Feats of Eden
General Feats (10)
Basic Combat Versatility
Benefit: Select an ability score. You make basic attacks modified by that ability score in place of the ability score they would normally use. This includes powers such as a Wizard’s “Magic Missile” or a Warlock’s “Eldritch Blast.”
Improvising Mastery
Prerequisite(s): 15 in the chosen ability score
Benefit: Select an ability score. You have a +3 bonus to ability checks to take “actions the rules don’t cover” (DMG) with that ability score. If such actions would deal damage, they deal +2 damage. These bonuses improve to +5 at 21st level.
Combat Maneuver Mastery
Benefit: You have a +2 bonus to attack rolls made to Trip, Bull Rush or Grab creatures. This improves to +4 at 11th level and +6 at 21st level.
Skill Advantage
Benefit: You have a +2 bonus to skill checks when you have combat advantage against a creature.
Coordinated Maneuver
Prerequisite(s): Str 11, Dex 15
Benefit: You can use your Dexterity modifier for Bull Rushes, Grabs and Trips instead of your Strength modifier.
Light Armor Training
Benefit: You have a +2 feat bonus to AC while wearing Cloth armor, and a +1 feat bonus to AC while wearing Leather or Hide armor.
Ritual Study
Prerequisite(s): Ritual book and the ability to cast rituals
Benefit: You add 2 rituals of your level or lower to your ritual book. You can replace these rituals with two other rituals of your level or lower by spending your retraining opportunity whenever you gain a level.
Touch of the Forlorn Void
Prerequisite(s): Natural or Fey origin, Int or Cha 13
Benefit: Your body has changed at its very core, in ways you may not even be aware of. You count as being of Aberrant origin, discarding your earlier origin for the purposes of feats and prerequisites. In addition, once per encounter, one creature that attacks you with a power that has the Charm or Psychic keyword takes damage equal to your intelligence or charisma modifier.
Aberrant Speech
Prerequisite(s): Knows Deep Speech, trained in History.
Benefit: You can speak some of the Foul Speech language of the Aberrations, at least the words which are known to the civilized societies, maybe a few more. You count as being of Aberrant origin, discarding your earlier origin for the purposes of feats and prerequisites. You have a +2 feat bonus to Dungeoneering and Arcana.
Blood Price
Benefit: Once per encounter, you can take damage equal to your healing surge value as a standard action to recover a spent encounter power.
Keyword-Specific Feats (37)
Energy Manipulator
Benefit: Once per encounter, you can add a Fire, Acid, Cold, Lightning, Poison, Radiant, Necrotic, Force or Thunder keyword to an encounter or daily power that has none of those keywords, or change one of those keywords present in the power to another of those keywords.
Energy Channeler
Prerequisite(s): Int 13
Benefit: Once per encounter, when making a Close or Area attack with a Fire, Acid, Cold, Lightning, Poison, Radiant, Necrotic, Force or Thunder keyword, it targets enemies only. If it targets more than one enemy, it deals +2 damage.
Energy Exarch
Prerequisite(s): Int 13, 11th level
Benefit: Once per encounter, when attacking a creature that is not vulnerable to any one of Fire, Acid, Cold, Lightning, Poison, Radiant, Necrotic, Force or Thunder (your choice), or that is resistant or immune to any of those keywords, you can treat the target as Vulnerable 2 to one of those keywords of your choice or you can ignore its resistance or immunity to one of those keywords of your choice until the start of your next turn.
Spreading Flames
Prerequisite(s): Dex 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Fire keyword, you can have one creature within 2 squares of the target of the attack suffer ongoing 5 fire damage (save ends). This improves to ongoing 7 damage at 11th level and ongoing 10 damage at 21st level.
Immobilizing Cold
Prerequisite(s): Con 13
Benefit: Once per encounter when making an attack that has the Cold keyword, you can cause the target or one creature adjacent to the target to become immobilized until the end of your next turn in addition to the power’s other effects. This happens even if you miss. If the attack has multiple targets, you inflict the condition to one of your choice.
Circling Lightning
Prerequisite(s): Dex 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Lightning keyword, you can gain a +2 shield bonus to AC and Reflex defense until the end of your next turn. The first time your AC or Reflex defense is attacked while you benefit from this bonus, you deal 5 lightning damage to the attacker. This improves to 8 lightning damage at 11th level and 12 lightning damage at 21st level.
Insurmountable Poison
Prerequisite(s): Con 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Poison keyword, you give the target a -2 penalty to its next saving throw against a condition inflicted that has the Poison keyword. If the attack has multiple targets, you inflict the condition to one of your choice.
Corroding Acid
Prerequisite(s): Con 13, Wis 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Acid keyword, the target is weakened until the start of your next turn. If the attack has multiple targets, you inflict the condition to one of your choice.
Entangling Force
Prerequisite(s): Con 13, Wis 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Force keyword, the target grants combat advantage to all creatures until the end of your next turn. If the attack has multiple targets, you inflict the condition to one of your choice.
Ominous Thunder
Prerequisite(s): Cha 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Thunder keyword, the target is slowed until the end of your next turn. If the attack has multiple targets, you inflict the condition to one of your choice.
Psychic Clamp
Prerequisite(s): Cha 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Psychic keyword, the target can only make basic attacks and can’t take opportunity actions until the end of your next turn. If the attack has multiple targets, you inflict the condition to one of your choice.
Pacifying Radiance
Prerequisite(s): Cha 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Radiant keyword, the target becomes dazed until the end of your next turn or until it is attacked by you or one of your allies. If the attack has multiple targets, you inflict the condition to one of your choice.
Smothering Darkness
Prerequisite(s): Wis 13
Benefit: Once per encounter when you successfully hit a creature with an attack that has the Necrotic keyword, the target becomes restrained until the end of your next turn. It can end the condition during its turn if it takes a minor action to deal 2d6 damage to itself. The damage improves to 3d6 at 11th level and 4d6 at 21st level. If the attack has multiple targets, you inflict the condition to one of your choice.
Overwhelming Charm
Prerequisite(s): Cha 13, 11th level
Benefit: Once per encounter, when you successfully hit a creature with an attack that has the Charm keyword, you can force the target to make an attack against a creature of your choice during its next turn. If one or more of your allies is adjacent to the target, its attack must include at least one of your allies.
Greater Teleport
Prerequisite(s): Wis 13, 11th level
Benefit: Once per encounter when you use a power that has the Teleportation keyword, you or whoever is subject to the teleportation effect teleports 2 extra squares.
Sliding Zone
Prerequisite(s): Int 13, 11th level
Benefit: Once per encounter when you use a power that has the Zone keyword, you can move the zone once up to 3 squares as a minor action. If it could already be moved, you can move it 3 extra squares during the turn in which you used this benefit.
Defensive Conjuring
Prerequisite(s): Int 13, 11th level
Benefit: Once per encounter when you use a power that has the Conjuration keyword, you can gain a +2 bonus to all defenses until the end of your next turn while you are adjacent to your conjuration.
Flametouched
Benefit: When attacking a creature that is vulnerable to Fire, you can give that creature ongoing 1 fire damage (save ends) when you use an encounter power that has the Fire keyword.
Thundertouched
Benefit: When attacking a creature that is vulnerable to Thunder, you can push that creature 1 square (or if using a power that already pushes, add an additional square to the distance pushed) when you use a power that has the Thunder keyword.
Acidtouched
Benefit: When attacking a creature that is vulnerable to Acid, you give that creature a -2 penalty to one defense of your choice until the end of your next turn when you use a power that has the Acid keyword.
Poisontouched
Benefit: When attacking a creature that is vulnerable to Poison, you give that creature a -1 bonus to all defenses until the end of your next turn when you use a power that has the Poison keyword.
Essencetouched
Benefit: When attacking a creature that is vulnerable to Force, you can deal 2d6 force damage to all enemies adjacent to the creature when you use an encounter power that has the Force keyword.
Lightningtouched
Benefit: When attacking a creature that is vulnerable to Electricity, you can give that creature a -2 penalty to attack rolls until the end of your next turn when you use a power that has the Electricity keyword.
Mindtouched
Benefit: When attacking a creature that is vulnerable to Psychic, you can give it Vulnerability 2 to a damage keyword of your choice until the end of your next turn when you use a power that has the Psychic keyword.
Lighttouched
Benefit: When attacking a creature that is vulnerable to Radiant, you can gain 5 temporary hit points when you use a power that has the Radiant keyword.
Darktouched
Benefit: When attacking a creature that is vulnerable to Necrotic, you can give that creature a -2 penalty to saving throws until the end of your next turn when you use a power that has the Necrotic keyword.
Falling Fires
Benefit: Whenever you miss with an encounter or daily power that has the Fire keyword, you deal 1d10 Miss damage, or if the power already does damage on a miss, you deal 1d10 extra miss damage. This improves to 2d10 at 21st level.
Halting Ice
Benefit: Whenever you miss with an encounter or daily power that has the Cold keyword, the target takes a -2 penalty to its speed and to its defenses against opportunity attacks until the end of your next turn.
Scalding Acid
Benefit: Whenever you miss with an encounter or daily power that has the Acid keyword, the target has Vulnerability 2 to all damage against the next attack made against it before the end of your next turn.
Draining Poison
Benefit: Whenever you miss with an encounter or daily power that has the Poison keyword, the target has a -2 penalty to a defense of your choice against the next attack made against it before the end of your next turn.
Surging Lightning
Benefit: Whenever you miss with an encounter or daily power that has the Lightning keyword, the target takes 1d4 miss damage (or extra miss damage) and has a -2 penalty to its next attack roll made before the end of your next turn.
Kinetic Force
Benefit: Whenever you miss with an encounter or daily power that has the Force keyword, you push the target 1 square.
Wave of Thunder
Benefit: Whenever you miss with an encounter or daily power that has the Thunder keyword, the target cannot shift until the start of your next turn.
Psychic Prowess
Benefit: Whenever you miss with an encounter or daily power that has the Psychic keyword, the target grants combat advantage to the next creature that attacks it before the end of your next turn.
Guiding Radiance
Benefit: Whenever you miss with an encounter or daily power that has the Radiant keyword, your allies have a +1 power bonus to attack rolls against the target until the start of your next turn.
Defiling Necrosis
Benefit: Whenever you miss with an encounter or daily power that has the Necrotic keyword, the target takes a -1 penalty to saving throws until the end of your next turn.
Flashing Arms
Benefit: The first time in an encounter that you miss with an encounter power that has the Weapon keyword, if you rolled a 10 or higher, the power is not expended, and you regain the use of it at the end of your next turn.
Weapon-Specific Feats (56)
Unorthodx Weapon Style
Benefit: Once per encounter, you can treat your weapon as having an additional weapon category of your choice.
Unorthodox Weapon User
Prerequisite(s): 11th level
Benefit: Select one weapon you are proficient with. For the purposes of feats, but not magic item enhancements or class features, that weapon is treated as having an additional weapon category of your choice.
Whirling Weapon User
Prerequisite(s): Proficient with one or more of the listed weapons.
Benefit: The following weapons get the Whirling special property when you wield them: Glaive, Quarterstaff, Greatsword, Sickle, Maul, Heavy Flail, Spiked Chain.
Skirmish Weapon User
Prerequisite(s): Proficient with one or more of the listed weapons.
Benefit: The following weapons get the Skirmish special property when you wield them: Dagger, War Pick, Spear, Warhammer, Longspear, Shortbow, Hand Crossbow, Rapier.
Sweeping Weapon User
Prerequisite(s): Proficient with one or more of the listed weapons.
Benefit: The following weapons get the Sweeping special property when you wield them: Club, Mace, Greatclub, Morningstar, Scythe, Halberd, Longsword, Bastard Sword, Spiked Chain.
Slicing Critical
Prerequisite(s): Dex 13
Benefit: Your critical hits made with Heavy Blades, Polearms, Light Blades or Spears deal 3 + your dexterity modifier extra damage.
Crushing Critical
Prerequisite(s): Str 13, Con 13
Benefit: Whenever you score a critical hit with an Axe, Hammer or Pick, the target has Vulnerability 5 to Weapon damage until the end of your next turn.
Shaking Critical
Prerequisite(s): Con 13
Benefit: Whenever you score a critical hit with an attack with an Unarmed weapon, Staff or Mace, the target is dazed until the start of your next turn.
Pursuing Critical
Prerequisite(s): Dex 13
Benefit: Whenever you score a critical hit with a Bow or Crossbow, the target is immobilized until the end of your next turn.
Precise Sword Arm
Prerequisite(s): Dex 13
Benefit: Once per encounter, when making an encounter or daily attack with a Heavy Blade that targets AC, you can target the Reflex defense instead. If you are making multiple attacks, only the first one targets the Reflex defense.
Iaido Training
Prerequisite(s): Dex 13
Benefit: You have a +1 bonus to damage rolls on the first round of combat with heavy blades. If you miss an attack with a heavy blade during the first round of combat, you deal 1[W] damage as Miss damage.
Scythe Wielder
Prerequisite(s): Str 13, Dex 11,
Benefit: You treat the Scythe as a +3 proficiency weapon. You have a +1 shield bonus to AC and Reflex defense while wielding a Scythe.
Circling Scythe
Prerequisite(s): Dex 13
Benefit: Once per encounter when you make an attack with a Scythe that would knock an enemy prone, you deal 2d4 damage to one creature adjacent to you. This damage ignores that creature’s damage resistances.
Wounding Blade
Prerequisite(s): Dex 13
Benefit: Once per encounter, when making an encounter or daily attack with a light blade, the target takes 1d6 damage and grants combat advantage to all creatures until the end of your next turn if it takes a standard action before the end of your next turn. If you are making multiple attacks, you can choose which of the successful attacks inflicts this condition.
Punching Rapier
Prerequisite(s): Dex 13
Benefit: While you wield a Rapier, it has the High Crit property.
Droplet of Steel
Prerequisite(s): Dex 13
Benefit: Once per encounter, you can give up the benefit of combat advantage that you have against one creature to make a basic attack against it with a dagger, butterfly sword or sickle as a minor action.
War Fan Mastery
Prerequisite(s): Dex 13, proficient with the War Fan.
Benefit: You treat the War Fan as a +3 proficiency weapon. You have a +1 shield bonus to AC and Reflex defense while wielding a War Fan. Once per encounter, if you are wielding two War Fans, you can improve the shield bonus to +3 as an immediate interrupt triggered by an enemy attack.
Chakram Thrower
Prerequisite(s): Dex 13, proficient with the Chakram
Benefit: You treat the Chakram as a +3 proficiency weapon. You can treat it as a Heavy Thrown weapon. Once per encounter when you attack with a Chakram, you deal damage equal to your Dexterity modifier to all enemies adjacent to the target.
Bloodthirsty Axe
Prerequisite(s): Str 13, Con 13
Benefit: Once per encounter, when making an encounter or daily attack with an Axe, you can reroll any result of 3 or less on the damage die of your Axe. If you are making multiple attacks, only the first one gets this benefit.
Falling Axe Style
Prerequisite(s): Str 13
Benefit: Whenever you attack a prone or immobilized target with an Axe using an encounter or daily power, you have a +1 bonus to the attack roll.
Snaking Staff
Prerequisite(s): Wis 13
Benefit: Once per encounter, when making an encounter or daily attack with the Weapon keyword using a Staff, if the attack targets one creature and makes only one attack, it becomes a Close Burst 1 that targets each enemy in the burst you can see. You grant combat advantage to each enemy you attack this way.
Defensive Staff
Prerequisite: Wis 13, proficient with the quarterstaff
Benefit: You gain a +1 shield bonus to AC and Reflex defense while wielding a Staff as a Weapon.
Extended Staff Style
Prerequisite: Wis 13, Str 13, proficient with the quarterstaff
Benefit: When making attacks with encounter or daily powers that have the Weapon keyword with a quarterstaff, the quarterstaff gains the Reach property.
Retributive Staff Fighting
Prerequisite: Wis 15, proficient with the quarterstaff, 11th level
Benefit: Whenever an enemy makes a melee attack against you that would grab you, knock you prone or stun you, it takes 2 + your wisdom modifier damage.
Debilitating Mace
Prerequisite(s): Con 13
Benefit: Once per encounter, when making an encounter or daily attack with a Mace, if it is successful, the target is weakened until the start of your next turn. If you are making multiple attacks or attacking multiple targets, only the first attack or one target of your choice gets the condition.
Bonecrushing Arm
Prerequisite(s): Con 13
Benefit: Whenever a creature you can see is struck with a critical hit, you have a +3 bonus to damage against it until the end of your next turn with a Hammer, Mace or Unarmed weapon.
Martial Arts Training
Benefit: You treat your Unarmed Attack as a one-handed weapon of the Unarmed group that deals 1d8 damage and has a +3 proficiency bonus to attack rolls. It has the Off-Hand property as long as you have a hand free. You can enchant and disenchant your unarmed attack as you would a regular weapon.
Versatile Fist
Prerequisite(s): Wis 13
Benefit: Once per encounter when making an encounter or daily attack with an Unarmed weapon, if the attack is successful, you push or slide the target 1 square and knock it prone. If the attack already pushes or slides a target, the forced movement increases by 1, and if it already knocks the target prone, the attack has a +1 bonus to damage.
Acrobatic Kick
Prerequisite(s): Dex 13, Wis 15, trained in Athletics or Acrobatics
Benefit: Whenever you spend an action point to take an extra action and use that action to make a melee daily attack, you deal extra damage equal to your Unarmed Attack damage dice with a successful hit with that attack.
Flurrying Fists
Prerequisite(s): Dex 13, Wis 15, 11th level
Benefit: Once per encounter, you can make a basic attack with your unarmed attack as a minor action on the same turn in which you successfully attacked an enemy with your unarmed attack using an encounter or daily power.
Monastic Weapon Training
Prerequisite(s): Proficiency with the mace, sickle and quarterstaff.
Benefit: You treat the mace, quarterstaff and sickle, and any one Unarmed weapon, as +3 proficiency weapons. In addition, you have a +1 bonus to damage rolls when making encounter or daily attacks with these weapons.
Unarmed Weapon Master
Prerequisite(s): Wis 15, 11th level
Benefit: You become proficient with every Unarmed weapon.
Gutting Pick
Prerequisite(s): Con 13, Dex 13
Benefit: Once per encounter, when making an encounter or daily attack with a Pick that has combat advantage against an enemy, you deal 1[W] extra damage and half damage if you miss. If you are making multiple attacks, only the first one gains this benefit.
Hook Sword Combat
Prerequisite(s): Con 11, Dex 11, proficient with the hook sword.
Benefit: Whenever an attack you make with a hook sword would give a penalty to an opponent’s attack rolls, the penalty is 2 points higher if the opponent is attacking you, for as long as the penalty lasts.
Punishing Flail
Prerequisite(s): Dex 13
Benefit: Once per encounter, when making an encounter or daily attack with a Flail, if you successfully hit, you can make a basic attack with the flail against an adjacent enemy other than the target of your attack as a free action.
Kusari-Gama Training
Prerequisite(s): Dex 15, proficient with the Kusari-Gama
Benefit: You treat the Kusari-Gama as a +3 proficiency weapon. The first critical hit you score in an encounter with the Kusari-Gama deals 1d12 extra damage.
Meteoric Hammer
Prerequisite(s): Con 13
Benefit: Once per encounter, when making an encounter or daily attack with a hammer, you knock prone the target and one creature adjacent to you after the attack.
Cometary Advantage
Prerequisite(s): Dex 13 or Con 13
Benefit: When making an encounter or daily attack with a Hammer, Pick or Flail against a target that is slowed or immobilized, you have combat advantage against the target.
Savage Opening
Prerequisite(s): Con 13, Dex 13
Benefit: During the first round of combat, your encounter or daily attacks with Hammers, Flails or Picks that targeted the AC defense target the Fortitude defense instead.
Vicious Opportunity
Prerequisite(s): Con 13, Dex 13, 11th level
Benefit: Whenever you make an opportunity attack against a creature with a Pick or Flail, it takes a -2 penalty to AC or a -1 penalty to all non-AC defenses (your choice) until the end of your next turn.
Tip of the Polearm
Prerequisite(s): Wis 13
Benefit: Once per encounter, when making an encounter or daily attack with a Polearm, you have 1 added square of reach and threatening reach until the end of your next turn.
Thundering Spear
Prerequisite(s): Dex 13
Benefit: Once per encounter on your turn, you can make a light or heavy thrown ranged basic attack (your choice) with a Spear at a range of 5 squares. If you hit, you also deal half damage to each creature adjacent to the target.
Flying Pole Training
Prerequisite(s): Dex 13, Wis 13
Benefit: Select a Spear and a Polearm you are proficient with. You treat those weapons as +3 proficiency weapons. If you are wielding a Spear or Polearm with a Close Burst 1 Daily power that has the Weapon Keyword, it becomes a Close Burst 2.
Impaling Sprint
Prerequisite(s): Str 15, Dex 13, Wis 13
Benefit: Your encounter or daily attacks with spears or polearms against dazed, stunned or immobilized enemies deal extra damage equal to your wisdom modifier.
Spear Mobility
Prerequisite(s): Dex 13
Benefit: Once per encounter, you can shift 1 square as a minor action after making a successful encounter or daily attack power with a Spear or Polearm. You have a +1 bonus to AC until the end of your next turn after this shift.
Heavy Rock Thrower
Prerequisite(s): Str 11, Dex 13, proficient with the Sling.
Benefit: You treat the Sling as one size category larger.
Versatile Sling
Prerequisite(s): Str 11, Dex 15, proficient with the Sling.
Benefit: You treat the Sling as a Flail in addition to a Sling, and can make melee attacks with it, or make ranged attacks against adjacent targets with a Sling without provoking opportunity attacks.
Speeding Sling
Prerequisite(s): Dex 15, proficient with the Sling.
Benefit: You treat the Sling as a +3 proficiency weapon. You treat the Sling as Crossbow in addition to a Sling.
Stone Between The Eyes
Prerequisite(s): Dex 13, proficient with the Sling
Benefit: Once per encounter when you make an encounter or daily attack power with a Sling, if successful, the target is blinded until the end of your next turn.
Grazing Stone
Prerequisite(s): Dex 13, proficient with the Sling, 11th level.
Benefit: Whenever you miss with an attack made with a sling, you can deal your dexterity modifier as damage to a creature within 3 squares of the target.
Stone To The Skull
Prerequisite(s): Str 13, Dex 19, proficient with the Sling, 21sh level.
Benefit: Whenever you score a critical hit with a Sling, the target takes ongoing 5 damage and is blinded (save ends both).
Deft Shot
Prerequisite(s): Dex 13
Benefit: Once per encounter, when making an encounter or daily attack with a Bow or Crossbow, you have combat advantage against the target and ignore cover and concealment (but not total cover and total concealment).
Trained Shooter
Prerequisite(s): Dex 13
Benefit: You treat the hand crossbow as a +3 proficiency weapon, and you treat the blowpipe as being 1 size category larger.
Blade and Bolt Style
Prerequisite(s): Dex 13, proficient with the Hand Crossbow
Benefit: The Hand Crossbow gains the Off-Hand property if you wield it while you have a melee weapon in your main hand. You can reload your hand crossbow as a free action even if you wield it this way. You have a +1 bonus to damage rolls with both weapons if wielding them this way.
Executioner Shot
Prerequisite(s): Dex 13
Benefit: When making an attack with a Bow or Crossbow against an adjacent enemy that you have combat advantage against using an encounter or daily power, you do not draw an opportunity attack and you have a +2 bonus to your damage roll. If you are making multiple attacks, only the first attack receives the bonus to its damage roll.
Versatile Shielding
Benefit: While wielding a versatile weapon in both hands, you have a +1 shield bonus to AC and Reflex defense.
Implement Feats (10)
Unorthodox Implement Proficiency
Benefit: Select any weapon. You can add your enhancement bonus from that weapon to your attack and damage rolls with powers that have the Implement keyword.
Unorthodox Implement Mastery
Benefit: Select any weapon that you can use as an implement. If that weapon is a Light or Heavy Blade, you can treat it as a Wand. If it is an Axe, Spear or Polearm, you can treat it as a Staff. If it is a Hammer, Mace or Pick, you can treat it as a Rod. If it is a Bow or Crossbow, you can treat it as an Orb. You do not gain the benefits of feats or enchantments that specifically require one of those implements, but you can use the implements for class features.
Crushing Implement
Prerequisite(s): Wis 13 or Int 13
Benefit: Whenever you score a critical hit with a power that has the Implement keyword, you deal 1d8 extra critical damage. This improves to 2d8 at 21st level.
Symbol of Enfeeblement
Prerequisite(s): Wis 13
Benefit: Once per encounter, when making an attack with a Holy Symbol, the target of that attack takes a -2 penalty to a defense of your choice or a -2 penalty to attack rolls when attacking a defense of your choice, until the start of your next turn.
Symbol of Bolstering
Prerequisite(s): Cha 13
Benefit: Once per encounter, when making an attack with a Holy Symbol, if the attack is successful, one ally you can see has a +2 bonus to attack rolls when attacking a defense of your choice or a +2 bonus to a defense of your choice, until the start of your next turn.
Implement Adept
Prerequisite(s): Cha 19 or Int 19 or Wis 19, 21st level
Benefit: Select one kind of implement, or a weapon that you can use as an implement. You score critical hits with that implement on a natural roll of 19-20.
Implement Focus
Benefit: Choose one implement type that can be used with your class’ powers, such as Orb for Wizards or Holy Symbol for Clerics, or with Weapons that can be used as Implements. You have a +1 feat bonus to damage rolls with powers that have the Implement keyword as long as you wield your chosen implement. This improves to +2 at 11th level and +3 at 21st level.
Penetrating Implement
Prerequisite(s): Int 15 or Cha 15 (Holy Symbol only)
Benefit: Once per encounter, when making an attack with an encounter or daily power that has the Implement keyword while wielding an Orb, Wand or Holy Symbol, the target has Vulnerability 2 to a single damage keyword (Fire, Acid, Force, etc) associated with that power. If you are making multiple attacks, only the first attack gains this benefit.
Defending Implement
Prerequisite(s): Int 15 or Wis 15 (Holy Symbol only)
Benefit: Once per encounter, when making an attack with an encounter or daily power that has the Implement keyword while wielding an Rod, Staff or Holy Symbol, you have a +2 shield bonus to all defenses until the end of your next turn.
Esoteric Critical
Prerequisite(s): Int 13 or Wis 13
Benefit: Whenever you score a critical hit while wielding an Implement, you push, pull or slide the target 2 squares.
Skilled Feats (10)
New Rules
Skilled Feats: Some feats have the [Skilled] identifier. A character can only have 1 [Skilled] feat at a time. This improves to 2 at 11th level and 3 at 21st level. A character can only apply the benefit of 1 [Skilled] feat each round, even if he or she could activate multiple [Skilled] feats. A character cannot apply both the benefit of a [Skilled] feat and the benefit of an [Augment] feat in the same round.
Acrobatic Majesty [Skilled]
Prerequisite(s): Str 15 or Dex 15 or trained in Athletics or Acrobatics
Benefit: Once per encounter, you can make an Athletics or Acrobatics check and divide the result by 6. You can fly or climb that many squares, but must end your movement on a stable surface or you fall to the ground. This movement does not provoke opportunity attacks. In addition, once per day, you can reroll a failed Athletics or Acrobatics check.
Force To Cower [Skilled]
Prerequisite(s): Str 15 or Cha 15 or trained in Intimidate
Benefit: Once per encounter, when you make an Intimidate check to force an enemy to Surrender, you have a +5 bonus to the check if the enemy is not an Elite or Solo creature. Whenever you make an intimidate check against a target, you mark the target. In addition, once per day, you can reroll a failed Intimidate check.
Strength of Will [Skilled]
Prerequisite(s): Con 15 or trained in Endurance
Benefit: Once per encounter, you can make an Endurance check as an immediate reaction to being attacked and divide the result by 5. You reduce the damage from that attack by the divided skill check result (minimum 1). In addition, once per day, you can reroll a failed Endurance check.
Enchanting Tongue [Skilled]
Prerequisite(s): Cha 15 or trained in Bluff
Benefit: Once per encounter, you can roll a Bluff check to feint a target in combat or to slide it 2 squares as a minor action. In addition, once per day, you can reroll a failed Bluff check.
Wondrous Words [Skilled]
Prerequisite(s): Cha 15 or trained in Diplomacy
Benefit: Once per encounter, you can roll a Diplomacy check as a minor action and divide the result by 10. You can slide one ally you can see and who can hear you speak a number of squares equal to the result or give that ally a bonus to its next attack roll or skill check to half the result (minimum 1). In addition, once per day, you can reroll a failed Diplomacy check.
Font of Knowledge [Skilled]
Prerequisite(s): Int 15 or trained in History, Nature, Dungeoneering, Arcana or Religion.
Benefit: Once per encounter, you can roll a History, Nature, Dungeoneering, Arcana or Religion check against a target’s Will Defense as a minor action. You must roll the Skill appropriate to a Knowledge check for that target. If you are successful, you or one ally you can see who can hear you gains a +1 bonus to attack and damage rolls against the target until the end of your next turn. In addition, once per day, you can reroll a failed History, Nature, Dungeoneering, Arcana or Religion check.
Keenest Eyes [Skilled]
Prerequisite(s): Wis 15 or trained in Perception or Insight
Benefit: Once per encounter, you can roll a Perception or Insight check with a +2 bonus as a minor action to find a hidden or invisible creature or as an immediate interrupt to deny a target combat advantage, both until the end of your next turn. In addition, once per day, you can reroll a failed Perception or Insight check.
Street Savvy [Skilled]
Prerequisite(s): Cha 15 or trained in Streetwise
Benefit: Once per encounter as a free action, you can roll a Streetwise check against a creature, with a DC equal to 10 + 1/2 the target’s level. If successful, you know what the basic attack of one creature in the encounter does – you know its keywords, the defense it targets, the damage dice it rolls, and any conditions it causes – and you have a +2 bonus to all defenses until the end of your next turn against that creature’s basic attack. In addition, once per day, you can reroll a failed Streetwise check.
Shadowy Skulk [Skilled]
Prerequisite(s): Dex 15 or trained in Stealth or Thievery
Benefit: Once per encounter, you can roll a Stealth or Thievery check against a creature, with a DC equal to 10 + 1/2 the creature’s level. If successful, you have a +5 bonus to your next Stealth or Thievery check against the target made before the end of your next turn. In addition, once per day, you can reroll a failed Stealth or Thievery check.
Sagacious Physician [Skilled]
Prerequisite(s): Wis 15 or trained in Heal
Benefit: Once per encounter, you can roll a Heal check against a DC equal to 15 + 1/2 your level as a minor action. If successful, one ally adjacent to you can spend a healing surge. In addition, once per day, you can reroll a failed Heal check.
Augment Feats (12)
New Rules
Augment Feats: Some feats have the [Augment] identifier. A character can only have 1 [Augment] feat at a time. This improves to 2 at 11th level and 3 at 21st level. A character can only apply one of the selected benefits (the ones following the • symbol) of a single [Augment] feat each round – the selected benefits of two different [Augment] feats, even if they overlap, cannot be selected on the same round. You cannot apply the both the benefit of a [Augment] feat and the benefit of a [Skilled] feat during the same round.
Physical Fighter [Augment]
Prerequisite(s): Str 13 or Dex 15
Benefit: Once per encounter, you can choose to apply one of the following benefits after you perform a successful Bull Rush, Grab or Trip on a creature.
•The target of your grab has a -5 penalty to its checks to escape your Grab until the end of your next turn.
•You can make a melee basic attack after the Bull Rush or Trip as a minor action.
Combat Wizardry [Augment]
Prerequisite(s): Arcane power source, Int 13
Benefit: Once per encounter, you can apply one of the following benefits to an encounter or daily attack spell as you cast it.
•The spell targets enemies only.
•The spell has 5 squares of added range (for Ranged spells), or an extra square of added area (for Burst spells).
Spell Sniper [Augment]
Prerequisite(s): Arcane power source, Int 13
Benefit: Once per encounter, you can apply one of the following benefits to an encounter or daily attack spell as you cast it.
•The spell has combat advantage against the target.
•If the spell misses, it deals Miss damage (or extra damage on a miss) equal to 3 + your intelligence modifier.
Hymn of Creation [Augment]
Prerequisite(s): Divine power source, Wis 15
Benefit: Once per encounter, you can apply one of the following benefits to an Encounter or Daily Prayer as you use it.
•If the prayer confers temporary HP or a bonus to attack rolls, you confer the same benefit to one other ally you can see.
•If the prayer allows the target to spend a healing surge, it can roll a saving throw against one condition affecting it.
Hymn of Devastation [Augment]
Prerequisite(s): Divine power source, Cha 15
Benefit: Once per encounter, you can apply one of the following benefits to an Encounter or Daily Prayer as you use it.
•The prayer ignores resistance or immunity to Necrotic damage.
•The target of the prayer takes a -2 penalty to its next saving throw made before the end of your next turn.
Unarmed Prowess [Augment]
Prerequisite(s): Str 15 or Dex 13
Benefit: Once per encounter when you make an attack using a weapon of the Unarmed group, you can apply one of the following benefits to the power as a free action.
•You have combat advantage against the target for the attack.
•You can target any defense other than Will with your attack.
Subtle Puppetry [Augment]
Prerequisite(s): Cha 15 or Int 13
Benefit: Once per encounter, you can apply one of the following benefits as a minor action during your turn. The creature to which you apply this benefit must be within 5 squares of you or you cannot apply the benefit.
•You slide an enemy 2 squares.
•You allow an ally to shift 1 square as a free action.
Reckless Offense [Augment]
Prerequisite(s): Str 15 or Cha 15
Benefit: Once per encounter, you can apply one of the following benefits as a free action when making an a charge attack or an attack with a bonus from the “Power Attack” (PHB) feat. Using any of these benefits grants combat advantage and a +2 bonus to damage rolls against you to all enemies that can see you until the end of your next turn.
•Your damage roll has a +4 bonus and deals its Power Attack damage (if any) as though with a two-handed weapon.
•Your attack roll and damage roll have a +2 bonus.
Virulent Attack [Augment]
Prerequisite(s): Int 13 or Dex 15
Benefit: Once per encounter when you make an attack with weapon used as a poison vector or a power that has the Poison keyword and inflicts a condition that a save can end, you can apply following benefits to that attack as a free action.
•The target has a -2 penalty to saving throws against the poison.
•The poison ignores the target’s resistance or immunity to poison.
Two Weapon Adept [Augment]
Prerequisite(s): Wis 15 or Dex 15
Benefit: Once per encounter during your turn, when you make an encounter or daily attack power while wielding one weapon in each hand, one of which must have the off-hand property, you can select one of the following benefits as a free action.
•You deal 1[W] of the off-hand weapon’s damage as extra damage.
•You gain a +2 bonus to AC and Reflex defense until the start of your next turn.
Skillful Adept [Augment]
Prerequisite(s): Int 13 or Cha 15
Benefit: Once per encounter when rolling a skill check, you can select one of the following benefits.
•You can roll twice for the skill and use the highest result.
•You add your highest ability score modifier to the skill you are rolling, instead of the listed ability score modifier for that skill.
Natural Ritualist [Augment]
Prerequisite(s): Int 15 or Wis 15 or Cha 15
Benefit: You learn one ritual of your level or lower. You do not need the Ritual Caster feat to make use of this ritual. If you have the ability to use rituals, you learn 2 rituals of your level or lower instead. Once per day, you can apply one of the following benefits when you utilize a ritual, except for Creation rituals. At 21st level, you can use this feat twice a day on different rituals.
•The casting time of the ritual becomes 1 minute if it was under 10 minutes, or 10 minutes if it was over 10 minutes.
•The Ritual costs 1/5th less in components to cast.







[...] New material is actually coming soon, I promise. Until then though, here’s a bit of story. The Feats of Eden page has actually undergone a hell of a lot of occluded work the past few weeks. Because it was [...]