New Feats for Dungeons and Dragons: 3rd Edition


By Sir Darksol Shadowflame

Cause Wound
General Feat
Requirements: Base Attack Bonus +6
An attacker using a piercing or slashing melee weapon can use this feat to cause bleeding wounds. If the attacker succeeds in a melee attack and has a followup attack left for the round, he can make the attack as normal. If it succeeds, the target begins bleeding at 1hit/round as if he was hit by a wounding weapon.

Dual-Weapon Feint
General Feat
Requirements: Expertise, Feint, Ambidexterity, Two-Weapon Fighting, Base Attack Bonus +7
This feat functions like feint, except the attacker makes the feint attempt with his second-hand weapon. He gets his normal number of attacks in the round, but loses the extra attack for the second weapon. Only the first attack of the round benefits from the feint attempt.

Feint
General Feat
Requirements: Expertise, Base Attack Bonus +3
The attacker can remove part of a target's dodge bonus by faking an attack and following up with a real attack. The attacker must take a full attack action. He gives up any extra attacks in the feint attempt. The attacker makes an attack roll opposed by the opponents sense motive roll. If the attacker wins, the opponent has fallen for the feint, and loses 1/2 of his dodge bonus and dexterity bonus for AC vs the attacker's followup strike. Whether or not the attacker wins, he gets to make a normal attack that round.

Flat of the Blade
General Feat
Requirements: Base Attack Bonus +2
This feat allows an attacker to deal subdual damage to his opponent rather than normal damage without penalty. The feat must be taken for each different weapon, and can only be taken for melee and thrown weapons. This feat does not work with any weapon that has a chain or other loose connector piece (such as flails or spiked chain.) You can't deal subdual damage when set for a charge. The magical properties of keen weapons do not work when dealing subdual damage.

Improved Feint
General Feat
Requirements: Expertise, Feint, Base Attack Bonus +6
This feat functions like feint, except a successful feint attempt causes the target to lose his whole dodge and dex bonus for the followup attack.

Power Throw
General Feat
Requirements: Power Strike
This feat functions for throwing weapons as Power Strike functions for melee weapons except the trade is at a 2 for 1 basis. Two points of base attack bonus equal one extra point of damage.

Sheathe the Sword
General Feat
Requirements: Feint, Base Attack Bonus +8, Int and Wis 12
By allowing an opponent an opening for a powerful hit, a warrior can make a swing that causes massive amounts of damage. The character readies an attack action on his round, declaring that he is using this feat. When an opponent attacks him, he allows the target to strike a powerful blow, tying up the opponent's weapon and allowing a reciprocal strike. The opponent gains an automatic critical. If the swing already was a critical, increase the multiplier by one. In return, the character gains an automatic critical on the swing. If his swing was already a critical, increase the multiplier by one.

Sniper
General Feat
Requirements: Point Blank Shot
This feat allows a single ranged attack, taken as a full round action, to deal more damage than normal. The attack must be made with some kind of bow, including crossbow. The attacker can trade, on a one for one basis, his base attack bonus for bonus damage. He can only trade up to his base attack bonus (he can't give himself a negative base attack bonus to deal more damage.)

Vicious Strike
General Feat
Requirements: Base Attack Bonus +2
This feat is the opposite of Flat of the Blade. When using a weapon that deals subdual damage, the character can choose to deal normal damage without penalty. This ability only works with weapons (including the gauntlet) and doesn't allow fists to deal normal damage.

Weapon's Touch
Metamagic Feat
A touch spell cast in this way can be cast upon a weapon, which transmits its effects on a successful attack. The attack is a normal melee attack rather than a touch attack, but deals both the melee damage and the spell's effects. A spell prepared in this way takes a spell slot one level higher than the spell itself. Whips and nets are considered melee weapons for purposes of this feat.