D&D 3.5 – Feats 6
Health and Movement
Prerequisites Name Details Pg.
– Toughness () You gain +3 hit points.
• The master of a toad familiar automatically gains the benefit of this feat when the familiar is within 1 mile.
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– Run When running, you move five times your normal speed (if wearing medium, light or no armor and carrying no more than a medium load) or four
times your speed (if wearing heavy armor or carrying a heavy load).
• If you make a jump after a running start, you gain a +4 bonus on your Jump check.
• While running, you retain your Dexterity bonus to AC.
• Without this feat: You move four times your normal speed while running (if wearing medium, light or no armor and carrying no more than a medium load) or three
times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
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– Endurance You gain a +4 bonus to various types of checks made to avoid nonlethal damage; also, you may sleep in light or medium
armor without becoming fatigued.
• The affected checks are: Swim checks to resist nonlethal damage; CON checks to continue running; CON checks to avoid nonlethal damage from a forced march;
CON checks to hold your breath; CON checks to avoid nonlethal damage from starvation or thirst; Fortitude saves to avoid nonlethal damage from hot or cold
environments; Fortitude saves to resist damage from suffocation.
• Automatic for rangers at 3rd level.
• Without this feat: A character who sleeps in medium or heavier armor is automatically fatigued the next day.
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• Endurance
Diehard When reduced to between –1 and –9 hp, you automatically become stable (you don’t have to roll d% to see if you lose 1 hp each round).
• When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to
negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
• When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move
action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions (such
as casting a quickened spell), you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
• Without this feat: A character who is reduced to between –1 and –9 hit points is unconscious and dying.
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Metamagic
• Any of these feats may be selected as a bonus feat by a wizard.
• For spells cast spontaneously (including sorcerer and bard spells, and cleric and druid spontaneously-cast spells): if a spell’s normal casting time is 1 action, then casting a metamagic version of the spell is a full-round action
(note that this is not the same as a 1-round casting time). For spells with a longer casting time, it takes an extra full-round action to cast a metamagic version of the spell.
• In all ways, a metamagic spell operates at its original spell level (except for Heightened spells). A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll or other device.
• Multiple metamagic feats can be applied to a single spell. Changes to its level are cumulative. You cannot apply the same metamagic feat more than once to a single spell.
• Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.
Empower Spell All variable, numeric effects of an empowered spell are increased by one-half.
• Saving throws and opposed rolls (e.g. for dispel magic) are not affected, nor are spells without random variables.
• An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
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– Enlarge Spell You can alter a spell with a range of Close, Medium, or Long to increase its range by 100%.
• Spells whose ranges are not defined by distance, as well as spells whose ranges are not Close, Medium, or Long, do not have increased ranges.
• An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
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Extend Spell An extended spell lasts twice as long as normal.
• A spell with a duration of Concentration, Instantaneous or Permanent is not affected by this feat.
• An extended spell uses up a spell slot one level higher than the spell’s actual level.
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Heighten Spell A heightened spell has a higher spell level than normal (max. 9th level). All level-dependent effects are calculated according to
the heightened level.
• A heightened spell is as difficult to prepare and cast as a spell of its effective level would be.
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Maximize Spell All variable, numeric effects of a spell modified by this feat are maximized.
• Saving throws and opposed rolls (e.g. for dispel magic) are not affected, nor are spells without random variables.
• A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
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– Quicken Spell Casting a quickened spell is a free action which does not provoke an attack of opportunity.
• You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened.
• This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spell cast spontaneously).
• A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
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– Silent Spell A silent spell can be cast with no verbal components (but still provokes attacks of opportunity as normal).
• Spells without verbal components are not affected. Bard spells cannot be enhanced by this feat.
• A silent spell uses up a spell slot one level higher than the spell’s actual level.
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– Still Spell A still spell can be cast with no somatic components (but still provokes attacks of opportunity as normal).
• Spells without somatic components are not affected.
• A still spell uses up a spell slot one level higher than the spell’s actual level.
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Widen Spell You can alter a burst, emanation, line, or spread-shaped spell to increase its area; any numeric measurements of the spell’s
area increase by 100% (e.g. a widened fireball fills a 40-ft radius spread instead of a 20-ft radius spread).
• Spells that do not have an area of one of these four types are not affected.
• A widened spell uses up a spell slot three levels higher than the spell’s actual level.
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