Dungeon Master's Guide Feats

Improved Familiar
Leadership
EPIC FEATS
The following feats are available only to epic characters. Whenever
an epic character gains a new feat, it can be from among the
ones in the Player’s Handbook or one of the feats described below.
Familiar Spell [Epic]
Your familiar can cast a spell.
Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence)
or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one spell you know of 8th level or lower, such
as chain lightning or circle of death. Your familiar can now cast this
spell once per day as a spell-like ability as a caster of a level equal to
your caster level. You cannot bestow a spell upon your familiar if
the spell normally has a material component cost of more than 1
gp, or any XP cost.
Special: You can gain this feat multiple times. Each time you
take the feat, you can give your familiar a new spell-like ability, or
another daily use of the same spell-like ability.
Great Smiting [Epic]
Your smite attacks are much more powerful than normal.
Prerequisites: Cha 25, smite ability (from class feature or
domain granted power).
Benefit: Whenever you make a successful smite attack, add
twice the appropriate level to damage (rather than just your level).
Special: You may select this feat multiple times. Its effects stack.
(Remember that two doublings equals a tripling, and so forth.)
Improved Elemental Wild Shape [Epic]
You can take the form of a larger variety of elementals than normal.
Prerequisites:Wis 25, ability to wild shape into an elemental.
Benefit: Your ability to wild shape into an elemental is
expanded to include all elemental creatures (not just air, earth,
fire, and water elementals) of any size that you can take when wild
shaping into an animal. For instance, if you are normally capable
of taking the shape of an animal of Huge size, you can now wild
shape into a Huge elemental creature. You gain all extraordinary
and supernatural abilities of the elemental whose form you take.
Normal: Without this feat, you may only take the shape of a
Small, Medium, or Large air, earth, fire, or water elemental.
Improved Favored Enemy [Epic]
Prerequisites: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive,
Spot, and Survival checks and damage rolls against all your
favored enemies.
Special: This feat may be taken multiple times. Its effects stack.
Improved Metamagic [Epic]
You can cast spells using metamagic feats more easily than normal.
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot you must use to cast a metamagic spell is
one level lower than normal (to a minimum of one level higher than
normal). For instance, you could cast a quickened spell as a spell of
three levels higher than normal rather than four levels higher.
This feat has no effect on a metamagic feat that requires a spell
slot one level higher than normal or does not require a higherlevel
slot.
Special: You can gain this feat multiple times. The effects stack,
though you can’t lower the level of any metamagic spell’s slot to
less than one level higher than normal.
Improved Sneak Attack [Epic]
Your sneak attacks are more deadly than normal.
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.
Improved Spell Capacity [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 a 21stlevel
wizard selected this feat, she would gain one wizard spell slot
of any level up to 10th. The character must have the requisite ability
score (10 + spell level) in order to cast a spell stored in such a
slot. If the character has a high enough ability modifier to gain
one or more bonus spells for this spell level, she also gains those
bonus spells for this spell level.
This feat can’t grant spellcasting ability to a class that doesn’t
have spellcasting ability. A character must use the spell slot in a
class of which she can already cast the maximum normal spell
level. (For instance, a 5th-level ranger/22nd-level sorcerer
couldn’t add a ranger spell slot, because she can’t cast the maximum
normal spell level for ranger. She must add the spell slot to
her sorcerer spells.)
Special: You can gain this feat multiple times.
Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike,
Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
This feat may be taken multiple times. Its effects stack.
Lasting Inspiration [Epic]
Your songs continue to inspire allies long after your words have
faded.
Prerequisite: Perform (any one) 25 ranks, bardic music class
feature.
Benefit: The effects of your bardic music inspiration abilities
last for ten times as long as normal after you stop singing. This has
no effect on inspiration abilities that have no duration after you
stop singing (such as inspire competence).
Overwhelming Critical [Epic]
Choose one type of melee weapon, such as longsword or greataxe.
With that weapon, you do more damage on a critical hit.
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical
(weapon to be chosen), Power Attack, Weapon Focus (weapon to
be chosen).
Benefit: When using the weapon you have selected, you deal
an extra 1d6 points of damage on a successful critical hit. If the
weapon’s critical multiplier is ×3, add an extra 2d6 points of
damage instead, and if the multiplier is 4, add an extra 3d6 points
of 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 type of weapon.
Planar Turning [Epic]
You can turn or rebuke outsiders.
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke
undead.
Benefit: You can turn or rebuke outsiders as if they were
undead. An outsider has effective turn resistance equal to half its
spell resistance (round down).
If you can turn undead, you turn (or destroy) all evil outsiders
and rebuke (or command) all nonevil outsiders. If you can rebuke
undead, you rebuke (or command) all evil outsiders and rebuke
(or command) all nonevil outsiders.
Spell Knowledge [Epic]
You add two additional arcane spells to your repertoire.
Prerequisites: Ability to cast spells of the maximum normal
spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up to the
maximum level you can cast. This feat does not grant any additional
spell slots.
Special: You can gain this feat multiple times.
Terrifying Rage [Epic]
While in a rage, you panic your opponents.
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you must
make a Will save opposed by your Intimidate check or become
panicked (if it has HD less than your character level) or shaken (if
it has HD equal to or up to twice your character level) for 4d6
rounds. An enemy with Hit Dice greater than twice your character
level is not affected by this feat.

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