Leylines: Fey Feats
By Scott Moore
The following dozen feats were created to offer more customization options for those wishing to play characters based on the fey and related races. Although primarily built around a fey theme, several of the feats are also appropriate for other character types or monster races as well. For those running a modern era fantasy campaign, many of these feats could also be utilized in the Shadow Chasers or Urban Arcana campaign settings for d20 Modern by Wizards of the Coast with little or no modification.
Alternative Vision [General]
Your visual abilities are unusual for a creature of your type.
Prerequisite: Darkvision or low-light vision.
Benefit: You may permanently exchange your darkvision ability for low-light vision instead, or vice-versa. Those with a superior form of either ability (greater than average range), may exchange it for both darkvision and low-light vision, both at standard ranges.
Special: This feat may only be selected at first level.
Fey Blood [General]
There is a touch of fey blood somewhere in your family's past.
Prerequisite: Character cannot be of the fey type.
Benefit: You may select any two of the following bonuses:
- +1 bonus to Reflex saves.
- +1 bonus to Will saves.
- d6 Hit Die at first level only (+2 hit points at first level if you would usually have a d4).
- Low-light vision at half your normal visual range.
- Proficiency with two simple weapons not typically granted by your class.
Special: This feat may only be selected at first level.
Improved Darkvision [General]
Your darkvision is more effective than normal.
Prerequisite: Darkvision.
Benefit: The range of your darkvision is increased by 30 feet.
Improved Low-Light Vision [General]
Your low-light vision is more sensitive than normal.
Prerequisite: Low-light vision.
Benefit: The range of your low-light vision is increased by 50 percent.
Improved Racial Damage Reduction [General]
Your ability to withstand damage is stronger than normal for creatures of your type.
Prerequisite: Damage reduction as a racial ability.
Benefit: The amount of damage you can ignore based on the type of damage reduction you have increases by one point. If you have several different types of damage reduction, you must select which specific one this feat will apply to.
Special: You may select this feat multiple times. Its effects stack.
Improved Secondary Movement [General]
The speed of one of your secondary forms of movement (burrowing, climbing, flying, or swimming) is better than normal for creatures of your type.
Prerequisite: Burrow, climb, fly, or swim speed.
Benefit: Select one of your secondary racial methods of movement as detailed above. Your movement rate for that method increases by 50 percent.
Special: You make select this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new method of movement.
Improved Spell Resistance [General]
Your natural resistance to magic is stronger than normal for creatures of your race.
Prerequisite: Spell resistance.
Benefit: You gain a +2 bonus to your spell resistance.
Improved Spell-Like Abilities [General]
Your natural spell-like abilities are more potent than normal.
Prerequisite: A minimum of one racial spell-like ability.
Benefit: You gain a +1 bonus to the DC of each of your spell-like abilities.
Light Tolerance [General]
You have become accustomed to bright light and no longer suffer penalties from operating in a brightly lit environment.
Prerequisite: Light blindness.
Benefit: You no longer suffer the effects of light blindness when exposed to sunlight or other bright illumination.
Special: This feat may only be taken at first level unless otherwise permitted by your GM.
Magical Knowledge [General]
You have a background in identifying and understanding magical performances, rituals and effects.
Benefit: You get a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Note: For modern era campaigns, substitute Knowledge (arcane lore) for Knowledge (arcana).
Rare Magic [General]
Your natural spell-like abilities are different than those of other creatures of your type.
Prerequisite: A minimum of one racial spell-like ability.
Benefit: You may permanently exchange one of your spell-like abilities for a different spell-like ability. The new spell-like ability must be at least one level lower than the ability you are giving up. If the difference between the ability you gave up and the ability you gain is at least three levels, you may use your new ability one extra time per day.
Treewalking [General]
You can move through the branches of trees with unnatural ease.
Prerequisite: Dex 15, Balance 6 ranks, Jump 5 ranks, forest as your race's natural environment.
Benefit: With a successful Balance check (DC based on the tree limbs' width), the character may jump between branches of a tree (or branches of adjacent trees), as if they had a running start. The length of the running start is equal to half your regular movement rate for each Balance check passed, up to a maximum equivalent of a 20-foot running start. Characters may not take 20 on these Balance checks.
Re: Leylines: Fey Feats
An interesting selection of feats that should certainly be considered by Fey PCs...
Cheers
Llowellen