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.
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.
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.