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Adroit Flyby Attack[]

Draconomicon, p. 67) 

[General

You can make flyby attacks and get out of reach quickly

Prerequisite[]

Flyby Attack (MW) , Hover (MM) (or) , Wingover (MM) , Fly speed 90,

Benefit[]

When flying and making an attack action, you can move both before and after the attack, provided that the total distance moved is not greater than your fly speed. Your flying movement does not provoke attacks of opportunity from the creatures you attack during the round when you use this feat

Awaken Frightful Presence[]

Draconomicon, p. 67) 

[Monster

You gain frightful presence.

Prerequisite[]

CHA 11, dragon type,

Benefit[]

You gain the frightful presence special ability with a radius in feet equal to 5 × 1/2 your racial Hit Dice.

The ability takes effect automatically whenever you attack, charge, or fly overhead. Creatures within the radius are subject to the effect if they can see you and have fewer Hit Dice than your racial Hit Dice.

A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your racial HD + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Special[]

If you have both this feat and you have (or later gain) the frightful presence ability, your frightful presence radius either increases by 50% or increases to 5 feet × 1/2 your racial Hit Dice, whichever figure is higher. The save DC against your frightful presence also increases by 2

Awaken Spell Resistance[]

Draconomicon, p. 67) 

[Monster

You gain spell resistance.

Prerequisite[]

CON 13, dragon type,

Benefit[]

You gain innate spell resistance equal to your racial Hit Dice.

Special[]

If your racial Hit Dice increase after you gain this feat, your spell resistance increases as well. If you have this feat and you also have (or later gain) spell resistance as a racial ability, your spell resistance is equal to your new Hit Dice total or your racial spell resistance +2, whichever is higher.

You can take this feat multiple times. Each time you take the feat, your innate spell resistance increases by 2. For example, an old silver dragon that has taken this feat twice has spell resistance 30

Clever Wrestling[]

Draconomicon, p. 103) 

[General

You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.

Prerequisite[]

Improved Unarmed Strike (PH) , size Small or Medium,

Benefit[]

When your opponent is larger than Medium, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size:

Opponent Size Bonus
Colossal +8
Gargantuan +6
Huge +4
Large +2

Clinging Breath[]

Draconomicon, p. 67) 

[Metabreath

Your breath weapon clings to creatures and continues to affect them in the round after you breathe.

Prerequisite[]

CON 13, breath weapon,

Required for[]

Lingering Breath (Dr) ,

Benefit[]

Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. For example, an old silver dragon uses its cold breath and deals 72 points of cold damage (or 36 points against a target that makes its save). In the following round, foes that failed their saves against the breath weapon initially take an additional 36 points of cold damage, and foes that succeeded on their saves take 18 points of cold damage. A foe can take a full-round action to attempt to remove the clinging breath weapon before taking any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC).

This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.

When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Special[]

You can apply this feat more than once to the same breath weapon. Each time you do, the clinging breath weapon lasts an additional round

Close-Quarters Fighting[]

Draconomicon, p. 103) 

[General

You are skilled at fighting at very close range and in evading grappling attempts.

Prerequisite[]

Base attack bonus +3,

Benefit[]

You can make an attack of opportunity when someone tries to grapple you, provided that you are not flatfooted or already grappled, even if the attacker has the improved grab ability.

Any damage you deal with your attack of opportunity applies as a bonus to the ensuing grapple check you make to avoid becoming grappled. This feat does not grant you an additional attack of opportunity in a round, so the feat does not help you if you have no attacks of opportunity available.

Normal[]

A creature with the improved grab ability does not provoke an attack of opportunity when beginning a grapple

Cunning Sidestep[]

Draconomicon, p. 103) 

[General

You have a better than normal chance to avoid being bull rushed or tripped.

Prerequisite[]

Improved Unarmed Strike (PH) , Clever Wrestling (CW) , size Small or Medium,

Benefit[]

When your opponent is larger than Medium, you gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed. The size of the bonus depends on your opponent's size:

Opponent Size Bonus
Colossal +8
Gargantuan +6
Huge +4
Large +2

Special[]

This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with the Clever Wrestling feat

Deft Strike[]

Draconomicon, p. 103) 

[General

You can place attacks at weak points in your opponent's defenses.

Prerequisite[]

Combat Expertise (PH) , Spot 10 ranks, INT 13, Sneak attack +1d6,

Benefit[]

As a standard action, you can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to your target's Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally.

If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat

Devastating Critical[]

Draconomicon, p. 68) 

[Epic

Choose one type of melee weapon, such as a claw or bite. With that weapon, you are capable of killing any creature with a single strike.

Prerequisite[]

Cleave (PH) , Great Cleave (PH) , Improved Critical (PH) (chosen weapon) , Overwhelming Critical (Dr) (chosen weapon) , Power Attack(PH) , Weapon Focus (PH) (chosen weapon) , STR 25,

Benefit[]

Whenever you score a critical hit with the weapon you have chosen, the target must make a Fortitude save (DC 10 + 1/2 your HD + your character level + your Str modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

Special[]

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon

Dire Charge[]

Draconomicon, p. 68) 

[Epic

You can make a full attack as part of a charge.

Prerequisite[]

Improved Initiative (PH) ,

Benefit[]

If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent you charge.

Normal[]

Without this feat, you may only make a single attack as part of a charge

Draconic Knowledge[]

Draconomicon, p. 69) 

[Monster

You are attuned to nature and the elements and can draw on deep wells of knowledge.

Prerequisite[]

INT 19, any three Knowledge skills, true dragon,

Benefit[]

This feat works much like the bard's bardic knowledge class feature, except that it relies on the scale and impact of past events rather than on how many people already share the information. You may make a special Draconic Knowledge check (d20 + your age category + your Int modifier) to see whether you know some relevant information about an item, event, or locale. This check will not reveal the powers of a magic item but may give a hint about its general function. You may not take 10 or take 20 on this check; this sort of information is essentially random. If you have a Knowledge skill that is related to or applicable to the information you seek, you receive a +1 bonus on the draconic knowledge check for every 5 ranks you have in that Knowledge skill.

The DM determines the Difficulty Class of the check by referring to the table below.

DC Type of Knowledge Examples
10 Something with worldwide or planetwide significance Information about the creation of the world, world-wide cataclysms, powerful places of mystery, or gods.
15 Something with regional significance, but long-lasting or with a long-term impact Information about empires, wars, regional disasters, or legendary individuals or groups
20 Something with regional significance, but relatively short-lived effects Information about countries, battles, national disasters, or powerful individuals or groups
25 Something with local significance, but long-lasting or with a long-term impact Information about a minor dynasty, a minor place of mystery, single magic item, or hero
30 Something with local significance and relatively short-lived effects Information about a local hero, a minor battle, or a single building
DC Modifiers:
-1 Per 10,000 gp of item's value, if an object
-5 Individual is a dragon, dragonslayer, or dragon friend
-5 Dragon has a lair in the area affected

Dragon Cohort[]

Draconomicon, p. 104) 

[General

You gain the service of a loyal dragon ally.

Prerequisite[]

Character Level 9, Speak Language (Draconic),

Benefit[]

You gain a cohort selected from Table 3—14: Dragon Cohorts (page 139), just as you would by selecting the Leadership feat. However, you may treat the dragon's ECL as if it were 3 lower than indicated.

See Dragons as Cohorts, page 138, for more information

Dragon Familiar[]

Draconomicon, p. 104)  [General

When you are able to acquire a new familiar, you may select a wyrmling dragon as a familiar.

Prerequisite[]

CHA 13, ability to acquire a new familiar, arcane spellcaster level 7th, compatible alignment, Speak Language (Draconic),

Benefit[]

When acquiring a new familiar, you can choose a wyrmling dragon.See Dragons as Familiars, page 141, for more information

Dragon Hunter[]

Draconomicon, p. 104) 

[General

You have made a special study of dragons and know how to defend against a dragon's attacks.

Prerequisite[]

WIS 13,

Required for[]

Dragon Hunter Bravery (Dr) , Dragon Hunter Defense (Dr) ,

Benefit[]

You gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon

Dragon Hunter Bravery[]

Draconomicon, p. 104) 

[General

You resist dragons' frightful presence, and your mere presence helps others resist as well.

Prerequisite[]

Dragon Hunter (Dr) , WIS 13,

Benefit[]

You and all allies within 30 feet who can see you are treated as having +4 HD for the purposes of determining your resistance to the frightful presence of dragons. All creatures so affected also gain a +4 morale bonus on Will saves made to resist a dragon's frightful presence.

Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon's frightful presence if you succeed on yours (or if your effective Hit Dice total makes you immune)

Dragon Hunter Defense[]

Draconomicon, p. 104) 

[General

Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical attacks.

Prerequisite[]

Dragon Hunter (Dr) , WIS 13,

Benefit[]

You gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.)

Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons

Dragon Steed[]

Draconomicon, p. 105) 

[General

You have earned the service of a loyal draconic steed.

Prerequisite[]

Ride 8 ranks, CHA 13, Speak Language (Draconic),

Benefit[]

You gain the service of a dragonnel (see page 150) as a steed. It serves loyally as long as you treat it fairly, much like a cohort.

Special[]

If you have a special mount (such as from the paladin class feature), this dragonnel replaces your special mount. See Dragons as Special Mounts, page 139, for details

Dragon Wild Shape[]

Draconomicon, p. 105) 

[General

You can take the form of a dragon.

Prerequisite[]

Knowledge (nature) 15 ranks, WIS 19, wild shape ability,

Benefit[]

You can use your wild shape ability to change into a Small or Medium dragon. You gain all the extraordinary and supernatural abilities of the dragon whose form you take, but not any spell-like abilities or spellcasting powers

Dragonbane[]

Draconomicon, p. 105) 

[General

You have made a special study of dragons and are adept at pulling off deliberate attacks that take advantage of a dragon's weak spots.

Prerequisite[]

Dragonfoe (Dr) , INT 13, Base attack bonus +6,

Required for[]

Dragondoom (Dr) ,

Benefit[]

You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.

Special[]

The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability.

In the case of a critical hit, the extra damage dice aren't multiplied

Dragoncrafter[]

Draconomicon, p. 105) 

[General

You can make special weapons, armor, and other items using parts of dragons as materials.

Prerequisite[]

Knowledge (arcana) 2 ranks,

Benefit[]

You can create any dragoncraft item whose prerequisites you meet. Creating a dragoncraft item follows the normal rules for the Craft skill (see page 70 of the Player's Handbook).

See Dragoncraft Items, page 116, for details

Dragondoom[]

Draconomicon, p. 105) 

[General

You have learned how to place blows against a dragon that deal tremendous damage.

Prerequisite[]

Dragonbane (Dr) , Dragonfoe (Dr) , INT 13, Base attack bonus +10,

Benefit[]

When you attack a dragon, the critical multiplier of your weapon improves as noted below.

Normal Multiplier New Multiplier
×2 ×3
×3 ×5
×4 ×7

Special[]

The benefit of this feat does not stack with any other ability or effect that alters a weapon's critical multiplier

Dragonfoe[]

Draconomicon, p. 105) 

[General

You have learned how to how to attack dragons more effectively than most other individuals.

Prerequisite[]

INT 13,

Required for[]

Dragonbane (Dr) , Dragondoom (Dr) ,

Benefit[]

You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a —2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities

Dragonfriend[]

Draconomicon, p. 105) 

[General

You are a known and respected ally of dragons.

Prerequisite[]

Speak Language (Draconic) 1 ranks, CHA 11,

Benefit[]

You gain a +4 bonus on Diplomacy checks made to adjust the attitude of a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. In addition, you gain a +4 bonus on saves against the frightful presence of good dragons.

Special[]

You can’t select this feat if you have already taken the Dragonthrall feat

Dragonsong[]

Draconomicon, p. 105) 

[General

Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past.

Prerequisite[]

Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic) 1 ranks, CHA 13,

Benefit[]

You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance. In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2

Dragonthrall[]

Draconomicon, p. 105) 

[General

You have pledged your life to the service of evil dragonkind.

Prerequisite[]

Speak Language (Draconic),

Benefit[]

You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a —2 penalty on saves against enchantment spells and effects cast by dragons.

Special[]

You can't select this feat if you have already taken the Dragonfriend feat

Embed Spell Focus[]

Draconomicon, p. 69) 

[Monster

You can embed focus components required for your spells into your body.

Prerequisite[]

CON 13, ability to cast spells, dragon type,

Benefit[]

You can embed the focus component for a spell you know how to cast into your skin or hide and use the embedded focus anytime you cast the spell. You can embed a number of focuses equal to your Constitution score.

Special[]

The total value of expensive spell focuses a dragon has embedded in its hide should be considered part of the dragon's treasure

Endure Blows[]

Draconomicon, p. 70) 

[Monster

You are adept at lessening the effects of blows.

Prerequisite[]

Toughness (PH) , CON 19, dragon type,

Benefit[]

You gain damage reduction 2/—. This stacks with any damage reduction you have from other sources. Damage reduction cannot reduce damage below 0

Enlarge Breath[]

Draconomicon, p. 70) 

[Monster

Your breath weapon is larger than normal.

Prerequisite[]

CON 13, breath weapon,

Benefit[]

The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but lineshaped breath weapons do not. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again

Epic Fortitude[]

Draconomicon, p. 70) 

[Epic

You have tremendously high fortitude.

Prerequisite[]

Benefit[]

You gain a +4 bonus on all Fortitude saving throws

Epic Reflexes[]

Draconomicon, p. 70) 

[Epic

You have tremendously fast reflexes.

Prerequisite[]

Benefit[]

You gain a +4 bonus on all Reflex saving throws

Epic Will[]

Draconomicon, p. 70) 

[Epic

You have tremendously strong willpower.

Prerequisite[]

Benefit[]

You gain a +4 bonus on all Will saving throws

Extend Spreading Breath[]

Draconomicon

[Metabreath

You can convert your breath weapon into a spread effect that can be used at range.

Prerequisite[]

Shape Breath (Dr) , Spreading Breath (Dr) , CON 15, breath weapon, Small or larger,

Benefit[]

You can modify your breath weapon so that it fills a spread centered anywhere within a short distance of your head. The range and size of the spread depends on your size, as shown below.

Dragon Size Spread Radius Spread Range
Small 10 ft. 40 ft.
Medium 15 ft. 60 ft.
Large 20 ft. 80 ft.
Huge 25 ft. 100 ft.
Gargantuan 30 ft. 120 ft.
Colossal 35 ft. 140 ft.

When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again

Fast Healing[]

Draconomicon, p. 70) 

[Epic

You heal your wounds very quickly.

Prerequisite[]

CON 25,

Benefit[]

You gain fast healing 3, or your existing fast healing improves by 3. The benefit of this feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

Special[]

This feat may be taken multiple times. Its effects stack

Frightful Presence[]

Draconomicon, p. 105) 

[General

Like a dragon, your mere presence can terrify those around you.

Prerequisite[]

Intimidate 9 ranks, CHA 15,

Benefit[]

You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons

Heighten Breath[]

Draconomicon, p. 70) 

[Metabreath

Your breath weapon is even more deadly than normal.

Prerequisite[]

CON 13, breath weapon,

Benefit[]

You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus. For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again

Improved Maneuverability[]

Draconomicon, p. 70) 

[General

Your maneuverability in flight improves.

Prerequisite[]

Hover (MM2) , Wingover (MM2) , Fly speed 150 feet,

Benefit[]

Your maneuverability improves by one category, from clumsy to poor, poor to average, or average to good (see Tactical Aerial Movement, page 20 of the Dungeon Master's Guide).

Special[]

You can take this feat multiple times. Each time you take the feat, your maneuverability improves by one category (but never becomes better than good)

Improved Multiattack[]

Draconomicon, p. 70) 

[Monster

You are particularly adept at using all your natural weapons at once.

Prerequisite[]

Multiattack (MM2) , Three or more natural weapons,

Benefit[]

Your secondary attacks with natural weapons have no penalty on the attack roll. You still add only 1/2 your Strength bonus, if any, to damage dealt.

Normal[]

Without this feat, your secondary natural attacks are made at a —5 penalty (or a —2 penalty if you have the Multiattack feat)

Improved Rapidstrike[]

Draconomicon, p. 70) 

[Monster

You can make multiple attacks with a natural weapon.

Prerequisite[]

Rapidstrike (Dr) , DEX 9, Base attack bonus +15, aberration, dragon, elemental, magical beast, or plant type, one or more pairs of natural weapons,

Benefit[]

If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make two or more extra attacks with one of those weapons, the first at a —5 penalty and the second and subsequent attacks at an additional —5, but never more than four extra attacks. Creatures with multiple limbs qualify for this feat as well, so a creature with three arms and three claw attacks qualifies for this feat.

Special[]

You can take this feat once for each pair of natural weapons you have. For example, a Large true dragon has one bite, two claws, two wings, and one tail attacks. The dragon can take this feat twice, once for its claws and once for its wings.

Normal[]

Without this feat, you attack once with each natural weapon

Improved Snatch[]

Draconomicon, p. 71) 

[General

You can make snatch attacks against bigger opponents than other creatures can.

Prerequisite[]

Snatch (MM2) ,

Required for[]

Snatch and Swallow (Dr) , Tail Constrict (Dr) ,

Benefit[]

As the Snatch feat (see page 304 of the Monster Manual), except that you can grab a creature two size categories smaller than you with your bite or claw attack

Improved Speed[]

Draconomicon, p. 71) 

[Monster

You are faster than others of your kind.

Prerequisite[]

STR 13, dragon type,

Benefit[]

Your fly speed (if you have one) improves by 20 feet. All other speeds you have improve by 10 feet

Improved Spell Capacity[]

Draconomicon, p. 71) 

[Epic

You can prepare spells that exceed the normal limits of spellcasting.

Prerequisite[]

Ability to cast spells of the normal maximum spell level in at least one spellcasting class.,

Benefit[]

When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest level spell you can already cast in a particular class. For example, if you select this feat as a 21st-level wizard, you would gain one wizard spell slot of any spell level up to 10th. You must still have the requisite ability score (10 + spell level) to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level. You must use the spell slot as a member of the class in which you can already cast spells of the normal maximum spell level. For instance, a 5th-level ranger/22nd-level sorcerer couldn't add a ranger spell slot, because he can't cast spells of the normal maximum spell level for rangers. He must add the spell slot to his sorcerer spells.

Special[]

You can gain this feat multiple times

Large and in Charge[]

Draconomicon, p. 71) 

[General

You can prevent opponents from closing inside your reach.

Prerequisite[]

Natural reach of 10 feet or more, size Large or larger,

Benefit[]

When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round

Lingering Breath[]

Draconomicon, p. 71) 

[Metabreath

Your breath weapon forms a lingering cloud.

Prerequisite[]

Clinging Breath (Dr) , CON 15, breath weapon,

Benefit[]

Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round.

Foes caught in the breath weapon's area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack.

For example, an old silver dragon uses this feat on its cold breath weapon. Creatures caught in the 50-foot cone take 16d8 points of cold damage, and a DC 31 Reflex save reduces the damage by half. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it takes 8d8 points of cold damage, and a DC 31 Reflex save reduces the cold damage to 4d8 points. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn.

If the same dragon uses this feat on its paralyzing breath weapon, a creature caught in the 50-foot cone must make a DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it must make a DC 31 Fortitude save or be paralyzed for 1d3+4 rounds. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn. Creatures paralyzed by the initial breath cannot leave the cloud, but suffer no additional effects because the paralyzing effects do not stack.

When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

Special[]

You can apply this feat more than once to the same breath weapon. Each time you do, the lingering breath lasts an additional round.

You can apply this feat to a breath weapon that also has received the Clinging Breath feat, but the resulting breath clings only to foes caught in the initial breath

Maximize Breath[]

Draconomicon, p. 71) 

[Metabreath

You can take a full-round action to use your breath weapon to maximum effect.

Prerequisite[]

CON 17, breath weapon,

Benefit[]

If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. For example, an old silver dragon using a maximized cold breath weapon (damage 16d8) deals 128 points of damage. An old silver dragon using a maximized paralysis gas breath weapon (duration 1d6+8 rounds) paralyzes creatures for 14 rounds if they fail their saving throws.

The DCs for saving throws against your breath weapon are not affected.

When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again.

This feat stacks with the effects of breath weapons enhanced with other metabreath feats, but does not maximize them. For example, a maximized breath weapon further enhanced by the Tempest Breath feat produces the type of wind effect noted in that feat description, but the velocity of the wind is not also maximized.

Special[]

You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time

Multisnatch[]

Draconomicon, p. 72) 

[General

You can grapple enemies more firmly with only one of your natural attacks.

Prerequisite[]

Snatch (MM2) , STR 17,

Benefit[]

When grappling an opponent with only the part of your body that made the attack, you take only a —10 penalty on grapple checks to maintain the hold.

Normal[]

Without this feat, you take a —20 penalty on grapple checks to maintain a hold with only one part of your body

Overcome Weakness[]

Draconomicon, p. 72) 

[Monster

You can overcome an innate vulnerability through sheer willpower.

Prerequisite[]

Iron Will (PH) , Suppress Weakness (Dr) , Vulnerability to energy,

Benefit[]

You can completely suppress your vulnerability to a type of energy. When subjected to an attack based on that type of energy, you take no extra damage.

Normal[]

A creature vulnerable to a type of energy takes half again as much (+50%) damage as normal from that energy type, regardless of whether a saving throw is allowed, or if the save is a success or failure

Overhead Thrust[]

Draconomicon, p. 106) 

[General

You can deal a nasty attack to anything that tries to crush or run over you.

Prerequisite[]

Close-Quarters Fighting (CW) , Power Attack (PH) , Base attack bonus +6,

Benefit[]

You can use a slashing or piercing weapon to make an attack of opportunity against a foe using an attack designed to batter you from above, such as an overrun, trample, power dive, or dragon crush attack. You cannot use this feat if you are flat-footed or already grappled. This feat does not grant you an additional attack of opportunity in a round, so the feat does not help you if you have no attacks of opportunity available. You gain a special attack modifier based on your opponent's size, as shown below. If your attack hits, you deal triple damage.

Opponent Size Bonus
Colossal +16
Gargantuan +12
Huge +8
Large +4
Medium or smaller +0

Special[]

Any extra damage dice your attack deals (such as from a sneak attack ability or a weapon special ability) are not multiplied by this feat. If you score a critical hit with your attack, the extra damage you deal stacks with the extra damage from this feat. Add the damage multipliers together according to the standard rule (see Multiplying, page 304 of the Player's Handbook). For example, if your weapon deals double damage on a critical hit, any critical hit you score while also using this feat deals quadruple damage

Overwhelming Critical[]

Draconomicon, p. 72) 

[Epic

Choose one type of melee weapon, such as claw or bite. With that weapon, you deal more damage on a critical hit.

Prerequisite[]

Cleave (PH) , Great Cleave (PH) , Improved Critical (PH) (chosen weapon) , Power Attack (PH) , Weapon Focus (PH) (chosen weapon) , STR 23,

Required for[]

Devastating Critical (Dr) ,

Benefit[]

When using the weapon you have selected, you deal +1d6 points of extra damage on a successful critical hit. If the weapon's critical multiplier is ×3, add +2d6 points of extra damage instead, and if the multiplier is ×4, add +3d6 points of extra damage instead. (Creatures immune to critical hits can't be affected by this feat.)

Special[]

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon

Power Climb[]

Draconomicon, p. 72)  [General

If you fly in a straight line, you can gain altitude in flight more easily than others.

Prerequisite[]

STR 15, fly speed (average maneuverability),

Benefit[]

When flying, you can gain altitude and still move your full speed provided you fly in a straight line.

Special[]

Without this feat, you must move at half speed to gain altitude (see Tactical Aerial Movement, page 20 of the Dungeon Master's Guide).

Power Dive[]

Draconomicon, p. 72) 

[General

You can fall upon an opponent from the sky.

Prerequisite[]

STR 15, fly speed (average maneuverability),

Benefit[]

When flying, you can dive and land on an opponent to deal extra damage. This is a standard action that can only affect creatures that are smaller than you. You make an overrun attack, but the opponent cannot choose to avoid you. If you knock down the target, you may make an additional slam attack, dealing the indicated damage plus 1-1/2 times your Strength bonus (round down). This attack is at the usual +4 bonus against prone opponents.

Size Power Dive Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special[]

If you fail in the overrun attempt and are tripped in turn, you are instead knocked down and deal the indicated slam damage to yourself.

Normal[]

Without this feat, you can attack with just one natural weapon and do not have a chance to knock down the opponent

Quicken Breath[]

Draconomicon, p. 73) 

[Metabreath

You can loose your breath weapon with but a thought.

Prerequisite[]

CON 19, breath weapon,

Benefit[]

Using your breath weapon is a free action. When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again.

Special[]

You cannot use this feat and the Maximize Breath feat on the same weapon at the same time

Rapidstrike[]

Draconomicon, p. 73) 

[Monster

You can attack more than once with a natural weapon.

Prerequisite[]

DEX 9, Base attack bonus +10, aberration, dragon, elemental, magical beast, or plant type, one or more pairs of natural weapons,

Required for[]

Improved Rapidstrike (Dr) ,

Benefit[]

If you have a pair of natural weapons, such as two claws, two wings, or two slams, you can make one extra attack with one of those weapons at a —5 penalty. A creature with multiple limbs qualifies for this feat as well, such as a creature with three arms and three claw attacks.

Special[]

You can take this feat once for each pair of natural weapons you have. For example, a Large dragon has one bite, two claws, two wings, and one tail attacks. The dragon can take this feat twice, once for its claws and once for its wings.

Normal[]

Without this feat, you attack once with each natural weapon

Recover Breath[]

Draconomicon, p. 73) 

[Metabreath

You wait less time before being able to use your breath weapon again.

Prerequisite[]

CON 17, breath weapon,

Benefit[]

You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.

Special[]

If you have multiple heads with breath weapons, all breath weapons use the reduced interval

Rend[]

Draconomicon, p. 73) 

[Monster

You can rend opponents you hit with your claws.

Prerequisite[]

Power Attack (PH) , Snatch (MM2) , STR 13, size Huge or larger, Two claw attacks,

Benefit[]

If you strike the same opponent with two claw attacks, you automatically deal extra damage equal to that of two claw attacks plus 1-1/2 times your Strength bonus. You cannot grab an opponent at the same time you rend that opponent

Sense Weakness[]

Draconomicon, p. 106) 

[General

You can take advantage of subtle weaknesses in your opponents' defenses.

Prerequisite[]

Combat Expertise (PH) , Weapon Focus (PH) , INT 13,

Benefit[]

Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 points of the target's damage reduction (regardless of the material or enhancement bonus of your weapon) or hardness. This benefit can't reduce the effective damage reduction or hardness of a target to less than 0

Shape Breath[]

Draconomicon, p. 73) 

[Metabreath

You can make the area of your breath weapon a cone or a line, as you see fit.

Prerequisite[]

CON 13, breath weapon, size Small or larger,

Required for[]

Spreading Breath (Dr) , Extend Spreading Breath (Dr) , Split Breath (Dr) ,

Benefit[]

If you have a line-shaped breath weapon, you can opt to shape it into a cone. Likewise, if you have a coneshaped breath weapon, you can shape it into a line. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Normal[]

Without this feat, the shape of your breath weapon is fixed

Shock Wave[]

Draconomicon, p. 73) 

[Monster

You can strike the ground with your tail so hard it knocks other creatures down.

Prerequisite[]

Power Attack (PH) , STR 13, dragon, size Large or larger,

Benefit[]

You may, as a full-round action, strike a solid surface with your tail and create a shock wave that radiates out from your space and continues for a number of feet equal to 5 × your racial Hit Dice. Make a bull rush attack by rolling once regardless of how many creatures are in the radius. Every creature in the radius makes a Strength check and compares it to your roll. Those who fail their opposed checks are knocked down.

Special[]

Structures and unattended objects at least partially within the shock wave take damage equal to 1d6 + your Strength bonus

Snatch and Swallow[]

Draconomicon, p. 73) 

[Monster

You can swallow creatures you have grabbed with your bite attack.

Prerequisite[]

Snatch (MM2) , Improved Snatch (Dr) , CON 19, dragon, size Huge or larger,

Benefit[]

If you begin your turn with an opponent held in your mouth, you can attempt a new grapple check (as though attempting to pin the opponent). If you succeed, your opponent takes bite damage and is swallowed. A swallowed creature is considered grappled, while you are not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon (the amount of damage required to get free is noted on the table below), or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in your mouth. Any damage a swallowed creature deals is deducted from your hit points. If a creature cuts itself free, muscular action closes the hole, so that if you swallow someone again, that creature must cut itself free again. Swallowed creatures take damage in each round they remain swallowed, as shown below.

Special[]

Dragon Size Swallowed Creature Size 1 Physical Damage 2 Energy Damage 3
Huge Medium 1d8 2d8
Gargantuan Large 2d6 4d6
Colossal Huge 2d8 4d8
1 Maximum size of a swallowed creature. Your stomach can hold two such creatures; smaller foes count as one-quarter of a creature.
2 A swallowed foe takes bludgeoning damage in each round it spends in your stomach.
3 A swallowed foe takes energy damage in each round it spends in your stomach. The type of energy is the same as that of your breath weapon

Spellcasting Harrier[]

Draconomicon, p. 74) 

[Epic

Spellcasters you threaten find it difficult to cast defensively.

Prerequisite[]

Combat Reflexes (PH) ,

Benefit[]

Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively. You get a +4 bonus on this attack roll.

Split Breath[]

Draconomicon, p. 74) 

[Metabreath

You can split your breath weapon into a pair of weaker effects.

Prerequisite[]

Shape Breath (Dr) , CON 13, breath weapon, size Small or larger,

Benefit[]

Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts. For example, an old silver dragon that uses this feat on its cold breath weapon produces two 50-foot cones of cold that deal 8d8 points of cold damage each. If the same dragon used this feat on its paralyzing gas breath weapon, it would produce two cones of gas, each of which could paralyze a creature for 1d3+4 rounds. You can aim the split breath effects so that their areas overlap. Creatures caught in the area of overlap are struck by both weapons and are affected twice, subject to all the normal rules for stacking magical effects. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again

Spreading Breath[]

Draconomicon, p. 70) 

[Metabreath

You can convert your breath weapon into a spread effect.

Prerequisite[]

Shape Breath (Dr) , CON 15, breath weapon, size Small or larger,

Required for[]

Extend Spreading Breath (Dr) ,

Benefit[]

You can modify your breath weapon so that it fills a spread centered on your head instead of taking its normal shape. The radius of the spread depends on your size, as shown below.

Creature Size Spread Radius
Small 10 ft.
Medium 15 ft.
Large 20 ft.
Huge 25 ft.
Gargantuan 30 ft.
Colossal 35 ft.

When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again

Suppress Weakness[]

Draconomicon, p. 74) 

[Monster

Your vulnerability to an energy type is reduced.

Prerequisite[]

Iron Will (PH) , Vulnerability to energy,

Required for[]

Overcome Weakness (Dr) ,

Benefit[]

You can partially suppress your vulnerability to a type of element or energy. When subjected to an attack based on that type of energy, you take one-quarter again as much (+25%) damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Normal[]

A creature vulnerable to an element or energy type takes half again as much (+50%) damage as normal from that energy type

Tail Constrict[]

Draconomicon, p. 74) 

[Monster

You can make constriction attacks with your tail.

Prerequisite[]

Snatch (MM2) , Improved Snatch (Dr) , dragon,

Benefit[]

You can grab and constrict creatures you hit with your tail slap attack. This works just like a snatch attack, except that it can be used against any creature smaller than you. If you successfully grab an opponent with your tail, you deal bludgeoning damage equal to your tail slap damage plus 1-1/2 times your Strength modifier. Each round you hold your opponent, you deal constriction damage. You cannot make tail slap or tail sweep attacks while constricting an opponent with your tail

Tail Sweep Knockdown[]

Draconomicon, p. 74) 

[Monster

Your tail sweep attack knocks opponents prone.

Prerequisite[]

Tail sweep attack,

Benefit[]

Creatures who fail their saving throws against your tail sweep attack are knocked prone in addition to taking full damage

Tempest Breath[]

Draconomicon, p. 74) 

[Metabreath

You can make your breath weapon strike with the force of a windstorm.

Prerequisite[]

STR 13, breath weapon, size Large or larger,

Benefit[]

When you use your breath weapon, in addition to its normal effects, creatures in the area are affected as through struck by wind effects. The force of the wind depends on your size, as indicated below. For the effects of high winds, see Table 3–24 on page 95 of the Dungeon Master’s Guide.

Dragon Size Wind Force
Large Severe
Huge Windstorm
Gargantuan Hurricane
Colossal Tornado

Because your breath weapon has an instantaneous duration, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet). When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again

Whirlwind Tail Sweep[]

Draconomicon, p. 75) 

[Monster

You can sweep your tail in a circular arc.

Prerequisite[]

Tail sweep attack,

Benefit[]

Your tail sweep attack affects a circle with a radius equal to your tail slap's reach.

Normal[]

Your tail sweep attack affects a semicircle

Wingstorm[]

Draconomicon, p. 75)  [Monster

You can flatten targets with blasts of air from your wings.

Prerequisite[]

Hover (MM2) , Power Attack (PH) , STR 13, dragon, fly speed 20, size Large or larger,

Benefit[]

As a full-round action, you can hover in place and use your wings to create a blast of air in a cylinder with a radius and height of 10 feet times your age category. The wind blows from the center of your body toward the outside edge at the bottom of the cylinder. The force of the wind depends on your size, as indicated below. For the effects of high winds, see Table 3–24 on page 95 of the Dungeon Master’s Guide.

Dragon Size Wind Force
Large Severe
Huge Windstorm
Gargantuan Hurricane
Colossal Tornado

Because the blast of air only lasts for your turn, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet).

Special[]

You can elect to keep the wind in effect for longer than your current turn. If you do, the wind lasts until your next turn (and you can opt to continue the effect during your next turn). Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts (checked creatures cannot move forward against the force of the wind, or they are blown back 1d6×5 feet if airborne)

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