Index of Feats by Sources - FR

Complete Arcane

Name Prerequisites Benefit Sources
Arcane Preparation Ability to cast arcane spells without preparation.   on page 73, on page 33, on page 32, on page 38
Arcane Schooling Deep Imaskari (Underdark [Deep Imaskar]), human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or the Wizards' Reach), or planetouched (Chessenta).   on page 33, on page 33
Artist Elf (Sildeyuir or Snow Eagle Aerie), Gnome (Thesk or the Western Heartlands), half-elf (the Dalelands), or human (Chessenta, Waterdeep, or the Western Heartlands).   on page 33, on page 33
Blooded Centaur (the Plateau of Thay), dwarf (Underdark [Earthroot]), elf (Cormanthor Drow, the Inner Sea, Menzoherranyr, or the Outer Sea), gnoll (the Plateau of Thay), grimlock (Underdark [Reeshov]), halfling (the Chondalwood), human (the Dalelands, the Nelanther Isles, Silverymoon, or Tethyr), or orc (Underdark [Northdark] or Vaasa).   on page 33, on page 35
Bloodline of Fire Human (Calimshan) or planetouched (Calimshan).   on page 34, on page 35
Bullheaded Dwarf (Underdark [Earthroot], Underdark [Northdark], the Great Rift, or the Spine of the World), human (Altumbel, Damara, the Great Dale, Rashemen, or the Western Heartlands), or taer (the Icerim Mountains).   on page 34, on page 37
Cosmopolitan Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfling (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep).   on page 34, on page 37
Improved Counterspell   When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.  on page 35, on page 95
Courteous Magocracy     on page 34
Daylight Adaptation Dwarf (Underdark [Northdark]), elf (Cormanthor Drow), kuo-toa (Underdark [Sloopdilmonpolop]), or orc (Chessenta, the Hordelands, the North, or Thesk).   on page 34, on page 37
Delay Spell Any metamagic feat.   on page 77, on page 34, on page 37, on page 39
Discipline Chitine (Underdark [Yathchol]), elf (Evereska or the Yuirwood), gnome (the Western Heartlands), halfling (Luiren), human (Aglarond, Cormyr, Shadovar, Shou Expatriate, or Thay), planetoached (Mulhorand), or slyth (Underdark [Fluvenilstra]).   on page 34, on page 38
Education Elf (Evermeet, Silverymoon, or Snow Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or human (Chessenta, Lantan, Silverymoon, or Waterdeep).   on page 34, on page 38
Ethran Female, human (Rashemen).   on page 34, on page 38
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane Spellcaster Level Base Attack Bonus
Shocker lizard Neutral 5th +0
Stirge Neutral 5th +0
Formian worker Lawful neutral 7th +0
Imp Lawful evil 7th +0
Pseudodragon Neutral good 7th +0
Quasit Chaotic evil 7th +0
Complete Scoundrel:
Monstrous centipede, SmallNeutral 2nd+0
BadgerNeutral 3rd+0
Monstrous scorpion, SmallNeutral 3rd+0
Viper, MediumNeutral 3rd+0
Monstrous spider, SmallNeutral 4th+0
Vargouille (no kiss Su ability)Neutral Evil6th+0
Mephit, anyNeutral 7th+0
Complete Warrior:
KrensharNeutral 3rd+3
WorgNeutral Evil 3rd+3
Blink DogLawful Good 5th+5
Hell HoundLawful Evil 5th+5
HippogriffNeutral 7th+7
HowlerChaotic Evil 7th+7
Winter WolfNeutral Evil 7th+7
Player's Guide to Faerun:
DeathfangNeutral Evil 9th+0
Flying snakeNeutral 3rd+0
spitting crawler lizardNeutral 3rd+0
LynxNeutral 3rd+0
OsquipNeutral Evil 5th+0
TressymNeutral Good 5th+0

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk 1 Good 3rd
Fiendish Tiny viper snake 2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus 3 Undead 7th
Ice mephit Cold 7th
Fire Bat (Monster Manual 2) Fire 15th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
 
on page 78, on page 100, on page 35, on page 39, on page 165, , on page 40
Foe Hunter Dwarf (the Galena Mountains or the Spine of the World), half-elf (the Dragon Coast), halfling (the North), or human (Chult, Cormyr, Impiltur, the Moonsea, the North, Samarach, Tashalar, or Thindol).   on page 34, on page 38
Forester Elf (the Chondalwood, the Forest of Lethyr, the High Forest, or Sildeyuir), gnome (the Great Dale), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), human (the Dalelands or the Great Dale), or volodni (the Forest of Lethyr).   on page 35, on page 39
Hitpoints Mind Over Body Elf (Silverymoon or Snow Eagle Aerie), half-elf (Silverymoon), human (Calimshan, Mulhorand, Shou Expatriate, or Thay), planetouched (Calimshan or Thay), or spirit folk (Ashane),   on page 37, on page 41
Horse Nomad Human (the Hordelands, Nimbral, the Ride, or the Shaar).   on page 35, on page 39
Innate Spell Quicken Spell, Silent Spell, Still Spell.   on page 80, on page 36, on page 39, on page 41
Inscribe Rune Int 13, appropriate Craft skill, divine spellcaster level 3rd.   on page 36, on page 40
Insidious Magic Shadow Weave Magic.   on page 36, on page 40
Luck of Heroes Elf (Elven Court, the Forest of Lethyr, or the Yuirwood), gloaming (Sphur Upra), half-elf (Aglarond), halfling (Channath Vale or the Western Heartlands), or human (Aglarond, the Dalelands, Tethyr, Turmish, or the Vast).   on page 36, on page 40
Magical Artisan Any item creation feat.   on page 36, on page 41
Magical Training Int 10 or Cha 10, elf (Evereska or Evermeet) or human (Halruaa or Nimbral).   on page 36, on page 41
Mercantile Background Dwarf (the Sword Coast or Underdark [Darklands]), gnome (Lantan or Underdark [Northdark]), halfling (Amn), or human (Amn, Lantan, Sembia, Shod Expatriate, Tashalar, Tharsult, Thesk, Tufmish, the Vast, or Waterdeep).   on page 36, on page 41
Militia Half-elf (Aglarond), halfling (Luiren), or human (Altumbel, the Dalelands, Impiltur, Samarach, Thindol, or Turmish).   on page 36, on page 41
Pernicious Magic Shadow Weave Magic.   on page 37, on page 42
Persistent Spell Extend Spell. A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell's actual level.  on page 81, on page 37, on page 42, , on page 41
Portal Master Craft Wondrous Item.   on page 34, on page 42, on page 50
Resist Poison Bugbear (the Earthfast Mountains), chitine (Underdark [Yathchol]), dwarf (Underdark [Northdark]), goblin (the Earthfast Mountains), hobgoblin (the Earthfast Mountains), human (Dambrath or Lapaliiya), or orc (the Moonsea or the North).   on page 37, on page 43
Saddleback Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands).   on page 37, on page 43
Shadow Weave Magic Wis 15 or patron deity Shar.   on page 37, on page 43
Signature Spell Spell Mastery.   on page 37, on page 43
Silver Palm Dwarf (the Great Rift, Turmish, or Waterdeep), halfling (Amn), or human (Amn, the Dragon Coast, the Golden Water, Sembia, Tharsult, Thesk, the Vilhon Reach, or Waterdeep).   on page 37, on page 43
Smooth Talk Elf (Waterdeep), gloaming (Sphur Upra), gnome (Thesk), half-elf (Waterdeep), or human (Silverymoon, Thesk, Waterdeep).   on page 37, on page 43
Snake Blood Human (Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon Reach, or the Western Heartlands).   on page 38, on page 43
Greater Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus on page 35, on page 94, on page 40
Greater Spell Penetration Spell Penetration. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration on page 35, on page 94, on page 40
Spellcasting Prodigy     on page 38, on page 44
Stealthy   You get a +2 bonus on all Hide checks and Move Silently checks.  on page 38, on page 101
Street Smart Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands).   on page 38, on page 44
Strong Soul Dwarf (Oldonnar), elf (Elven Court and Silverymoon), gnome (Underdark [Northdark] or the Western Heartlands), half-elf (Dambrath, the Dalelands, or Silverymoon), halfling (Channath Vale or Luiren), or human (the Moonshae Isles).   on page 38, on page 44
Survivor Dwarf (Chult or the Great Glacier), elf (the Chondalwood, the Inner Sea or the Outer Sea), human (Anauroch, Chult, the Great Glacier, Narfell, or the Shaar), kuo-toa (Underdark [Sloopdilmonpolop]), slyth (Underdark [Fluvenilstra]), or taer (the Icerim Mountains).   on page 38, on page 45
Tattoo Focus Specialized in a school of magic, human (Thay) or planetouched (Thay).   on page 38, on page 45
Tenacious Magic Spellcraft 15 ranks. Choose one spell the character knows or spell-like ability the character possesses. 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, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.  on page 38,
Thug Centaur (the Plateau of Thay), dwarf (Underdark [Northdark] or Waterdeep), gnoll (the Plateau of Thay), grimlock (Underdark [Reeshov]), human (the Dragon Coast, the Moonsea, the Nelanther Isles, Unther, the Vast, or the Vilhon Reach), orc (Amn, Thesk, or Underdark [Northdark]), or planetouched (Impiltur, the Silver Marches, Unther, or the Western Heartlands).   on page 38, on page 45
Thunder Twin Dwarf (the Galena Mountains, the Great Rift, the Smoking Mountains, the Spine of the World, the Sword Coast, Turmish, Underdark [Old Shanatar], or Waterdeep).   on page 38, on page 46
Treetopper Elf (the Chondalwood, the High Forest, or the Yuirwood), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), or human (Aglarond).   on page 38, on page 46
Twin Spell Any metamagic feat.   on page 84, on page 39, on page 46, on page 42
Twin Sword Style Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), proficient with martial weapons.   on page 39, on page 46