell in a round.

Special: You can gain this feat multiple times. Its effects stack. The XP cost for the feat goes up by 15,000 XP each time you take it.

Negative Energy Burst

10,000 XP

You can use your rebuke/command undead ability to unleash a burst of negative energy.

Prerequisites: Charisma 21, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.

Benefit: You can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains two negative levels. Any creature that would be commanded by this check gains four negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 12 your effective turning level + your Charisma modifier.

Overwhelming Critical

10,000 XP

When striking with your chosen weapon, you do greater damage on a critical hit.

Prerequisites: Strength 21, Improved Critical, Power Attack, Weapon Focus, Weapon Specialization, Greater Weapon Focus.

Benefit: When using a weapon to which your Greater Weapon Focus applies, the weapon’s critical multiplier improves by 1 (×2 becomes ×3, ×3 becomes ×4).

Perfect Health

10,000 XP

You are immune to normal diseases and common poisons.

Prerequisites: Constitution 25, Great Fortitude.

Benefit: You are immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

Permanent Emanation

15,000 XP

One of your personal emanation spells becomes permanent.

Prerequisites: Spellcraft 20 ranks, ability to cast the spell to be made permanent.

Benefit: Designate any one of your spells whose area is an emanation centered on you. This spell’s effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

Special: You can gain this feat multiple times. Each time, select a different spell to become permanent.

Plant Wild Shape

10,000 XP

You can wild shape into plant form.

Prerequisites: Knowledge (nature) 20 ranks, wild shape class feature.

Benefit: You can use your normal wild shape ability to take the form of a plant. The size limitation is the same as your limitation on animal size.

Positive Energy Aura

10,000 XP

You automatically turn (or even destroy) lesser undead.

Prerequisites: Charisma 21, ability to turn undead, ability to cast dispel evil.

Benefit: Every undead creature that comes within 15 feet of you is automatically affected as if you had turned it. This doesn’t cost a turning attempt, and you don’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than your effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than your effective cleric level minus 20). Just as with normal turning, you can’t affect undead that have total cover relative to you.

Reflect Arrows

10,000 XP

You reflect ranged attacks back upon the attacker.

Prerequisites: Dexterity 21, Deflect Arrows, Improved Unarmed Strike.

Benefit: When you deflect an arrow or other ranged attack, the attack is reflected back upon the attacker at your base ranged attack bonus.

Regeneration

10,000 XP

You cannot be killed with normal attacks.

Prerequisites: Constitution 25.

Benefit: You gain regeneration 3. The types of damage which stop your regeneration depend on your race and class, and are determined by your DM.

Special: You can take this feat multiple times. Each time you take it, your regeneration increases by 3.

Ruinous Rage

10,000 XP

While in a rage, you can deal tremendous damage to objects.

Prerequisites: Strength 21, Improved Sunder, Power Attack, rage 5/day.

Benefit: While in a rage, you ignore the first 20 points of hardness of any object you strike. Also, double your Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

Spectral Strike

10,000 XP

You can strike incorporeal creatures as if they were solid.

Prerequisites: Wisdom 19, ability to turn or rebuke undead.

Benefit: Your attacks deal damage normally against incorporeal creatures.

Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

Spell Knowledge

7,000 XP

You add two additional arcane spells to your repertoire.

Prerequisites: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.

Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.

Special: You can gain this feat multiple times.

Spell Opportunity

7,000 XP

You can cast a touch spell as an attack of opportunity.

Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 20 ranks.

Benefit: Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally.

Normal: Without this feat, you can only make a melee attack as an attack of opportunity.

Spell Stowaway

15,000 XP

You gain the benefits of your chosen magic whenever it is used near you.

Prerequisites: Spellcraft 20 ranks, caster level 12th.

Benefit: Choose a spell-like ability you possess or a spell you can cast. You are attuned to the magic you choose. If another spellcaster within 300 feet of you uses this magic, you also immediately gain the magic’s effect as if it had been used on you by the same caster. You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you do not have to know the spellcaster is present, and you can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different spell or spell-like ability.

Spontaneous Domain Access

15,000 XP

Select a domain of spells you have access to. You can spontaneously convert spells into spells of this domain.

Prerequisites: Wisdom 21, Spellcraft 20 ranks, ability to cast 9th-level divine spells.

Benefit: Select a domain you have access to. You may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different domain.

Spontaneous Spells

15,000 XP

You can cast several spells spontaneously.

Prerequisites: Spellcraft 20 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.

Benefit: Select several arcane spells whose levels add up to 20 or less (0th-level spells count as 1st-level spells for this purpose). (You may not select spells which are too high level for you to cast, however.) You may now cast these spells spontaneously, converting any prepared spell into one of the spells you selected that is of the same level as the spell you convert, just as a cleric channels energy to convert spells into cure spells.

Special: You can gain this feat multiple times. Each time you take this feat, you select a different set of spells.

Storm of Throws

10,000 XP

You become a flurry of thrown weapons, targeting all nearby opponents.

Prerequisites: Dexterity 21, Point Blank Shot, Quick Draw, Rapid Shot.

Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

Superior Initiative

10,000 XP

You can react even more quickly than normal in a fight.

Prerequisites: Improved Initiative.

Benefit: You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

Tenacious Magic

15,000 XP

Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed.

Prerequisites: Spellcraft 20 ranks.

Benefit: Choose one spell you know or spell-like ability you possess. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability.

Terrifying Rage

10,000 XP

While in a rage, you panic your opponents.

Prerequisites: Intimidate 20 ranks, rage 5/day.

Benefit: When you enter a rage, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

Undead Mastery

15,000 XP

You can command a greater number of undead than normal.

Prerequisites: Charisma 21, ability to rebuke or command undead.

Benefit: You may command up to ten times your level in HD of undead.

Normal: A cleric may only command any number of undead whose total Hit Dice do not exceed his level.

Widen Aura

10,000 XP

Your aura is wider than normal.

Prerequisites: Charisma 21, qualifying aura class ability.

Benefit: Select one qualifying aura class ability (such as a blackguard’s aura of despair or a war chanter’s aura of courage). The effects of this aura extends to all allies or enemies (depending on the aura) within 100 feet of you.

Zone of Animation

15,000 XP

You can channel negative energy to animate undead.

Prerequisites: Charisma 21, Undead Mastery, ability to rebuke or command undead.

Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.