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Acrobatic [PASSIVE]
Grants a +2 bonus to Jump and Tumble skill checks.
Requirements: None.


Adamantine Body [PASSIVE]
Counts as heavy armor, grants a +8 bonus and damage reduction 2/adamantine, but provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dexterity bonus.

This feat can only be taken at character creation
Requirements: Warforged


Alertness [PASSIVE]
Grants a +2 bonus on Listen and Spot skill checks.
Requirements: None.


Armor Proficiency (Heavy) [PASSIVE]
Allows you to use Heavy Armor.
Requirements: Armor Proficiency (Medium) Feat


Armor Proficiency (Light) [PASSIVE]
Allows you to use Light Armor.
Requirements: None.


Armor Proficiency (Medium) [PASSIVE]
Allows you to use Medium Armor.
Requirements: Light Armor Proficiency Feat


Athletic [PASSIVE]
Grants a +2 bonus on Balance and Swim skill checks.
Requirements: None.


Aura of Good [PASSIVE]
An aura of holiness surrounds you while near a paladin, granting a bonus to saves Armor Class against evil creatures.

Note: You do not need to be a Paladin to benefit from the effect of this feat, only to create it. - Axeclown
Requirements: Paladin


Bow Strength [PASSIVE]
A ranger can apply his or her Strength bonus to bow damage.
Requirements: Ranger


Bullheaded [PASSIVE]
Grants a +1 bonus on all Will saves and a +2 bonus on Intimidate saves.
Requirements: None.


Cleave [ACTIVE]
Cooldown: 5 seconds

Activate this feat to attack one or more enemies in an arc in front of you.
Requirements: Power Attack Feat


Combat Casting [ACTIVE]
Grants a +4 bonus to Concentration checks.
Requirements: Able to cast spells


Combat Expertise [ACTIVE]
Cooldown: 30 seconds

When using Combat Expertise mode you trade Attack Bonus for a small Amor Class Bonus. Casting a spell ends this mode.
Requirements: 13 Intelligence


Composite Plating [PASSIVE]
Grants a +2 Armor Class bonus but gives a 5% Arcane spell failure chance
Requirements: Warforged


Defensive Fighting [ACTIVE]
Cooldown: 30 seconds

When using defensive fighting mode you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Requirements: None.


Discipline [PASSIVE]
Grants a +1 bonus to all Will saves and a +2 bonus to Concentration checks.
Requirements: None.


Dodge [PASSIVE]
Grants a +1 Dodge bonus to AC.
Requirements: 13 Dexterity


Dwarven Stability [PASSIVE]
Grants a +4 bonus to Balance skill.
Requirements: Dwarf


Dwarven Stonecunning [PASSIVE]
Grants a +2 bonus to Search skill
Requirements: Dwarf


Elven Keen Senses [PASSIVE]
Grants a +2 bonus to Listen, Search, and Spot checks.
Requirements: Elf


Empower Healing Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, Healing spells are more effective but they consume additional spell points.
Requirements: Able to cast healing spells


Empower Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, spells are more damaging but they consume additional spell points.
Requirements: Able to cast spells


Enchantment Save Bonus [PASSIVE]
Grants a +2 bonus to saves against enchantments.
Requirements: Elf


Enlarge Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, spells have a greater range, but they consume additional spells points.
Requirements: Able to cast spells


Eschew Materials [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, normal material components are not required, but spells consume additional spell points.
Requirements: Able to cast spells


Exotic Weapon Proficiency [PASSIVE]
You do not suffer a -4 penalty on attack rolls when using ONE of the following weapon types. These are each considered seperate feats.
  • Bastard Sword
  • Repeating Light Crossbow
  • Repeating Heavy Crossbow
  • Great Crossbow
  • Shuriken
  • Kama
  • Khopesh
  • Dwarven Waraxe
Requirements: Base Attack Bonus +1


Extend Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, spells with durations last longer, but they consume additional spell points.
Requirements: Able to cast spells


Extra Turning [ACTIVE]
Allows you to turn undead four more times per rest period.
Requirements: Turn Undead Feat


Fascinate [ACTIVE]
Cooldown: 10 seconds

Activiate this bard ability to make your foes stop what they're doing and listen to your soothing notes.
Requirements: Bard, 3 ranks of the Perform skill


Fast Movement [PASSIVE]
A Barbarian can run faster then normal.
Requirements: Barbarian


Favored Enemy [PASSIVE]
You recieve a damage bonus when attacking ONE of the following types of creature. These are each considered seperate feats.
  • Aberration
  • Animal
  • Construct
  • Dragon
  • Elemental
  • Giant
  • Dwarf
  • Elf
  • Goblinoid
  • Halfling
  • Human
  • Repilian
  • Magical Beast
  • Ooze
  • Chaotic Outsider
  • Evil Outsider
  • Lawful Outsider
  • Undead
  • Vermin
Requirements: None.


Giant Evasion [PASSIVE]
Grants a +4 Armor Class bonus when attacking creatures of the Giant type.
Requirements: Dwarf


Great Cleave [ACTIVE]
Cooldown: 10 seconds

Activate to attack one or more enemys in a wide arc in front of you.
Requirements: Base Attack Bonus +4, Cleave Feat


Great Fortitude [PASSIVE]
Grants a +2 bonus to Fortitude Saves.
Requirements: None.


Greater Weapon Focus [PASSIVE]
Grants a +2 bonus to Attack rolls when using ONE of the following weapon types. These are each considered a seperate feat.
  • Bludgeoning Weapons
  • Piercing Weapons
  • Ranged Weapons
  • Slashing Weapons
  • Thrown Weapons
Requirements: Fighter level 8. Weapon Focus Feat (Type)


Halfling Agility [PASSIVE]
Grants a +2 bonus to Jump and Move Silently checks.
Requirements: Halfling


Halfling Bravery [PASSIVE]
Grants a +2 bonus to save against Fear.
Requirements: Halfling


Halfling Keen Ears [PASSIVE]
Grants a +2 bonus to Listen checks.
Requirements: Halfling


Halfling Luck [PASSIVE]
Grants a +1 bonus on all saving throws.
Requirements: Halfling


Halfling Size Bonus [PASSIVE]
Grants a +1 size bonus on attack rolls and Armor Class, and a +4 bonus on Hide skill checks.
Requirements: Halfling


Hamstring [ACTIVE]
Cooldown: 15 seconds

Using this attack, you may reduce the targets movement rate for a short time. Some creatures are immune to the effect.
Requirements: Sneak Attack Feat


Heighten Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, spells are more difficult for creatures to resist, but they consume additional spell points.
Requirements: Able to cast 2nd level spells


Heroic Durability [PASSIVE]
Increases your maximum hit points by 20. (Granted to all characters upon creation)
Requirements: None.


Immunity to Sleep [PASSIVE]
Elves are naturally immune to magical sleep effects.
Requirements: Elf


Improved Cast on the Run [PASSIVE]
You are able to move about while casting a spell.
Requirements: Mobile Spellcasting Feat


Improved Critical [PASSIVE]
Doubles critical chance range when using ONE of the following weapon types. These are considered seperate feats:
  • Bludgeoning Weapons
  • Piercing Weapons
  • Ranged weapons
  • Slashing Weapons
  • Thrown Weapons
Requirements: Base Attack Bonus +8


Improved Damage Reduction [PASSIVE]
You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1.
Requirements: Warforged


Improved Feint [ACTIVE]
Cooldown: 8 seconds

An attack which also bluffs the enemy, enabling a sneak attack.
Requirements: Combat Expertise Feat, Sneak Attack Feat


Improved Fortification [PASSIVE]
Improves your warforged fortification, granting you immunity to Sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as Cure Light Wounds
Requirements: Warforged


Improved Mental Toughness [PASSIVE]
Increases your maximum spell points by an additional 5 spell points for each level.
Requirements: Able to cast 3rd-level spells, Mental Toughness Feat


Improved Shield Bash [PASSIVE]
You keep your shield bonus while bashing with a shield
Requirements: None.


Improved Shield Mastery [PASSIVE]
Increases the amount of damage you can absorb when defending with a shield.
Requirements: Shield Mastery Feat


Improved Sunder [ACTIVE]
Cooldown: 15 seconds

Using this attack may reduce targets armor class for a longer time. Some creatures are immune to the effect.
Requirements: Power Attack Feat, Sunder Feat


Improved Trip [ACTIVE]
Cooldown: 10 seconds

Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures are immune to the effect.
Requirements: Combat Expertise Feat


Improved Turning [PASSIVE]
Grants you an improved success rate on turning checks.
Requirements: Turn Undead Feat


Improved Two Handed Fighting [PASSIVE]
Increases the damage of glancing blow attacks when wielding a two-handed weapon.
Requirements: 17 Strength, Base Attack Bonus +6, Two Handed Fighting Feat


Improved Two Weapon Fighting [PASSIVE]
Increases the number of attacks when fighting with two weapons.
Requirements: 17 Dexterity, Base Attack Bonus +6, Two Weapon Fighting Feat


Inscribe Scroll [PASSIVE]
Your are able to inscribe spells from scrolls into your spellbook. This action will destroy the scroll.
Requirements: Wizard class


Inspire Courage [ACTIVE]
Cooldown: 30 seconds

Activate this bard ability to rally your companions, giving them a bonusto attack and damage.
Requirements: Bard, 3 ranks of the Perform skill


Iron Will [PASSIVE]
Grants a +2 bonus on Will saves.
Requirements: None.


Light Fortification [PASSIVE]
Grants 25% immunity to Critical hit and Sneak attacks.
Requirements: Warforged


Lightning Reflexes [PASSIVE]
Grants a +2 bonus on Reflex saves.
Requirements: None.


Luck of Heroes [PASSIVE]
Grants a +1 bonus on all saves.
Requirements: None.


Magical Defense [PASSIVE]
Drow characters begin play with Spell Resistance 11, and this resistance can be increased as the Drow gains levels.
Requirements: Drow


Magical Training [PASSIVE]
Increases your maximum spell points.
Requirements: None.


Manyshot [ACTIVE]
Cooldown: 2 minutes
Duration: 20 Seconds

Shoot two or more arrows simultaneously.
Requirements: 17 Dexterity, Base Attack Bonus +6, Point Blank Shot Feat, Rapid Shot Feat


Martial Weapon Proficiency [PASSIVE]
You do not suffer a -4 penalty on attack rolls when using ONE of the following weapons. These are considered seperate feats.
  • Battleaxe
  • Warhammer
  • Scimitar
  • Greataxe
  • Longsword
  • Greatsword
  • Longbow
  • Greatclub
  • Heavy Pick
  • Light Pick
  • Kukri
  • Maul
  • Falchion
  • Light Hammer
  • Throwing Axe
  • Handaxe
Requirements: None.


Maximize Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, damage spells deal maximum damage, but they consume additional spell points.
Requirements: Able to cast spells


Mental Toughness [PASSIVE]
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Requirements: Able to cast spells


Mithral Body [PASSIVE]
Mithral body counts as light armor and grants a +5 Armor Class bonus, but also provides a 15% arcane spell failure chance, -2 Armor check penalty to certain skills, and a +5 maximum Dexterity bonus.

This feat can only be taken at character creation
Requirements: Warforged


Mithril Fluidity [PASSIVE]
The maximum Dexterity bonus you have is increased by 1, and the armor check penalties are decreased by 1.
Requirements: Warforged, Mithral Body Feat


Mobile Spellcasting [PASSIVE]
You are able to move about slowly while casting a spell.
Requirements: 13 Dexterity, Able to cast 2nd-level spells, Combat Casting Feat


Mobility [PASSIVE]
Grants a +4 bonus to Armor Class while tumbling.
Requirements: Dodge Feat


Negotiator [PASSIVE]
Grants a +2 bonus on Diplomacy and Haggle skill checks.
Requirements: None.


Nimble Fingers [PASSIVE]
Grants a +2 bonus on Disable Device and Open Lock checks.
Requirements: None.


Orc and Goblin Bonus [PASSIVE]
Grants a +1 bonus to attack against Orcs and Goblins.
Requirements: Dwarf


Point Blank Shot [PASSIVE]
Grants a +1 bonus on ranged attacks and damage within 30 feet.
Requirements: None.


Poison Save Bonus [PASSIVE]
Grants a +2 bonus to save against Poisons.
Requirements: Dwarf


Power Attack [ACTIVE]
Cooldown: 10 seconds

When using Power Attack mode, you trade Attack bonus for extra damage.
Requirements: 13 Strength


Precision [ACTIVE]
Cooldown: 30 seconds

When using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls.
Requirements: 13 Dexterity, Base Attack Bonus +1


Quick Draw [PASSIVE]
You can switch weapons and change armor faster
Requirements: Base Attack Bonus +1


Quicken Spell [ACTIVE]
Cooldown: 1 second

While this metamagic feat is active, spells cast quicker and cannot be interrupted, but they consume additional spell points.
Requirements: Able to cast spells


Rage [ACTIVE]
Cooldown: 60 seconds

Activate this ability to enter a bloodthirsty frenzy, granting you bonuses to Strength and Constitution. When the rage ends, however, you will lose the hit points granted to you by increased Constitution.
Requirements: None.


Rapid Reload [PASSIVE]
You reload a crossbow faster then normal.
Requirements: Simple Weapon Proficiency: Light Crossbow Feat


Rapid Shot [PASSIVE]
You can fire one extra shot per attack with a ranged weapon.
Requirements: 13 Dexterity, Point Blank Shot Feat


Resilience [ACTIVE]
Cooldown: 30 seconds

While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saving throws.
Requirements: 13 Constitution, Base Attack Bonus +1


Resist Poison [PASSIVE]
Grants a +4 bonus to all saves against poison.
Requirements: None.


Sap [ACTIVE]
Cooldown: 15 seconds

Using this attack, you may render the target briefly senseless, though it will become active if damaged again. Some creatures are immune to the effect.
Requirements: None.


Self Sufficient [PASSIVE]
Grants a +2 bonus on Heal and Repair skill checks.
Requirements: None.


Shield Mastery [PASSIVE]
Increases the amount of damage you can absorb while defending with a shield.
Requirements: Shield Proficiency (General) Feat


Shield Proficiency (General) [PASSIVE]
You are proficient with bucklers, small and large shields.
Requirements: None.


Shield Proficiency (Tower) [PASSIVE]
You are proficient with Tower Shields and do not suffer a -4 penalty to hit when using them.
Requirements: Shield Proficiency ( General ) Feat


Shot on the Run [PASSIVE]
You can move quickly before and after ranged attacks.
Requirements: 13 Dexterity, Base Attack Bonus +4, Mobility Feat


Simple Weapon Proficiency [PASSIVE]
You do not suffer a -4 penalty on attack rolls when using (type selected) of weapon. The types are as follows, each of these are considered a seperate feat.
  • Club
  • Quaterstaff
  • Unarmed
  • Dagger
  • Heavy Mace
  • Light Crossbow
  • Heavy Crossbow
  • Light Mace
  • Sickle
  • Dart
  • Morning Star
  • Throwing Dagger
Requirements: None.


Skill Focus [PASSIVE]
Grants a +3 bonus to the selected skill. Each of the following are considered seperate feats.
  • Balance
  • Bluff
  • Concentration
  • Diplomacy
  • Disable Device
  • Haggle
  • Heal
  • Hide
  • Intimidate
  • Jump
  • Listen
  • Move Silently
  • Perform
  • Open Lock
  • Repair
  • Search
  • Spot
  • Swim
  • Tumble
  • Use Magic Device
Requirements: None.


Slicing Blow [ACTIVE]
Cooldown: 15 seconds

Using this attack, your attack may deal its initial damage plus some additional damage as the target bleeds. Some creatures may be immune to the effect.
Requirements: None.


Smite Evil [ACTIVE]
Cooldown: 1 second

Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level.

Note: This is the cooldown listed in game on the feat, I do not believe it is correct or else there must be some limitation missing. - Axeclown
Requirements: None.


Snake Blood [PASSIVE]
Grants a +2 bonus on Poison saves and a +1 bonus on all Reflex saves.
Requirements: None.


Sneak [ACTIVE]
Cooldown: 2 seconds

Uses your Move Silently and Hide skills to stealth through dungeons.
Requirements: None.


Sneak Attack [PASSIVE]
Allows you to deal additional damage when a monster is unaware of your presence or targetting another character.
Requirements: None.


Spell Focus [PASSIVE]
Your spells from the (type selected) school of magic are harder to resist, recieving a +1 bonus on save DCs. The following are the magic types, each one is considered a seperate feat.
  • Abjuration
  • Conjuration
  • Evocation
  • Enchantment
  • Illusion
  • Necromancy
  • Transmutation
Requirements: Able to cast spells


Spell Save Bonus [PASSIVE]
Grants a +2 bonus on saves against spell effects.
Requirements: Dwarf


Spring Attack [PASSIVE]
Cooldown: 15 seconds

Activate this ability to attack your targetted opponent and then spring quickly forward out of range.
Requirements: Base Attack Bonus +4, Mobility Feat


Stealthy [PASSIVE]
Grants a +2 bonus on Hide and Move Silently skill checks.
Requirements: None.


Stunning Blow [ACTIVE]
Cooldown: 15 seconds

Using this attack, you may stun the target for a few seconds. Some creatures are immune to the effect.
Requirements: None.


Sunder [ACTIVE]
Cooldown: 20 seconds

Using this attack, you may reduce the target's Armor Class for a short time. Some creatures are immune to this attack.
Requirements: None.


Toughness [PASSIVE]
Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
Requirements: None.


Trapfinding [PASSIVE]
A rogue can detect and disable difficult traps.
Requirements: Rogue


Trip [ACTIVE]
Cooldown: 15 Seconds

Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this attack.
Requirements: None.


Turn Undead [ACTIVE]
Cooldown: 1 second

Activate this ability to drive away undead.
Requirements: Cleric class or Paladin class


Two Handed Fighting [PASSIVE]
Increases the chance of glancing blows when wielding a two-handed weapon.
Requirements: 15 Strength


Two Weapon Blocking [PASSIVE]
Increases the amount of damage you can block when defending with two weapons.
Requirements: Two Weapon Fighting Feat


Two Weapon Defense [PASSIVE]
Grants a +1 bonus to Armor Class when wielding two weapons.
Requirements: Two Weapon Fighting Feat


Two Weapong Fighting [PASSIVE]
Reduces the penalty for fighting with two weapons.
Requirements: 15 Dexterity


Warforged Resistances [PASSIVE]
Grants a +4 bonus vs Sleep, Energy Drain, Nausea, Exhaustion, Poison, Disease and Paralysis.
Requirements: Warforged


Weapon Finesse [PASSIVE]
You may use your Dexterity instead of Strength bonus to determine your bonus to attack with certain weapons.
Requirements: Base Attack Bonus +1


Weapon Focus [PASSIVE]
Grants a +1 bonus to attack rolls when using (type selected) weapon. The types are as follows, each is considered a seperate feat.
  • Bludgeoning Weapons
  • Piercing
  • Ranged
  • Slashing Weapons
  • Thrown
Requirements: Base Attack Bonus +1


Weapon Specilization [PASSIVE]
Grants a +2 bonus to damage rolls when using (type selected) weapon. The types are as follows, each one is considered a seperate feat.
  • Bludgeoning Weapons
  • Piercing Weapons
  • Ranged Weapons
  • Slashing Weapons
  • Thrown Weapons
Requirements: Fighter Level 4, Weapon Focus: (type) Weapon Feat


Whirlwind Attack [ACTIVE]
Cooldown: 15 Seconds

Activate this ability to attack all enemies in a 360 degree arc around you.
Requirements: Base Attack Bonus +4, Spring Attack Feat, Combat Expertise Feat


Wild Empathy [ACTIVE]
Cooldown: 10 seconds

Activate this ranger ability to lower an animal's or beast's aggression.
Requirements: Ranger


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