Feats

The following is a list of feats intended for use with E6; ritual feats are feats that have been implemented largely to counteract in-game status effects that characters would otherwise have no way to deal with (e.g. level drain, etc.); capstone feats are intended to reward characters for sticking with a class’s progression through all six levels, emulating the capstone ability often found at the close of a standard 20-level progression; combat form feats have been adapted for E6 from the PHB II.

ABILITY TRAINING [GENERAL]
You spend time honing one of your abilities.
Benefit: You gain a +2 bonus to straight ability checks using the selected ability (e.g. Strength checks, Charisma checks, etc.).
Special: You may take this feat multiple times. Its effects do not stack. Instead, each time you take this feat it applies to a different ability.

ABILITY ADVANCMENT [GENERAL]
Your training pays off, and your ability improves.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one ability; you gain a +2 inherent bonus to your ability score for this ability, just as though you had gained points through leveling.
Special: You may take this feat multiple times. Its effects do not stack. Instead, each time you take this feat it applies to a different ability.

ARCANE ALACRITY [CAPSTONE]
Prerequisite: Duskblade level 6th.
Benefit: You may use your Quick Cast ability one additional time per day.
Special: You may only take this feat once.

ARMOR FOCUS [GENERAL, FIGHTER]
Choose any specific type of armor, such as chain mail or full plate armor. You are more adept at moving when wearing that armor.
Prerequisites: Proficiency with selected armor.
Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1 if the armor is medium or heavy armor. These benefits apply both to standard armor and to armors made of special materials, such as mithral or adamantine.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type.

ARMOR SPECIALIZATION [FIGHTER]
Choose one type of armor, such as chain mail, for which you have already selected the Armor Focus feat. You are better at using that armor’s natural advantages to protect yourself. Prerequisites: Proficiency with selected armor, Armor Focus with selected armor, fighter level 4th.
Benefit: When wearing the selected armor, the armor bonus granted to your Armor Class is increased by +2. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the armor bonus, it does not apply to incorporeal or touch attacks. You may also sleep in this armor without becoming fatigued or exhausted, regardless of its armor check penalty. This benefit applies both to standard armor and to armors made of special materials, such as mithral or adamantine.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Armor Focus.

BARBARIC RESILIENCE [CAPSTONE]
Prerequisite: Barbarian level 6th.
Benefit: You gain DR 1/—.

BARDIC INSPIRATION [CAPSTONE]
Prerequisite: Bard level 6th.
Benefit: The bonus granted by your inspire courage ability increases to +2.

COMBAT FOCUS [COMBAT, FIGHTER]
The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental roughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.

Prerequisite: Wis 13.
Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You ran maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter.
While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.
Special: A fighter can select Combat Focus as one of his fighter bonus feats.

COMBAT STABILITY [COMBAT, FIGHTER]
When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist bull rushes, trip attempts, disarming and similar effects.

Prerequisite: Wis 13, Combat Focus, base attack bonus +3.
Benefit: You gain a +4 bonus on checks or rolls to resist bull rush, grapple, disarm, overrun or trip attempts made against you.
If you have three or more combat form feats, the bonus granted by this ability increases to +8.
Special: A fighter can select Combat Stability as one of his fighter bonus feats.

COMBAT STRIKE [COMBAT, FIGHTER]
Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe’s defenses.

Prerequisite: Wis 13, Combat Focus, Combat Stability, Combat Vigor, Martial Veteran.
Benefit: If you choose to end your combat focus as a swift action, you gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the remainder of your current turn. You immediately lose all benefits of combat form feats that affect you only while you are maintaining your combat focus.
Special: A fighter can select Combat Strike as one of his fighter bonus feats.

COMBAT VIGOR [COMBAT, FIGHTER]
When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body’s frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.

Prerequisite: Wis 13, Combat Focus, base attack bonus +6.
Benefit: While you maintain combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends.
If you have three or more combat form feats, the benefit of this feat improves to fast healing 4.
Special: A fighter can select Combat Vigor as one of his fighter bonus feats.

DRAGONHEART [CAPSTONE]
Prerequisite: Dragon shaman level 6th.
Benefit: You gain immunity to the energy type of the breath weapon you selected at 4th level.

ENCHANTING STUDY [CAPSTONE]
Prerequisite: Beguiler level 6th.
Benefit: You gain the benefits of the Advanced Learning class feature once again.

EXPANDED CASTER STAMINA [GENERAL]
Prerequisite: Character level 3rd.
Benefit: You gain spell points equal to the minimum required to cast the highest level of spell you currently know. Thus, a 6th-level wizard taking this feat would acquire five spell points, while a 3rd-level duskblade would acquire one spell point. The benefit of this feat improves as you acquire higher-level spells known; any time you attain a higher level of spells known, you instead gain spell points as if you had taken the feat at that level (e.g. a 5th-level duskblade gaining three spell points rather than the one he’d acquired for taking the feat at 3rd level).
Special: You may take this feat multiple times; its effects stack.

EXPANDED SPELL KNOWLEDGE [GENERAL]
Prerequisite: Character level 3rd.
Benefit: You acquire one or more new spells known, with spell levels of no more than one-half your caster level (rounded down, with 0-level spells treated as ½ a level). Thus, a sixth-level sorcerer could gain one 3rd-level spell known, one 1st- and one 2nd-level spell, three 1st-level spells, or six 0-level spells. This feat cannot provide spells known of a higher level than you can already cast.
Special: You may take this feat multiple times; its effects stack.

HAMMER OF WITCHES [CAPSTONE]
Prerequisite: Spellbreaker level 6th.
Benefit: You gain the Spellreaving Strike supernatural ability, usable once per encounter, as detailed in the spellbreaker class description.

MARTIAL ADEPT [GENERAL, FIGHTER]
Prerequisites: Base attack bonus +1 or [War] Domain.
Benefit: Your initiator level becomes equal to your character level, and you may qualify for martial adept-related feats. Furthermore, you may recover all expended maneuvers by taking a full-round action.
Special: A fighter may select Martial Adept as one of his bonus feats.

MARTIAL VETERAN [CAPSTONE, FIGHTER]
Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to Fighter level 8th, and with a base attack bonus requirement of up to +8.
Special: A fighter may select Martial Veteran as one of his bonus feats.

MIGHTY WILD SHAPE [CAPSTONE]
Prerequisite: Druid level 6th.
Benefit: Choose one Large animal. You can wildshape into that animal.

PERFECTION OF SELF [CAPSTONE]
Prerequisite: Monk level 6th.
Benefit: You gain the Wholeness of Body supernatural ability, as detailed on p. 42 of the PHB; additionally, you qualify for any of the bonus feats the monk might take at 6th level.

POWER IN THE BLOOD [CAPSTONE]
Prerequisite: Warlock level 6th.
Benefit: You gain the fiendish resilience supernatural ability, as detailed on p. 8 of Complete Arcane.

RESTORATIVE TOUCH [RITUAL]
Prerequisite: Character level 6th, ability to cast 3rd-level divine spells, Charisma 18, Healing 9 ranks.
Benefit: You may use restoration, as per the spell. This is treated as a spell-like ability for which you must provide the associated material components (100gp worth of diamond dust), with a casting time of 1 hour.

ROGUISH ABILITY [CAPSTONE]
Prerequisite: Rogue 6th.
Benefit: You learn one rogue special ability (found beginning on page 50 of the PHB).
Special: This feat may be taken only once.

SECRETS OF THE DARK HEART [CAPSTONE]
Prerequisite: Archivist level 6th.
Benefit: You may use Dark Knowledge (Foe) as per the class ability detailed on p. 83 of Heroes of Horror.

SECRETS OF THE GRAVE [CAPSTONE]
Prerequisite: Dread necromancer level 6th.
Benefit: You gain the Undead Mastery class feature as detailed on p. 87 of Heroes of Horror.

SKILL BEYOND YOUR YEARS [GENERAL]
Prerequisite: Character level 6th.
Benefit: Select a number of skills equal to your Intelligence modifier (minimum 1). Your maximum ranks in these skills rise from level + 3 to level + 5.

STEP OF THE WILD LANDS [CAPSTONE]
Prerequisite: Ranger level 6th.
Benefit: You gain the woodland stride and swift tracking class abilities, as detailed on p. 48 of the PHB.

STONE TO FLESH [RITUAL]
Prerequisite: Character level 6th, ability to cast 3rd-level arcane spells, Charisma or Intelligence 18, Craft (Alchemy) 9 ranks.
Benefit: You may use stone to flesh, as per the spell. This is treated as a spell-like ability for which you must provide the associated material components (an unguent of rare herbs and ointments with a market value of 1000gp), with a casting time of 1 day.

SWIFT METAMAGIC [METAMAGIC]
Prerequisite: Metamagic feats (see below), Caster Level 6th
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast.
Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

THAUMATURGIC SAVANT [CAPSTONE]
Prerequisite: Artificer 6th.
Benefit: You gain the Skill Mastery class feature, as detailed on p. 32 of the Eberron Campaign Setting.

UNBREAKABLE HONOR [CAPSTONE]
Prerequisite: Knight level 6th.
Benefit: The bonus granted by your fighting challenge ability increases to +2.

VETERAN CASTER [CAPSTONE]
Prerequisite: Warmage level 6th.
Benefit: Your armored mage class feature improves; you may now cast in medium armor without penalty.

WONDROUS RINGS [GENERAL]
Prerequisites: Character level 6th, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

(Armor Focus and Armor Specialization courtesy of Rich Burlew’s ‘Tools of the Trade’.)

Feats

The Mirror of Night corridorgeist