Name |
Prerequisites |
Benefit |
Arcane Preparation |
Ability to cast arcane spells without preparation. |
|
Arcane Schooling |
Deep Imaskari (Underdark [Deep Imaskar]), human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or the Wizards' Reach), or planetouched (Chessenta). |
|
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). |
|
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). |
|
Bloodline of Fire |
Human (Calimshan) or planetouched (Calimshan). |
|
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). |
|
Cosmopolitan |
Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfling (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep). |
|
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.
|
Courteous Magocracy |
|
|
Daylight Adaptation |
Dwarf (Underdark [Northdark]), elf (Cormanthor Drow), kuo-toa (Underdark [Sloopdilmonpolop]), or orc (Chessenta, the Hordelands, the North, or Thesk). |
|
Delay Spell |
Any metamagic feat. |
|
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]). |
|
Education |
Elf (Evermeet, Silverymoon, or Snow Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or human (Chessenta, Lantan, Silverymoon, or Waterdeep). |
|
Ethran |
Female, human (Rashemen). |
|
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).
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.
|
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). |
|
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). |
|
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), |
|
Horse Nomad |
Human (the Hordelands, Nimbral, the Ride, or the Shaar). |
|
Innate Spell |
Quicken Spell, Silent Spell, Still Spell. |
|
Inscribe Rune |
Int 13, appropriate Craft skill, divine spellcaster level 3rd. |
|
Insidious Magic |
Shadow Weave Magic. |
|
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). |
|
Magical Artisan |
Any item creation feat. |
|
Magical Training |
Int 10 or Cha 10, elf (Evereska or Evermeet) or human (Halruaa or Nimbral). |
|
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). |
|
Militia |
Half-elf (Aglarond), halfling (Luiren), or human (Altumbel, the Dalelands, Impiltur, Samarach, Thindol, or Turmish). |
|
Pernicious Magic |
Shadow Weave Magic. |
|
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.
|
Portal Master |
Craft Wondrous Item. |
|
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). |
|
Saddleback |
Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands). |
|
Shadow Weave Magic |
Wis 15 or patron deity Shar. |
|
Signature Spell |
Spell Mastery. |
|
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). |
|
Smooth Talk |
Elf (Waterdeep), gloaming (Sphur Upra), gnome (Thesk), half-elf (Waterdeep), or human (Silverymoon, Thesk, Waterdeep). |
|
Snake Blood |
Human (Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon Reach, or the Western Heartlands). |
|
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.
|
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.
|
Spellcasting Prodigy |
|
|
Stealthy |
|
You get a +2 bonus on all Hide checks and Move Silently checks.
|
Street Smart |
Halfling (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards' Reach), or planetouched (Chessenta or the Western Heartlands). |
|
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). |
|
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). |
|
Tattoo Focus |
Specialized in a school of magic, human (Thay) or planetouched (Thay). |
|
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.
|
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). |
|
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). |
|
Treetopper |
Elf (the Chondalwood, the High Forest, or the Yuirwood), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), or human (Aglarond). |
|
Twin Spell |
Any metamagic feat. |
|
Twin Sword Style |
Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), proficient with martial weapons. |
|