Chapter 9 Feats

9.1 Level 1 Combat Feats

Players can choose level 1 Combat feats from the following categories:

  • Defense Focus: Feats that improve a character’s Arm while wearing certain armors, and provide a small additional bonus.
  • Offense Focus: Feats that improve a character’s attacks with certain weapons or implements, and provide a small additional bonus.
  • Toughness: Feats that improve a character’s HP, and provide a small additional bonus.
  • Class Focus: Feats that allow a character to pick a second class or specialize on their current class.

Note that Offense Focus is the largest feat Category in the game and, due to its size, has been split into three parts for the sake of readability:

  • Offense Focus (Flexible): Feats that boost both weapon and implement attacks.
  • Offense Focus (Weapon): Feats that boost weapon attacks.
  • Offense Focus (Implement): Feats that boost implement attacks.
Tip: The Toughness feat (from the Category of the same name) is a good level 1 Feat for starting players who don’t want to complicate themselves.
Tip: Feats in the Toughness Category are generally better than Defense Focus feats at providing raw survivability. Feats in the Defense Focus Category are usually better at providing protection against melee attacks, or for characters that are interested in their secondary benefits. When in doubt, take both.
Tip: Offense Focus Feats are the one of the main reasons to choose one Weapon Family over another, or one type of Implement over another. The other reason is the player’s aesthetic preference - some people just like axes a lot. Players who carefully study all options to choose the one that best suits their character build will probably gain a small edge in combat, but the Feats are designed to be close in power level, so choosing based on personal taste will be almost as effective.

9.1.1 Toughness

Toughness

Toughness - Level 1

Gain extra HP:
- [H]:+5 HP
- [P]:+15 HP
- [E]:+30 HP

Surging Toughness

Toughness - Level 1

Increase your Surge Value:
- [H]:+5 Surge Value
- [P]:+15 Surge Value
- [E]:+30 Surge Value

Die Hard

Toughness - Level 1

+4 to Death Saves.extra HP:
- [H]:+3 HP
- [P]:+9 HP
- [E]:+18 HP

Toughness in Numbers

Toughness - Level 1

Increase your Surge Value and the HP of your Animal Companions, Familiars and Summoned creatures:
- [H]:+3 Surge Value, +6 companion HP.
- [P]:+9 Surge Value, +18 companion HP.
- [E]:+18 Surge Value, +36 companion HP.

9.1.2 Category - Defense Focus

Wind Robes

Defense Focus - Level 1

Keywords: Armor, Cloth

While wearing Cloth Armor, +1 Arm, and +1 Arm vs ranged

Elemental Robes

Defense Focus - Level 1

Keywords: Armor, Cloth

When taking this feat, choose one of the following damage types: Fire, Cold, Lightning, Radiant, Psychic.
While wearing Cloth Armor, +1 Arm, and Resist (chosen damage type).

Courtier’s Outfit

Defense Focus - Level 1

Keywords: Armor, Cloth

While wearing Cloth Armor, +1 Arm.first time in each encounter that you fail a Skill Check for Authority, Trickery or Diplomacy, save to avoid the Morale loss.

Robes of the Scholar

Defense Focus - Level 1

Keywords: Armor, Cloth

While wearing Cloth Armor, +1 Arm.first time in each encounter that you fail a Skill Check for Concentration, Lore or Arcana, save to avoid the Morale loss.

Robes of Will

Defense Focus - Level 1

Keywords: Armor, Cloth

While wearing Cloth Armor, +1 Arm, +1 Will.

Catsuit Leather

Defense Focus - Level 1

Keywords: Armor, Leather

Requires: Leather Armor Training

While wearing Leather Armor, +1 Arm.first time in each encounter that you fail a Skill Check for Stealth, Finesse or Trickery, save to avoid the Morale loss.

Reflexive Leather

Defense Focus - Level 1

Keywords: Armor, Leather

Requires: Leather Armor Training

While wearing Leather Armor, +1 Arm, +1 Reflex.

Dodging Leather

Defense Focus - Level 1

Keywords: Armor, Leather

Requires: Leather Armor Training

While wearing Leather Armor, +1 Arm, and +2 to all defenses against Opportunity attacks.

Stout Hide

Defense Focus - Level 1

Keywords: Armor, Hide

Requires: Hide Armor Training

While wearing Hide Armor, +1 Arm, +1 Fortitude.

Survivalist’s Hide

Defense Focus - Level 1

Keywords: Armor, Hide

Requires: Hide Armor Training

While wearing Hide Armor, +1 Arm.first time in each encounter that you fail a Skill Check for Endurance, Nature or Perception, save to avoid the Morale loss.

Isolating Hide

Defense Focus - Level 1

Keywords: Armor, Hide

Requires: Hide Armor Training

When taking this feat, choose one of the following damage types: Cold. Fire
While wearing Hide Armor, +1 Arm, and Resist (chosen damage type).

Hiking Hide

Defense Focus - Level 1

Keywords: Armor, Hide

Requires: Hide Armor Training

While wearing Hide Armor, +1 Arm, and you downgrade the first square of Difficult Terrain you enter each turn.

Soldier’s Chain

Defense Focus - Level 1

Keywords: Armor, Chain

Requires: Chain Armor Training

While wearing Chain Armor, +1 Arm.first time in each encounter that you fail a Skill Check for Athletics, Authority or Endurance, save to avoid the Morale loss.

Caster’s Chain

Defense Focus - Level 1

Keywords: Armor, Chain

Requires: Chain Armor Training

While wearing Chain Armor, +1 Arm. You do not become Hindered when using the Point Blank Shot maneuver.

Mobile Scale

Defense Focus - Level 1

Keywords: Armor, Scale

Requires: Scale Armor Training

While wearing Scale Armor, +1 Arm, and the Armor Movement Penalty is reduced by 1.

Juggernaut Plate

Defense Focus - Level 1

Keywords: Armor, Plate

Requires: Plate Armor Training

While wearing Plate Armor, +1 Arm, and whenever an enemy attack inflicts forced movement on you, you can Save to reduce the forced movement by 1.

Blast Shield

Defense Focus - Level 1

Keywords: Armor, Shield

Requires: Shield Training

While wearing a Shield, +1 Arm, and +1 to all Fortitude, Reflex, and Will against Close and Area attacks.

Wind Shield

Defense Focus - Level 1

Keywords: Armor, Shield

Requires: Shield Training

While wearing a Shield, +1 Arm, and +1 to Fortitude, Reflex, and Will against Ranged attacks.

Bashing Shield

Defense Focus - Level 1

Keywords: Armor, Shield

Requires: Shield Training

While wearing a Shield, +1 Arm, and when you push an enemy with a melee or close attack, the forced movement is increased by 1 square unless the enemy makes a save.

Nimble Armor

Defense Focus - Level 1

Keywords: Armor

Requires: Training with any Heavy Armor or Heavy Shield Training

+1 Arm, and you ignore any Armor Penalty to skills.

Ranged Armor

Defense Focus - Level 1

Keywords: Armor

Requires: Training with any Heavy Armor or Heavy Shield Training

+1 Arm, and your Armor Penalty to attack range halved.

9.1.3 Category - Offense Focus (Weapon)

Focus: Pushing Hammer

Offense Focus: Weapon - Level 1

Keywords: Weapon, Hammer

Requires: Weapon Training with a Hammer

When you push an enemy with a weapon attack with a hammer, the forced movement is increased by 1 square.
On weapon attacks with a hammer,deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Unstoppable Hammer

Offense Focus: Weapon - Level 1

Keywords: Weapon, Hammer

Requires: Weapon Training with a Hammer

On weapon attacks with a hammer, deal Miss Damage:
- [H] +1 Miss Damage, and an extra +2 Miss Damage per W.
- [P][E] +2 Miss Damage, and an extra +4 Miss Damage per W.

Focus: Unerring Light Blade

Offense Focus: Weapon - Level 1

Keywords: Weapon, Light Blade

Requires: Weapon Training with a Light Blade

On weapon attacks with a Light Blade and without Advantage, +1 Hit.

Focus: Ambush Light Blade

Offense Focus: Weapon - Level 1

Keywords: Weapon, Light Blade

Requires: Weapon Training with a Light Blade

On weapon attacks with a Light Blade and Advantage, gain +1 Crit Range.
On weapon attacks with a Light Blade, deal Miss Damage:
- [H] +1 Miss Damage damage per W.
- [P][E] +2 Miss Damage damage per W.

Focus: Skirmisher’s Blade

Offense Focus: Weapon - Level 1

Keywords: Weapon, Light Blade

Requires: Weapon Training with a Light Blade

When a weapon attack you make with a Light Blade allows you to move or shift, increase the distance moved by 1.
On weapon attacks with a Light Blade, deal extra Damage:
- [H] +1 Damage damage per W.
- [P][E] +2 Damage damage per W.

Focus: Opportunist Heavy Blade

Offense Focus: Weapon - Level 1

Keywords: Weapon, Heavy Blade

Requires: Weapon Training with a Heavy Blade

+2 to Opportunity Attack modifier.
On weapon attacks with a Heavy Blade, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Duelist’s Blade

Offense Focus: Weapon - Level 1

Keywords: Weapon, Heavy Blade, Light Blade

Requires: Weapon Training with a Heavy Blade or a Light Blade

Your Heavy Blades and Light Blades gain Parry (+1 Arm against melee attacks).
On weapon attacks with a Heavy Blade or Light Blade, deal Miss Damage:
- [H] +1 Miss Damage damage per W.
- [P][E] +2 Miss Damage damage per W.

Focus: Critical Axe

Offense Focus: Weapon - Level 1

Keywords: Weapon, Axe

Requires: Weapon Training with an Axe

On weapon attacks with an Axe, deal extra damage, and additional damage on a Crit:
- [H] +1 damage per W, and +3 damage per W on a Crit.
- [P][E] +2 damage per W, and +6 damage per W on a Crit.

Focus: Piercing Axe

Offense Focus: Weapon - Level 1

Keywords: Weapon, Axe

Requires: Weapon Training with an Axe

You do not become Hindered when using the Pierce maneuver.
On weapon attacks with an Axe, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Reaching Spear

Offense Focus: Weapon - Level 1

Keywords: Weapon, Spear

Requires: Weapon Training with a Spear

Your Javelins gain +2 Range and +1 Hit, and your Halfspears and Longspears gain +1 Reach.
On weapon attacks with an Spear, deal Miss Damage:
- [H] +1 Miss Damage damage per W.
- [P][E] +2 Miss Damage damage per W.

Focus: Opportunist Spear

Offense Focus: Weapon - Level 1

Keywords: Weapon, Spear

Requires: Weapon Training with a Spear

On weapon attacks with an Spear, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.
On Opportunity attacks with an Spear, deal extra damage:
- [H] +4 damage.
- [P] +12 damage.
- [E] +24 damage.

Focus: Reaching Flail

Offense Focus: Weapon - Level 1

Keywords: Weapon, Flail

Requires: Weapon Training with a Flail

Your Flails gain +1 Reach.
On weapon attacks with a Flail, deal Miss Damage:
- [H] +1 Miss Damage damage per W.
- [P][E] +2 Miss Damage damage per W.

Focus: Flurrying Flail

Offense Focus: Weapon - Level 1

Keywords: Weapon, Flail

Requires: Weapon Training with a Flail

On weapon attacks with a Flail, deal extra damage:
- [H] +1 damage per W, and +1 damage per W if the attack had multiple targets.
- [P][E] +2 damage per W, and +2 damage per W if the attack had multiple targets.

Focus: Close Bow

Offense Focus: Weapon - Level 1

Keywords: Weapon, Bow

Requires: Weapon Training with a Bow

You do not become Hindered when using the Point Blank Shot maneuver.
On weapon attacks with a Bow, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Far Bow

Offense Focus: Weapon - Level 1

Keywords: Weapon, Bow

Requires: Weapon Training with a Bow

Your Bows gain +2 Range. On weapon attacks with a Bow, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Precision Crossbow

Offense Focus: Weapon - Level 1

Keywords: Weapon, Crossbow

Requires: Weapon Training with a Crossbow

+1 Hit against enemies with Cover, Superior Cover, Concealment or Total Concealment.
On weapon attacks with a Crossbow, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Penetrating Crossbow

Offense Focus: Weapon - Level 1

Keywords: Weapon, Crossbow

Requires: Weapon Training with a Crossbow

On weapon attacks with a Crossbow, deal Miss Damage:
- [H] +1 Miss Damage, and an extra +2 Miss Damage per W.
- [P][E] +2 Miss Damage, and an extra +4 Miss Damage per W.

Focus: Critical Sling

Offense Focus: Weapon - Level 1

Keywords: Weapon, Sling

Requires: Weapon Training with a Sling

On weapon attacks with a Sling, +1 Crit Range.
On weapon attacks with a Sling, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Slayer Sling

Offense Focus: Weapon - Level 1

Keywords: Weapon, Sling

Requires: Weapon Training with a Sling

On weapon attacks with a Sling, +1 Hit against Large or larger enemies.
On weapon attacks with a Sling, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

Focus: Weapon Master

Offense Focus: Weapon - Level 1

Keywords: Weapon

You do not become Hindered when using the Point Blank Shot maneuver.
When using the Draw action, the move distance is increased to half your move speed.
On weapon attacks, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.

9.1.4 Category - Offense Focus (Implement)

Focus: Far Wand

Offense Focus: Implement - Level 1

Keywords: Implement, Wand

Requires: Implement Training with a Wand

On ranged implement attacks with a Wand, +2 range.
On implement attacks with a Wand, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Piercing Wand

Offense Focus: Implement - Level 1

Keywords: Implement, Wand

Requires: Implement Training with a Wand

You do not become Hindered when using the Pierce maneuver.
On implement attacks with a Wand, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Prescient Orb

Offense Focus: Implement - Level 1

Keywords: Implement, Orb

Requires: Implement Training with an Orb

+2 Initiative.
On implement attacks with an Orb, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Perceptive Orb

Offense Focus: Implement - Level 1

Keywords: Implement, Orb

Requires: Implement Training with an Orb

On Implement attacks with an Orb, downgrade enemy Concealment and Total Concealment.
On implement attacks with an Orb, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Sage’s Tome

Offense Focus: Implement - Level 1

Keywords: Implement, Tome

Requires: Implement Training with a Tome

On implement attacks with a Tome, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.
You may Sustain Minor as a Free Action.
Your summoned creatures deal extra damage:
- [H]:+1 damage
- [P]:+3 damage
- [E]:+6 damage

Focus: Reliable Tome

Offense Focus: Implement - Level 1

Keywords: Implement, Tome

Requires: Implement Training with a Tome

When you miss all targets of an encounter attack power for the first time in an encounter, you do not gain Encounter Cooldown.
On implement attacks with a Tome , deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Critical Rod

Offense Focus: Implement - Level 1

Keywords: Implement, Rod

Requires: Implement Training with a Rod

On implement attacks with a Rod, deal extra damage, and additional damage on a Crit:
- [H] +1 damage per damage die, and +3 damage per damage die on a Crit.
- [P][E] +2 damage per damage die, and +6 damage per damage die on a Crit.

Focus: Ambush Rod

Offense Focus: Implement - Level 1

Keywords: Implement, Rod

Requires: Implement Training with a Rod

On implement attacks with a Rod and Advantage, +1 Crit Range, and deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Healing Symbol

Offense Focus: Implement - Level 1

Keywords: Implement, Holy Symbol

Requires: Implement Training with a Holy Symbol

On implement attacks with a Symbol, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.
Targets of your Healing powers gain a bonus to Surge Value:
- [H] +3 Surge Value
- [P] +9 Surge Value
- [E] +18 Surge Value.

Focus: Shielding Symbol

Offense Focus: Implement - Level 1

Keywords: Implement, Holy Symbol

Requires: Implement Training with a Holy Symbol

On implement attacks with a Symbol, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.
Your powers that grant Shield Points grant extra Shield Points
- [H] +1 SP
- [P] +3 SP
- [E] +6 SP

Focus: Surging Ki

Offense Focus: Implement - Level 1

Keywords: Implement, Ki Focus

Requires: Implement Training with a Ki Focus

On implement attacks with a Ki Focus, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.
You gain a bonus to Surge Value:
- [H] +2 Surge Value
- [P] +6 Surge Value
- [E] +12 Surge Value.

Focus: Fast Ki

Offense Focus: Implement - Level 1

Keywords: Implement, Ki Focus

Requires: Implement Training with a Ki Focus

+1 Speed.
On implement attacks with a Ki Focus, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Opportunist Totem

Offense Focus: Implement - Level 1

Keywords: Implement, Totem

Requires: Implement Training with a Totem

+2 Opportunity Attack Modifier.
+2 Hit on Reaction attacks other than Opportunity Attacks.
On implement attacks with a Totem, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Tough Totem

Offense Focus: Implement - Level 1

Keywords: Implement, Totem

Requires: Implement Training with a Totem

Gain extra HP:
- [H]:+2 HP
- [P]:+6 HP
- [E]:+12 HP
On implement attacks with a Totem , deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

9.1.5 Category - Offense Focus (Flexible)

Focus: Caster’s Weapon

Offense Focus: Flexible - Level 1

Keywords: Flexible

Requires: Training with a weapon that can be used as implement

Choose a weapon when picking this feat.
You do not become Hindered when using the Point Blank Shot maneuver while wielding the chosen weapon.
On weapon attacks with the chosen weapon, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.
On implement attacks with the chosen weapon, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Focus: Parrying Staff

Offense Focus: Flexible - Level 1

Keywords: Flexible, Staff

Requires: Weapon Training with Staff

While wielding a Staff, you gain Parry (+1 Arm vs melee attacks)
On weapon attacks with a Staff, deal Miss Damage:
- [H] +1 Miss Damage per W.
- [P][E] +2 Miss Damage per W.
On implement attacks with a Staff, deal Miss Damage:
- [H] +1 Miss Damage per damage die.
- [P][E] +2 Miss Damage per damage die.

Focus: Pushing Staff

Offense Focus: Flexible - Level 1

Keywords: Flexible, Staff

Requires: Implement Training with a Staff

When you make an implement attack with a Staff that causes forced movement, choose a targeted enemy. The forced movement for that enemy is increased by 1 square.
On weapon attacks with a Staff, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.
On implement attacks with a Staff, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Dual Focus

Offense Focus: Flexible - Level 1

Keywords: Flexible

Requires: Training with an implement.
A weapon attack power.
An implement attack power.

When picking this feat, choose a weapon and an implement. On weapon attacks with the chosen weapon, deal extra damage:
- [H] +1 damage per W.
- [P][E] +2 damage per W.
On implement attacks with the chosen implement, deal extra damage:
- [H] +1 damage per damage die.
- [P][E] +2 damage per damage die.

Energy Focus

Offense Focus: Flexible - Level 1

Keywords: Flexible, Energy

Requires: Attack power with the chosen energy type.

Special: When you take this feat, choose an energy type.
You do not become Hindered when using the Pierce maneuver.
On weapon attacks with the chosen energy type, deal extra damage and Miss Damage:
- [H] +1 damage and +1 Miss Damage per W.
- [P][E] +2 damage and +2 Miss Damage per W.
On implement attacks with the chosen energy type, deal Miss Damage and Miss Damage:
- [H] +1 damage and +1 Miss Damage per damage die.
- [P][E] +2 damage and +2 Miss Damage per damage die.

9.1.6 Category - Class Focus

Multiclass

Class Focus - Level 1

Keywords: Multiclass

Choose a class build other than yours, provided you have an ability score of 1 or higher in its primary ability. That class becomes your multiclass. You count as having the class, power source and role of your multiclass, in addition to those of your main class.
- Add all Class Skills from your multiclass to your Class Skill List.
- Gain all Implement Training from the chosen class, and all Weapon Training in basic weapons (but not martial weapons) from that class.
- When choosing powers, you can replace up to 1 Encounter Power, 1 Daily Power and 1 Utility Power from your main class with powers from the chosen class. For any given type of power, you cannot have more powers from the chosen class than from your main class this way.
- Gain one Multiclass Option. If your main class has the Controller role, gain two Multiclass Options instead.

Class Specialization

Class Focus - Level 1

Gain two Class Specialization Options

When you pick a Class Focus feat, you gain Multiclass Options or Class Specialization Options. These are not regular feats, and cannot be gained any other way.

9.1.7 Multiclass Options

Multiclass Defender

Multiclass Option - Level 1

Keywords: Defender

Requires: Multiclass to a Defender class

Gain the following power:
Multiclass Defender Taunt (Encounter) - Minor Action
Close Burst 1, targets enemies in Burst.
Effect: Taunted (save ends). While taunted this way, the target provokes Opportunity Attacks from you when ignoring your Taunt
Special: Recharge this when you spend an Action Point.

Multiclass Striker

Multiclass Option - Level 1

Keywords: Striker

Requires: Multiclass to a Striker class

Gain the following power:
Multiclass Striker Damage (Encounter, No Cooldown)
Free Action (Trigger: you hit an enemy with an attack), targets an enemy hit by the triggering attack.
Effect: Deal extra damage equal to your Primary Ability.
Special: Recharge this when you spend an Action Point.

Multiclass Leader

Multiclass Option - Level 1

Keywords: Leader

Requires: Multiclass to a Leader class

Gain the following power:
Multiclass Healing Word (Encounter) - Minor Action
Ranged 3 (safe), targets you or an ally.
Effect: Heal a Surge.
Special: Recharge this when you spend an Action Point.

Multiclass At-Will

Multiclass Option - Level 1

Choose a Level 1 At-Will attack power from your multiclass. You can use that power once per encounter, and you recharge it when you spend an Action Point.

Multiclass Armor

Multiclass Option - Level 1

Choose a type of Armor or Shield that your multiclass is trained in. You gain the correponding Armor Training feat, provided you meat its requirements.

Multiclass Weapon

Multiclass Option - Level 1

Choose a type of Martial Weapon that your multiclass is trained in. You gain training with that weapon, but you have -1 Hit on attacks with that weapon unless they are powers from your multiclass.

Multiclass Ability

Multiclass Option - Level 1

Choose a primary or secondary ability for your multiclass, if that ability score is lower than 3. When using powers from your multiclass, you treat that ability score as 3.

9.1.8 Class Specialization Options

Class Specialization: Encounter

Class Specialization Option - Level 1

You gain an additional Encounter Attack Power, of the same level as your lowest level Encounter Attack Power

Class Specialization: At-Will

Class Specialization Option - Level 1

You gain an additional Level 1 At-Will Attack Power

Class Specialization: Reliable

Class Specialization Option - Level 1

Choose up to 2 Encounter and/or Daily Attack Powers. The first time you use them in an encounter, they gain Reliable

Class Specialization: Accurate

Class Specialization Option - Level 1

Choose up to 2 At-Will or Encounter Attack Powers. The first time you use them in an encounter, gain +1 Hit.

9.2 Level 1 Optional Feats: Training

With the GM’s permission, players can choose level 1 feats that expand their weapon and armor training:

  • Armor Training: Feats that provide training with new types of armor.
  • Weapon Training: Feats that provide training with new types of weapons.
Tip: Armor Training is usually not as strong as Defense Focus, but they both stack, and you can take multiple Training feats.
Tip: For characters without training in martial weapons, Weapon Training is often superior to an Offense Focus feat.
Tip: There is no Implement Training Feat. If you are really interested in using a different Implement, go Multiclass and take Multiclass Implement or, alternatively, convince your GM that you want it for story reasons and not to optimize your character.
GM Tip: If your player is really interested in getting training with a different Implement, allow them to have it for free if they provide a convincing argument. When in doubt, make it conditional on them taking an Offense Focus Feat that is not specific to that implement, such as Dual Focus.
Designer Note: GMs should feel free to leave these feats out of the game, particularly for beginning players. From a mechanical standpoint, the feats are redundant with Offense Focus and Defense Focus feats, and slightly imbalanced, as they are often clearly weaker or stronger than the alternatives. We have included them as optional categories because they are a cool tool to customize a character’s look and feel, and for many game groups that will be worth the slight tradeoff in game balance.

9.2.1 Category - Armor Training

Leather Armor Training

Armor Training - Level 1

Keywords: Armor

Gain Training with Leather Armor

Hide Armor Training

Armor Training - Level 1

Keywords: Armor

Requires: Leather Armor Training

Gain Training with Hide Armor

Chain Armor Training

Armor Training - Level 1

Keywords: Armor

Requires: Leather Armor Training

Gain Training with Chain Armor

Scale Armor Training

Armor Training - Level 1

Keywords: Armor

Requires: Chain Armor Training

Gain Training with Scale Armor

Plate Armor Training

Armor Training - Level 1

Keywords: Armor

Requires: Scale Armor Training

Gain Training with Plate Armor

Light Shield Training

Armor Training - Level 1

Keywords: Armor

Gain Training with Light Shield

Heavy Shield Training

Armor Training - Level 1

Keywords: Armor

Requires: Light Shield Training

Gain Training with Heavy Shield

9.2.2 Category - Weapon Training

Martial Weapon Training

Weapon Training - Level 1

Keywords: Weapon

Gain Training in all Simple weapons and One-Hand Martial weapons.

Superior Weapon Training

Weapon Training - Level 1

Keywords: Weapon

Requires: Training with a martial weapon

Gain Training in all Two-Hand Martial weapons

9.3 Level 4 Combat Feats

9.3.1 Level 4 Defender Role Feats

9.3.1.1 Category - Defender Grit

Pain Insensitivity

Role: Defender Grit - Level 4

Keywords: Role, Defender

Requires: Defender role

+1 Fortitude.
Your powers that grant you Shield Points grant extra Shield Points
- [H] +2 SP
- [P] +6 SP
- [E] +12 SP

Constant Vigilance

Role: Defender Grit - Level 4

Keywords: Role, Defender

Requires: Defender role

+1 Will.
You can use Reactions and make Opportunity Attacks while Dazed, Stunned or Dominated.
Your Reaction Attacks ignore any penalties from Weakened, Blinded, Taunted.

Unstoppable Defender

Role: Defender Grit - Level 4

Keywords: Role, Defender

Requires: Defender role

+1 Reflex.
Whenever you are subject to any of the following effects, as a Free Reaction (Interrupt) you can make a save to downgrade the effect: Slowed, Immobilized, Restrained, Grabbed, Prone, Forced Movement.
Note: Any effect from the attack other than the prevented Condition or Forced Movement remains unaffected.

9.3.1.2 Category - Defender Position

Imposing Presence

Role: Defender Position - Level 4

Keywords: Role, Defender

Requires: Defender role

You gain Aura 1: Squares in the aura count as Difficult Terrain for your enemies.

Hamstring Opportunity

Role: Defender Position - Level 4

Keywords: Role, Defender

Requires: Defender role

Enemies hit by your Opportunity Attacks and Reaction attacks are Slowed until the end of their next turn.
Gain Advantage against Slowed enemies.

Mighty Blow

Role: Defender Position - Level 4

Keywords: Role, Defender

Requires: Defender role

When you inflict forced movement on an enemy with an attack, the forced movement is increased by 1. Against Forced Movement damage caused by you, your allies gain Resist, and your enemies gain Vulnerable.

9.3.2 Level 4 Controller Role Feats

9.3.2.1 Category - Explosive Control

Hole in the Fire

Role: Explosive Control - Level 4

Keywords: Role, Controller

Requires: Controller role

When making an Area attack, you may become Hindered until end of turn to avoid targeting an ally in the origin square.
When making a Close attack, you become Hindered until end of turn to avoid targeting an ally adjacent to you.

Expose Vulnerability

Role: Explosive Control - Level 4

Keywords: Role, Controller

Requires: Controller role

When you attack one or more enemies, they gain Vulnerable (your attacks and zones) during their next turn.

Rend Foe

Role: Explosive Control - Level 4

Keywords: Role, Controller

Requires: Controller role

Your attacks with multiple targets deal extra damage:
- [H] +1 damage.
- [P] +3 damage.
- [H] +6 damage.
When hitting with an attack with a single target, you deal extra damage to an enemy within 2 squares of the target:
- [H] +2 damage.
- [P] +6 damage.
- [H] +12 damage.

9.3.2.2 Category - Ground Control

Wind Waker

Role: Ground Control - Level 4

Keywords: Role, Controller

Requires: Controller role

Forced Movement you inflict is increased by 1, or by 2 if caused by an attack with Advantage.

Sustained Assault

Role: Ground Control - Level 4

Keywords: Role, Controller

Requires: Controller role

+1 Arm while you have an active Summon, Conjuration or Sustain power.
Your summoned creatures gain +1 Arm and extra HP:
- [H]:+5 HP
- [P]:+15 HP
- [E]:+30 HP

Slow Motion

Role: Ground Control - Level 4

Keywords: Role, Controller

Requires: Controller role

When hitting with an attack with a single target, the target is Slowed until the end of your next turn.
Gain Advantage on attacks against Slowed, Immobilized or Restrained targets.

9.3.3 Level 4 Leader Role Feats

9.3.3.1 Category - Leader Heal

Master Healer

Role: Leader Heal - Level 4

Keywords: Role, Leader

Requires: Leader role

When you use a Healing power, characters healing a Surge due to that power gain a bonus to their Surge Value:
- [H]:+5 Surge Value
- [P]:+15 Surge Value
- [E]:+30 Surge Value.

Saving Grace

Role: Leader Heal - Level 4

Keywords: Role, Leader

Requires: Leader role

When you use a Healing power, characters healing a Surge due to that power can make a Saving Throw to end an effect that a save can end or to downgrade a condition until end of your next turn.

Shield Mate

Role: Leader Heal - Level 4

Keywords: Role, Leader

Requires: Leader role

When you grant Shield Points to an ally, increase the Shield Points granted:
- [H] +2 SP
- [P] +6 SP
- [E] +12 SP

9.3.3.2 Category - Leader Maneuver

Word of Caution

Role: Leader Maneuver - Level 4

Keywords: Role, Leader

Requires: Leader role

When you use a Healing power, characters healing a Surge due to that power gain +1 to all defenses until the end of your next turn.
When you grant a power bonus to a defense to an ally, that bonus is increased by 1.

Fast Healing

Role: Leader Maneuver - Level 4

Keywords: Role, Leader

Requires: Leader role

When you use a Healing power, characters healing a Surge due to that power gain +3 Movement Speed until the end of your next turn.
When you grant an action to an ally, any movement or shift in that action is increased by 1.
When you grant forced movement to an ally, the forced movement is increased by 1.

Rallying Cry

Role: Leader Maneuver - Level 4

Keywords: Role, Leader

Requires: Leader role

When rolling for Initiative, allies that can see you gain +1 to all defenses until the end of the first combat round, and +1 to Initiative.

9.3.4 Level 4 Striker Role Feats

9.3.4.1 Category - Striker Agility

Fancy Footwork

Role: Striker Agility - Level 4

Keywords: Role, Striker

Requires: Striker role

When you shift, the shift distance is increased by 1 square.
You do not become Hindered when using the Shift maneuver

Quick Feet

Role: Striker Agility - Level 4

Keywords: Role, Striker

Requires: Striker role

+1 Movement Speed.
You can move 1 square or stand up from Prone as a Minor Action.

Escape Artist

Role: Striker Agility - Level 4

Keywords: Role, Striker

Requires: Striker role

+3 to all defenses against Opportunity Attacks.
At the start of turn, you can make a save to ignore the Taunted condition until end of turn, or to downgrade one of the following conditions until end of turn: Slowed, Immobilized, Restrained, Grabbed.

9.3.4.2 Category - Striker Lethality

Cunning Duelist

Role: Striker Lethality - Level 4

Keywords: Role, Striker

Requires: Striker role

When attacking, gain Advantage if you and the target are within 3 squares of each other and have no adjacent characters other than each other.

Dirty Fighting

Role: Striker Lethality - Level 4

Keywords: Role, Striker

Requires: Striker role

When attacking with Advantage, +1 hit.

Lethal Weapon

Role: Striker Lethality - Level 4

Keywords: Role, Striker

Requires: Striker role

On weapon attacks with, deal extra damage and Miss Damage:
- [H] +1 damage and +1 Miss Damage per W.
- [P][E] +2 damage and +2 Miss Damage per W.
On implement attacks, deal extra damage:
- [H] +1 damage and +1 Miss Damage per damage die.
- [P][E] +2 damage and +2 Miss Damage per damage die.

9.4 Level 11 Combat Feats

9.4.1 Category - Paragon Defense

Universal Defense

Paragon Defense - Level 11

+1 Fortitude, +1 Reflex, +1 Will.

Martial Prowess

Paragon Defense - Level 11

Keywords: Martial

Requires: Martial power source

+1 Fortitude, +1 Reflex, +3 Opportunity Attack Modifier

Divine Resolve

Paragon Defense - Level 11

Keywords: Divine

Requires: Divine power source

+1 Fortitude, +1 Will.your Surge Value:
- [P]:+9 Surge Value
- [E]:+18 Surge Value

Arcane Abjuration

Paragon Defense - Level 11

Keywords: Arcane

Requires: Arcane power source

+1 Will, +1 Reflex, +2 to saves

Primal Endurance

Paragon Defense - Level 11

Keywords: Primal

Requires: Primal power source

+2 Fortitude.extra HP:
- [P]:+9 HP
- [E]:+18 HP

Psionic Prescience

Paragon Defense - Level 11

Keywords: Psi

Requires: Psi power source

+2 Will, +3 Initiative

Shadow Slumber

Paragon Defense - Level 11

Keywords: Shadow

Requires: Shadow power source

+2 Reflex, +6 Death Saves

9.4.2 Category - Paragon Resource

Universal Resource

Paragon Resource - Level 11

+2 Surges.

Martial Grit

Paragon Resource - Level 11

Keywords: Martial

Requires: Martial power source

When using Second Wind, gain +4 hit on next attack, +2 to Action Point rolls until end of next turn, and you can roll a save to avoid the Vitality loss.

Divine Hope

Paragon Resource - Level 11

Keywords: Divine

Requires: Divine power source

When using Second Wind, gain +2 to defenses until end of next turn, you can roll a save, and gain Shield Points equal to half your Surge Value.

Arcane Recovery

Paragon Resource - Level 11

Keywords: Arcane

Requires: Arcane power source

When using an Encounter or Daily arcane power, roll 1d20. On a 17+, the power is not spent.

Primal Invocation

Paragon Resource - Level 11

Keywords: Primal

Requires: Primal power source

You gain an additional primal Daily Attack Power, of the same level as your lowest level Daily Attack Power.

Psionic Versatility

Paragon Resource - Level 11

Keywords: Psi

Requires: Psi power source

When using a psionic At-Will attack power for the first time in an encounter, gain +1 hit with that power.
You gain an additional Level 1 At-will attack power.

Shadow Ghost

Paragon Resource - Level 11

Keywords: Shadow

Requires: Shadow power source

When using Total Defense or Second Wind, gain Insubstantial until the start of next turn.

9.4.3 Category - Power Source

9.4.4 Level 11 Role Feats

9.4.4.1 Category: Defender Taunt

Persuasive Taunt

Role: Defender Taunt - Level 11

Keywords: Role, Defender, Paragon

Requires: Defender role

When ignoring taunts, enemies taunted by you gain -1 to hit, and an additional -2 to hit with Opportunity Attacks.

Deadly Taunt

Role: Defender Taunt - Level 11

Keywords: Role, Defender, Paragon

Requires: Defender role

Enemies taunted by you gain Vulnerable All (Your attacks) during their turn.

Meat Shield

Role: Defender Taunt - Level 11

Keywords: Role, Defender, Paragon

Requires: Defender role

You grant cover to all allies adjacent to you.
Allies adjacent to you gain Resist All (Burst or Blast).

9.4.4.2 Category: Debilitating Control

Stable Affliction

Role: Debilitating Control - Level 11

Keywords: Role, Controller

Requires: Controller role

Enemies gain -3 to Saving Throws against your effects.

Confusion in the Ranks

Role: Debilitating Control - Level 11

Keywords: Role, Controller

Requires: Controller role

The first time you hit a non-Taunted enemy each turn, that enemy is Taunted by an ally of your choice until the end of your next turn.

Exploit Weakness

Role: Debilitating Control - Level 11

Keywords: Role, Controller

Requires: Controller role

You gain Advantage against Slowed, Immobilized, Grabbed, Dazed and Weakened enemies.

9.4.4.3 Category: Leader Offense

Adrenaline Rush

Role: Leader Offense - Level 11

Keywords: Role, Leader, Paragon

Requires: Leader role

When you use a Healing power, characters healing a Surge due to that power gain +2 to hit and +1 to Action Point rolls until the end of your next turn.

Point Flank

Role: Leader Offense - Level 11

Keywords: Role, Leader, Paragon

Requires: Leader role

Allies gain +1 to hit and +1 damage per tier against enemies you flank.

Constructive Criticism

Role: Leader Offense - Level 11

Keywords: Role, Leader, Paragon

Requires: Leader role

While you grant a power bonus to hit or damage to an ally, that ally gains +1 Crit Range.

9.4.4.4 Category: Striker Resource

Action Striker

Role: Striker Resource - Level 11

Keywords: Role, Striker, Paragon

Requires: Striker role

On each Extended Rest, gain 1 additional Action Point.
+1 to Action Point rolls.

Daily Striker

Role: Striker Resource - Level 11

Keywords: Role, Striker, Paragon

Requires: Striker role

On Daily attack powers, gain +2 hit and +2 Crit Range.
On Daily Weapon attack powers, gain +2 damage per W.
On Daily Implement attack powers, gain +2 damage per die.
Once per day, when you reach a Milestone, you can choose to regain one of your spent Daily attack powers at random instead of gaining an Action Point.

Surge Striker

Role: Striker Resource - Level 11

Keywords: Role, Striker, Paragon

Requires: Striker role

+2 Surges.
When you heal a Surge, gain +2 hit until end of your next turn, and you can save to downgrade a Combat Condition on you.

9.5 Level 18 Combat Feats

9.5.1 Category - Paragon Utility

Paragon Utility

Paragon Utility - Level 18

Keywords: Epic

Gain a Level 10 Utility Power.

9.6 Level 21 Combat Feats

9.6.1 Category - Epic Might

Larger than life

Epic Might - Level 21

Keywords: Epic

In combat, you occupy space as a Large creature (2x2 squares).
Your reach with all melee and touch attacks is increased by 1.
(Note: Your actual height and size is not changed)

Wrecking Crew

Epic Might - Level 21

Keywords: Epic

Once per turn, after you hit or miss with a melee or ranged attack, a ground square in the target’s space is Difficult Terrain until end of the encounter.
You have Advantage on attacks against targets on Difficult Terrain.

Irresistible Force

Epic Might - Level 21

Keywords: Epic

Your Forced Movement is increased by 1.
After inflicting forced movement to an enemy, if that character has not received Forced Movement Damage but is adjacent to another character, you can choose to deal half Forced Movement Damage to both characters.

Immovable Object

Epic Might - Level 21

Keywords: Epic

Enemy Forced Movement on you is reduced by 1.
When an enemy misses you with a melee attack, as a Free Reaction you Slide it 1 square.

Epic Explosion

Epic Might - Level 21

Keywords: Epic

Once per encounter, you may spend a Minor Action to increase the size of your next Burst or Blast attack by 1.

Epic Cleave

Epic Might - Level 21

Keywords: Epic

During your turn, your melee and ranged attacks that target at least 1 Minion can target an additional enemy.
You ignore all resistances from Swarm monsters.

Epic Chase

Epic Might - Level 21

Keywords: Epic

While Charging, until end of turn you gain Fly Speed equal to your Speed +4, are immune to fall damage, and downgrade Slowed and Immobilised.

9.6.2 Category - Epic Specialization

Epic Specialization

Epic Specialization - Level 21

Keywords: Epic

Choose a Feat Category of any feat that you have. You gain an additional feat from that category.

9.7 Level 28 Combat Feats

9.7.1 Category - Epic Utility

Epic Utility

Epic Utility - Level 28

Keywords: Epic

Gain a Level 16 Utility Power.