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Feats are special features that either give a character a new capability, or improve one that they already have.

Racial featsEdit

These feats are automatically granted based on race or subrace. Note that some of these may also be obtained by other means.

Feat Race/Subrace Description
Air Resistance Air Genasi Air genasi have electricity resistance 5.
Battle Training vs. Aberrations Gold dwarf Grants +1 racial bonus on attack rolls versus aberrations
Battle Training vs. Giants

Dwarf
Rock gnome

Grants +4 dodge bonus versus giants
Battle Training vs. Goblinoids Gnome
Gray dwarf
Shield dwarf
Grants +1 racial bonus on attack rolls versus goblinoids
Battle Training vs. Orcs Gray dwarf
Shield dwarf
Grants +1 racial bonus on attack rolls versus orcs
Battle Training vs. Reptilians Gnome Grants +1 racial bonus on attack rolls versus reptilians
Celestial Resistance Aasimar 5/- damage resistance to cold, electricity, and acid
Cause Fear Yuan-Ti Pureblood Grants the ability to cast Cause Fear as per the spell 1/day (caster level equal to character level, DC 12).
Charm Person Yuan-Ti Pureblood Grants the ability to cast Charm Person as per the spell 1/day (caster level equal to character level, DC 12).
Darkvision Deep gnome

Drow
Dwarf
Half-drow
Half-orc
Planetouched

Yuan-Ti Pureblood

See in dark environments
Durability Deep gnome Grants +2 racial bonus to all saving throws
Entangle Yuan-Ti Pureblood Grants the ability to cast Entangle as per the spell 1/day (caster level 4th, DC 12).
Fearless Halfling Grants +2 racial bonus to saving throws against fear effects
Fire Resistance Fire Genasi Fire genasi have fire resistance 5.
Good Aim Halfling Grants +1 racial bonus on attack rolls with thrown weapons and slings
Greater Skill Affinity (Move Silently) Gray dwarf Grants +4 racial bonus to Move Silently
Hardiness vs. Enchantments Elf
Half-drow
Half-elf
Grants +2 racial bonus on saving throws against enchantment spells/effects
Hardiness vs. Illusions Rock gnome Grants +2 racial bonus on saving throws against illusion spells/effects
Hardiness vs. Poisons Gold dwarf
Shield dwarf
Grants +2 racial bonus on saving throws against poisons
Hardiness vs. Spells Dwarf Grants +2 racial bonus on saving throws against all spells/spell-like effects
Immunity to Paralysis Gray dwarf Immunity to paralysis
Immunity to Phantasms Gray dwarf Immunity to Phantasmal Killer and Weird
Immunity to Poison Gray dwarf Immunity to poisons
Immunity to Sleep Elf
Half-drow
Half-elf
Immunity to sleep effects
Infernal Resistance Tiefling 5/- damage resistance to cold, electricity, and fire
Keen Sense Elf Automatic searching within 5 feet
Light Blindness Drow Grants -1 circumstance penalty to attack rolls, saves, and skill checks when outside in daylight
Light Sensitivity Gray dwarf
Long Gait Gray Orc Gray orc base land speed is 40 feet
Low-Light Vision Most Elves
Half-elf
Rock gnome
See in dim lighting
Lucky Lightfoot halfling Grants +1 racial bonus to all saving throws
Merge with Stone Earth genasi Gains 5/adamantine reduction once per day for 5 rounds
Partial Skill Affinity (Listen) Half-drow
Half-elf
Gray dwarf
Grants +1 racial bonus to Listen
Partial Skill Affinity (Search) Half-drow
Half-elf
Grants +1 racial bonus to Search
Partial Skill Affinity (Spot) Half-drow
Half-elf
Gray dwarf
Grants +1 racial bonus to Spot
Quick to Master Human
Strongheart halfling
One extra feat choice at 1st level
Racial Spell
(Blindness/Deafness)
Deep Gnome Grants the ability to cast Blindness/Deafness 1/day (caster level equal to character level)
Racial Spell (Darkness) Drow
Tiefling
Yuan-Ti Pureblood
Grants the ability to cast Darkness 1/day (caster level equal to character level)
Racial Spell (Enlarge) Gray dwarf Grants the ability to cast Enlarge 1/day (caster level equal to twice the character level, minimum 3rd level)
Racial Spell
(Entropic Shield)
Deep Gnome Grants the ability to cast Entropic Shield 1/day (caster level equal to character level)
Reach to the Blaze Fire genasi Nearby opponents get 2d4 fire damage for five rounds once per day
Shrouding Fog Water genasi Provides a fog of concealment for 5 rounds once per day
Skill Affinity (Bluff) Half-drow
Half-elf
Tiefling
Grants +2 racial bonus to Bluff
Skill Affinity (Craft Alchemy) Gnome Grants +2 racial bonus to Craft alchemy
Skill Affinity (Diplomacy) Half-drow
Half-elf
Grants +2 racial bonus to Diplomacy
Skill Affinity (Hide) Tiefling Grants +2 racial bonus to Hide
Skill Affinity (Listen) Aasimar
Elf
Gnome
Halfling
Grants +2 racial bonus to Listen
Skill Affinity (Lore) Gold dwarf
Shield dwarf
Grants +2 racial bonus to Lore
Skill Affinity (Move Silently) Halfling Grants +2 racial bonus to Move Silently
Skill Affinity (Search) Elf Grants +2 racial bonus to Search
Skill Affinity (Spot) Aasimar
Elf
Grants +2 racial bonus to Spot
Skilled Human 4 extra skill points at 1st level, plus 1 additional skill point for all extra levels
Slippery Defense Deep gnome Grants +4 dodge bonus versus all opponents
Spell Affinity (Illusion) Gnome Grants +1 DC for illusion spells
Stonecunning Deep gnome
Dwarf
Grants +2 search bonus when indoors
Summon Gale Air genasi Summon a gust of wind once per day.
Weapon Proficiency (dwarf) Dwarf Allows use of dwarven waraxe
Weapon Proficiency (elf) Elf Allows use of longsword, longbow, rapier, and shortbow

Insightful Strike - Swashbuckler - Applies Int modifier to melee damage

Canny Defense - Duelist - Applies Int modifier to AC (limited to Duelist level)

Background traits Edit

These feats are only available at level one, and only one background trait can be taken at character creation. Note however that some of these may also be obtained by other means, despite the normal restrictions.

Feat Description
Artist Character gains a +2 bonus on Perform and Diplomacy checks
Blooded Character gains a +2 bonus on Initiative and Spot checks
Bullheaded Character gains a +2 bonus to resist Taunt, and +1 bonus to Will saving throws
Courteous Magocracy Character gains a +2 bonus on Lore and Spellcraft checks
Luck of Heroes Character gains a +1 bonus on all saving throws plus a +1 luck bonus to armor class
Mind over Body Character uses Int modifier instead of Con for bonus hit points at level 1, and any metamagic or spellcasting feat grants +1 hit points.
Silver Palm Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks
Snake Blood Character gains a +1 bonus to Reflex saving throws, and +2 saving throw bonus against poisons
Spellcasting Prodigy Character treats primary spellcasting ability score as 2 points higher than usual, effectively having +1 to modifier.
Strong Soul Character gains a +1 bonus to Fortitude & Will saving throws, and +1 saving throw bonus against Death magic
Thug Character gains a +2 bonus on Appraise, Initiative, and Intimidate checks

Heritage feats Edit

These feats require one of the heritage feats be taken at level one. These feats are available only with the Storm of Zehir expansion.

Feat Prerequisite Description
Fey Heritage Can only take this feat at 1st level, Nonlawful alignment Gain +3 bonus to Will saves against enchantments.
Fey Legacy Nonlawful alignment, Fey Heritage, 9th level Gain the confusion spell-like ability, usable three times per day. Your caster level equals your character level.
Fey Power Nonlawful alignment, Fey Heritage Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.
Fey Presence Nonlawful alignment, Fey Heritage, 6th level Gain the deep slumber spell-like ability, usable three times per day . Your caster level equals your character level.
Fey Skin Nonlawful alignment, Fey Heritage Gain damage reduction (overcome by cold iron) equal to 1 + the number of feats you have that list Fey Heritage as a prerequisite (including such feats that you take after gaining this one).
Fiendish Heritage Can only take this feat at 1st level, Non-good alignment Gain a +4 bonus on Fortitude saving throws against poison. Also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.
Fiendish Legacy Non-good alignment, Fiendish Heritage, 9th level Gain the summon monster V spell-like ability, usable three times per day. Your caster level equals your character level.
Fiendish Power Non-good alignment, Fiendish Heritage Your caster level and save DCs for evil spells and warlock invocations increase by 1.
Fiendish Presence Non-good alignment, Fiendish Heritage, 6th level Gain the fear spell-like ability, usable two times per day. Your caster level equals your character level.
Fiendish Resistance Non-good alignment, Fiendish Heritage Gain resistance to acid and fire equal to three times the number of feats you have that list Fiendish Heritage as a prerequisite (including such feats that you take after gaining this one).

Proficiencies Edit

These feats allow a character to use various forms of equipment. Every base class offers at least one of these, and some classes and races have special proficiencies.

Feat Prerequisite Description
Armor Proficiency (heavy) Armor Proficiency (light), Armor Proficiency (medium) Allows use of heavy armor
Armor Proficiency (light) None Allows use of light armor
Armor Proficiency (medium) Armor Proficiency (light) Allows use of medium armor
Monkey Grip BAB +1 Allows use of weapons one size category higher with a -2 penalty
Shield Proficiency None Allows use of regular shields
Tower Shield Proficiency None Allows use of tower shields
Weapon Proficiency (bard) Bard class feat Allows use of longswords, rapiers, shortbows, and shortswords
Weapon Proficiency (creature) Creature racial feat Allows use of natural weapons without provoking attacks of opportunity
Weapon Proficiency (druid) Druid class feat Allows use of clubs, daggers, darts, quarterstaves, scimitars, sickles, slings, and spears
Weapon Proficiency (dwarf) Dwarf racial feat Allows use of dwarven waraxe
Weapon Proficiency (elf) Elf racial feat Allows use of longswords, longbows, rapiers, and shortbows
Weapon Proficiency (exotic) BAB +1 Allows use of all exotic weapons
Weapon Proficiency (martial) None Allows use of all martial weapons
Weapon Proficiency (monk) Monk class feat Allows use of clubs, crossbows, daggers, handaxes, kamas, quarterstaves, shuriken, and slings
Weapon Proficiency (rogue) Rogue class feat Allows use of handaxes, rapiers, shortbows, and shortswords
Weapon Proficiency (simple) None Allows use of all simple weapons
Weapon Proficiency (wizard) Wizard class feat Allows use of clubs, daggers, crossbows, and quarterstaves
Weapon Proficiency (spirit shaman) Spirit Shaman class feat Allows use of clubs, daggers, darts, handaxes, spears, quarterstaves, slings, shortbows, throwing axes, and light crossbows

Acquiring feats Edit

All characters gain a feat at 1st level, at 3rd level, and every 3 levels thereafter (3, 6, 9, etc.) until level 18. At level 18, the character will have gained 7 feats this way. This is the cap if the player only has the base NWN2 game.

If MotB is installed, all characters gain a feat at 21st level and every odd level thereafter (23, 25, etc.) until level 29. At level 29, the character will have gained a total of 12 feats.

In addition to this progression, characters may also gain bonus feats from other sources (such as class bonus feats for Fighters and Wizards).

Class feats Edit

These feats are automatically granted at certain class levels. Incomplete list

Feat Class Description
Animal Companion (feat) Druid 1
Ranger 4
Cleric w/ Animal domain
Provides an animal companion
Aura of Courage Paladin 3
Cleric w/ Good domain
Character is immune to fear, and aura causes allies within 10 feet receive +4 bonus on all saving throws versus fear
Aura of Despair Blackguard 3 Aura causes enemies within 10 feet take a –2 penalty on all saving throws
Create Undead (blackguard) Blackguard 3 Summons an undead minion
Dark Blessing Blackguard 2 Applies charisma modifier to all saving throws
Defensive Roll Shadowdancer 5
Rogue 10/13/16/19 (bonus feat choice)
Character can use a Reflex save to halve damage from a lethal blow
Divine Grace Paladin 2 Applies charisma modifier to all saving throws
Divine Health Paladin 3 Immunity to disease
Dragon Companion Epic Druid Provides a draconic animal companion
Dragon Shape Epic Druid Allows shapeshifting into dragon forms
Elemental Wild Shape Druid 16 Allows shapeshifting into elemental forms
Elephant's Hide Druid 5+ Spends a Wild Shape charge for +7 natural armor bonus
Epic Animal Companion Epic Druid Animal companions get three extra levels
Evasion Monk 2
Rogue 2
Shadowdancer 2
Ranger 9
Cleric w/ Water domain
Successful Reflex saves eliminates all damage
Extra Wild Shape Druid 5+ Allows +2 Wild Shape uses/day, and +1 Elemental Shape use/day
Flurry of Blows Monk 1 Extra attack per round when fighting with unarmed attacks or with monk weapons. However, all attacks in that round suffer a -2 attack penalty at levels 1-4, and a -1 attack penalty at levels 5-8. At level 9 or higher, there is no penalty. Selectable combat mode.
Greater Flurry Monk 11 A second extra attack when using Flurry of Blows
Hide in Plain Sight Shadowdancer 1
Assassin 8
Ranger 17
Character can try to hide while being observed
Improved Evasion Monk 9
Shadowdancer 10
Rogue 10/13/16/19 (bonus feat choice)
Same as Evasion, but failing reflex saves now only result in half damage
Improved Uncanny Dodge Assassin 5
Barbarian 5
Shadowdancer 5
Shadow Thief of Amn 5
Dwarven Defender 6
Rogue 8
Character can no longer be flanked (unless attacker is more than four class levels higher)
Lay on Hands Divine Champion 1
Paladin 2
Character can heal damage by Charisma modifier x class level (once per day)
Magical Beast Wild Shape Epic Druid Allows shapeshifting into magical beast forms
Natural Spell Druid 5+ (and Wis 13+) Allows druid to cast spells during wildshape
Nature Sense Druid 1 Grants a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas
Oaken Resilience Druid 12 Spends a Wild Shape charge for immunity to poison, sleep, paralysis, stunning and critical hits
Plant Shape Druid 12 Allows shapeshifting into plant forms
Resist Nature's Lure Druid 4 Grants a +2 saving throw bonus against fear spells and effects
Skill Mastery Rogue 10/13/16/19 (bonus feat choice) Rogue cannot roll less than 5 whenever using Disable Device, Open Lock, or Set Trap skills, even if in combat
Slippery Mind Shadowdancer 7
Swashbuckler 17
Rogue 10/13/16/19 (bonus feat choice)
Cleric w/ Chaos domain
Character gets a second saving roll against an enchantment
Smite Evil Paladin 1 Character can smite evil targets once per day
Smite Good Blackguard 2 Character can smite good targets once per day
Smite Infidel Divine Champion 3
Cleric w/ Destruction domain
Character can smite targets of the other alignment once per day
Sneak Attack Assassin 1 (not a prerequisite for Arcane Trickster)
Rogue 1
Shadow Thief of Amn 1
Arcane Trickster 2
Blackguard 4
Allows sneak attacks. Increments by +1d6 every two class levels (three for blackguard).
Trackless Step Druid 3 Grants a +4 bonus to Hide and Move Silently checks when in wilderness areas
Turn Undead Cleric 1
Blackguard 3
Paladin 4
Allows you to turn or rebuke the undead
Uncanny Dodge Assassin 2
Barbarian 2
Dwarven Defender 2
Shadowdancer 2
Shadow Thief of Amn 2
Rogue 4
Sacred Fist 6
Retains Dexterity AC bonus when flat-footed or attacked by invisible foe
Venom Immunity Druid 9 Immunity to poison
Wild Shape Druid 5 Allows shapeshifting into various animal forms
Woodland Stride Druid 2
Ranger 7
Cleric w/ Plant domain
Character receives a 10% movement increase when in outdoor, natural environments

Combat feats Edit

These feats are for use in melee or ranged combat, and many of these can be chosen as a bonus feat by fighters every two levels. Note: Some of these may be granted as a class feat, usually without the normal requirements.

Feat Prerequisite Description
Armed Deflection Epic character (level 21+), Dex 21+, Int 13+, Wis 15+, Combat Expertise, Epic Weapon Focus Character automatically deflects the first incoming projectile attack each round when wielding any weapons chosen for Epic Weapon Focus
Blind Fight None Character can reroll miss chance percentile when blinded or fighting invisible opponents, and denies invisible opponents bonuses to hit
Circle Kick BAB +3, Dex 15+, Improved Unarmed Strike Gains a bonus free attack on a nearby opponent if an unarmed strike successfully hits
Cleave Str 13+, Power Attack If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Combat Expertise Int 13+ Action mode that grants a +3 bonus to AC, but at the cost of -3 to attack roll
Combat Insight Epic character (level 21+), BAB +15, Int 13+, Combat Expertise, Epic Prowess Allows use of Int modifier instead of Str modifier for melee damage rolls

Deflect Arrows

Dex 13+, Improved Unarmed Strike Character automatically deflects the first incoming projectile attack each round
Disarm Int 13+ The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed.
Dodge Dex 13+ Character gains a +1 dodge bonus against attacks from current target/last attacker
Epic Dodge Dex 25, Dodge, Improved Evasion, Defensive Roll, Tumble 30 ranks Once per round, when struck by your current target or last attacker, you automatically avoid all damage from the attack
Epic Weapon Focus Epic character (level 21+), Greater Weapon Focus (with the chosen weapon) Grants an extra +2 bonus to attack rolls for chosen weapon
Epic Weapon Specialization Epic character (level 21+), Epic Weapon Focus (with the chosen weapon), Greater Weapon Specialization (with the chosen weapon) Grants an extra +6 bonus to damage rolls for chosen weapon
Extra Stunning Attacks BAB +2, Stunning Fist Allows three extra Stunning Fist attacks per day
Favored Power Attack BAB +4, Str 13+, Power Attack, Favored Enemy (with the chosen enemy) Increases damage during Power Attack mode versus favored enemy
Feint Int 13+, Combat Expertise Attempts to deny Dexterity bonus from target for a combat round
Great Cleave BAB +4, Str 13+, Power Attack, Cleave Same as Cleave, but keeps going as long as the opponents are getting killed.
Greater Two-Weapon Fighting BAB +11, Dex 19+, Two-Weapon Fighting, Improved Two-Weapon Fighting Grants a third attack with offhand weapon, at -10 penalty
Greater Weapon Focus Fighter level 8, Weapon Focus (with the chosen weapon) Grants an extra +1 bonus to attack rolls for chosen weapon
Greater Weapon Specialization Fighter level 12, Weapon Specialization (with the chosen weapon) Grants an extra +2 bonus to damage rolls for chosen weapon
Improved Combat Expertise BAB +6, Int 13+, Combat Expertise Action mode that grants a +6 bonus to AC, but at the cost of -6 to attack roll
Improved Critical BAB +8, proficiency in chosen weapon Doubles the threat range of chosen weapon
Improved Disarm Int 13+, Disarm Character does not provoke an attack of opportunity when attempting to disarm. Furthermore, if they succeed in disarming a foe, the disarmed weapon is placed in their inventory. If there is no available slot in the inventory, the weapon falls to the ground.
Improved Knockdown BAB +7, Int 13+, Knockdown Character is considered one size larger during knockdown attempt
Improved Power Attack BAB +6, Str 13+, Power Attack Action mode that grants a +6 bonus to the damage roll, but at the cost of −6 to the attack roll
Improved Rapid Shot BAB +2, Dex 17+, Point Blank Shot, Manyshot, Rapid Shot Removes the -2 penalty on Rapid Shot
Improved Unarmed Strike None Denies armed opponents an attack of opportunity when using unarmed attacks
Improved Two-Weapon Defense BAB +6, Dex 17+, Improved Two-Weapon Fighting, Two-Weapon Defense Grants +2 shield bonus to AC when dual-wielding (or +4 skill bonus if using Parry)
Improved Two-Weapon Fighting BAB +6, Dex 17+, Two-Weapon Fighting Grants a second attack with offhand weapon, at -5 penalty
Improved Whirlwind Attack Epic character (level 21+), BAB +4, Int 13+, Dex 23+, Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack Increases range of whirlwind attacks
Knockdown None Character can attempt to knockdown an opponent instead of dealing damage for a round
Manyshot BAB +6, Dex 17+, Point Blank Shot, Rapid Shot Character fires two arrows at once
Mobility Dex 13+, Dodge Character gains a +4 dodge bonus against attacks of opportunity
One Shot Epic character (level 21+), Dex 27+, Point Blank Shot, Manyshot, Rapid Shot, Improved Rapid Shot Fires a powerful shot that deals maximum damage and automatically criticals, with 60 second cooldown
Perfect Two-Weapon Fighting Epic character (level 21+), Dex 25+, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting Character can make as many attacks with offhand weapon as mainhand weapon, with same base attack bonus
Point Blank Shot None Removes -4 penalty when firing in melee range, and adds +1 bonus to attack and damage rolls for near ranged attacks
Power Attack Str 13+ Action mode that grants a +3 bonus to the damage roll, but at the cost of −3 to the attack roll
Power Critical BAB +4, Weapon Focus (with the chosen weapon) Grants a +4 bonus on the roll to confirm the threat for a critical hit
Rapid Reload BAB +2 Allows crossbows to fire twice per round, and enables Rapid Shot for crossbows
Rapid Shot Dex 13+, Point Blank Shot Action mode that grants an extra ranged attack per round, with -2 penalty
Spring Attack Dex 13+, BAB +4, Dodge, Mobility Denies opponents an attack of opportunity when moving around in combat
Stunning Fist BAB +8, Dex 13+, Wis 13+, Improved Unarmed Strike Character can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty, once every four levels per day
Toughness None Grants one extra hit point per character level
Two-Weapon Defense Dex 15+, Two-Weapon Fighting Grants +1 shield bonus to AC when dual-wielding (or +2 skill bonus if using Parry)
Two-Weapon Fighting Dex 15+ Reduces penalties for dual-wielding (by 2 for mainhand, and by 6 for offhand)
Weapon Finesse BAB +1 Allows light weapons and rapiers to use dexterity modifier for attack rolls, instead of strength modifier
Weapon Focus BAB +1, appropriate proficiency Grants +1 bonus to attack rolls for chosen weapon
Weapon Specialization Fighter level 4, Weapon Focus (with the chosen weapon) Grants +2 bonus to damage rolls for chosen weapon
Whirlwind Attack BAB +4, Int 13+, Dex 13+, Dodge, Mobility, Spring Attack, Combat Expertise Character performs a full attack action, making one melee attack at full base attack bonus against all nearby opponents


Spellcasting feats Edit

These feats are for use by spellcasters. Many of these can be chosen as a bonus feat by wizards every five levels.

Feat Prerequisite Description
Arcane Defense Spell Focus (with the chosen school) Character gains a +2 bonus to saving throws versus the chosen school of magic
Augment Healing Heal skill 4 Adds +2 points per spell level to the amount of damage healed by any healing spell.
Augment Summoning Spell Focus (Conjuration) Each creature you conjure with a summon spell gains a +4 enhancement bonus to Strength and Constitution
Automatic: Quicken Spell Epic character (level 21+), Quicken Spell, Spellcraft 30, ability to cast 9th level spells Allows one to auto-quicken levels 0 & 1 spells, and taken again for level 2 spells, and then a third time for level 3 spells.
Automatic: Silent Spell Epic character (level 21+), Silent Spell, Spellcraft 24, ability to cast 9th level spells Allows one to auto silent cast spell levels 0 - 3, and taken again for spell levels 4 - 6, and then a third time for spell levels 7 - 9.
Automatic: Still Spell Epic character (level 21+), Still Spell, Spellcraft 27, ability to cast 9th level spells Allows one to auto still cast spell levels 0 - 3, and taken again for spell levels 4 - 6, and then a third time for spell levels 7 - 9.
Battle Caster Bard or Warlock Can cast Bard or Warlock spells in medium armor.
Combat Casting Ability to cast 1st-level spells or least grade invocations Grants a +4 bonus to the Concentration check when trying to cast spells while in defensive casting mode
Eldritch Master Character level 21+, warlock level 16+, Spellcraft 24 The warlock's eldritch blasts deal 50% more damage and have a +2 bonus to attack rolls
Empower Spell Ability to cast 2nd-level spells Allows spells to be cast with 50% more power at a cost of being placed two slots higher
Epic Eldritch Blast Warlock 21+, Eldritch blast 9d6 Adds +1d6 damage to eldritch blasts. (can be taken multiple times)
Epic Spell Focus Epic character (level 21+), Greater Spell Focus (with the chosen school), Spell Focus (with the chosen school) Character gains a +3 bonus to the spell save DC for all spells of the chosen school
Epic Spell Penetration Epic character (level 21+), Greater Spell Penetration, Spell Penetration Character gains a +6 bonus on caster level checks to beat a creature's spell resistance
Extend Spell Ability to cast 1st-level spells Allows spells to have duration doubled at a cost of being placed one slot higher
Extra Slot 4 levels in a spellcasting class One extra spellcasting slot
Greater Spell Focus Spell Focus (with the chosen school) Character gains a +2 bonus to the spell save DC for all spells of the chosen school
Greater Spell Penetration Spell Penetration Character gains a +4 bonus on caster level checks to beat a creature's spell resistance
Improved Empower Spell Arcane Scholar of Candlekeep level 3 Empowered spells only require being placed on slots one level higher
Improved Maximize Spell Arcane Scholar of Candlekeep level 7 Maximized spells only require being increased by slots two levels higher
Improved Quicken Spell Arcane Scholar of Candlekeep level 10 Quickened spells only require being increased by slots three levels higher
Maximize Spell Ability to cast 3rd-level spells Allows spells to be cast at maximum power at a cost of being placed three slots higher
Persistent Spell Ability to cast 6th-level spells, Extend Spell Allows spells to be cast at 24-hour duration at a cost of being placed six slots higher
Practiced Spellcaster Spellcraft 4 Caster level for the chosen spellcasting class increases by +4, limited by your HD (for use when multiclassing)
Quicken Spell Ability to cast 4th-level spells Allows spells to be cast as a free action at a cost of being placed four slots higher
Silent Spell Ability to cast 1st-level spells Allows spells to be cast without verbal component at a cost of being placed one slot higher
Spell Focus Ability to cast 1st-level spells Character gains a +1 bonus to the spell save DC for all spells of the chosen school
Spell Penetration Ability to cast 1st-level spells or least grade invocations Character gains a +2 bonus on caster level checks to beat a creature's spell resistance
Still Spell Ability to cast 1st-level spells Allows spells to be cast without somatic component at a cost of being placed one slot higher

Divine feats Edit

These feats are only available to classes that can Turn Undead (i.e. clerics, paladins, and blackguards), or those with smiting (which includes divine champions).

Feat Prerequisite Description
Divine Might Cha 13+, Str 13+, Turn Undead, Power Attack Character expends one turn undead attempt to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus
Divine Resistance Turn Undead Character expends one turn undead attempt to apply resistance 5/- against fire, cold, and electricity to party for a number of rounds equal to the Charisma bonus
Divine Shield Cha 13+, Str 13+, Turn Undead, Power Attack Character expends one turn undead attempt to add his Charisma bonus to dodge armor class bonus for a number of rounds equal to the Charisma bonus
Epic Divine Might Epic character (level 21+), Cha 21+, Str 21+, Turn Undead, Power Attack, Divine Might Character expends one turn undead attempt to add double his Charisma bonus to all weapon damage for a number of rounds equal to double the Charisma bonus
Extra Smiting Any smiting ability Character can smite enemies an extra 2 times per day
Extra Turning Turn Undead Character can use Turn Undead an extra 4 times per day
Great Smiting Epic character (level 21+), Cha 25+, Smite Evil On successful smite, adds 2x character level to damage
Planar Turning Epic character (level 21+), Cha 25+, Wis 25+, Turn Undead Allows outsiders to be turned with Turn Undead
Sacred Vengeance Turn Undead Character expends one turn undead attempt to add 2-12 extra divine damage versus undead in melee combat for one round

Crafting enchantment feats Edit

These feats allow a character to enchant items and equipment for crafting purposes. All of these require a spellcasting class, and all can be chosen as bonus feats for wizards.

Feat Prerequisite Description
Brew Potion Spellcaster level 3+ Create potions using spells, up to spell level 3
Craft Magical Arms and Armor Spellcaster level 5+ Enchant equipment via a magical workbench
Craft Wand Spellcaster level 5+ Create wands using spells, up to spell level 4
Craft Wondrous Item Spellcaster level 5+ Enchant equipment via a magical workbench
Imbue Item Warlock level 12 (class feat) Allows warlocks to use Craft Magical Arms and Armor/Wonderous Item feats
Scribe Scroll Spellcaster level 1+ Write a scroll of any known spell


Skill Feats Edit

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