Feats

New (non-bloodline) feats Prerequisites Short description
Battle hardened Earth Bloodline, Con 11 Gain temporary hit points when rolling intiative
Reach for life Life Bloodline, Cha 15 Shift when an ally becomes bloodied
Can’t dodge the wind Air Bloodline Push enemy when you miss with a power
Earth’s grasping hand Earth Bloodline, str 13 You resist being moved.
Fire Harmony
Fire Bloodline, cha 13 Gain bonus attack against an enemy you bloodied.
Rage of Fire
Fire Bloodline, Cha 15 Deal bonus damage to an enemy you bloodied.
Fleeting strike Air Bloodline Gain a bonus to speed when using daily powers.
Flowing strike Water Bloodline Gain a bonus on attack if an enemy missed you (with an attack).
Guiding spirit Life Bloodline Improve your heal skill.
Headstrong Earth Bloodline Gain a bonus to defense when moving adjacent to an enemy
Control the inner fire Fire Bloodline Gain two bonus damage to fire(-bloodline) attacks while unbloodied.
Mountain breeze Air Bloodline, dex 13 Gain a bonus to AC when shifting.
Superior bending Any Bloodline Improving your bending power.
Touch of Life Water Life or water Bloodline Gain extra healing when healed by a power.
Flash Fire Fire Bloodline Use Dex instead of Str or Cha for Fire bloodline powers.
New paragon tier feats Prerequisites Short description
Burning Soul Fire Bloodline, 11th lvl. Deal extra damage on the first round of combat.
Earth’s Grace Earth Bloodline, 11th lvl. You can pull enemies when making a critical hit.
Momentum Wave Water Bloodline, 11th lvl. Make a free at-will attack on a miss.
Dodging Wind Air Bloodline, 11th lvl. You may shift after an enemy misses you with an attack.
Elemental Balance Any Bloodline, 11th lvl. You gain a small resistance against one damage type.
Intimidating Blood Any Bloodline, 11th lvl. You can make an intimidate check as a minor action once/encounter.
New Divine feats Prerequisites Short description
Divine Feats Channel Divinity feature Gain a special power granted to you by your God(dess).



Heroic tier feats

Battle hardened [Earth Bloodline] – Back to top
Prerequisites: Earth Bloodline, con 11.
Benefit: Unless you are surprised, when you roll initiative you gain 5 temporary hit points.

Reach for life [Life Bloodline] – Back to top
Prerequisites: Life Bloodline, cha 15
Benefit: You may shift 2 squares as a free action when an ally is bloodied.

Can’t dodge the wind [Air Bloodline] – Back to top
Prerequisites: Air Bloodline
Benefit: When you miss every target of a daily attack power that doesn’t have a miss effect, you may push the targets 3 squares.

Earth’s grasping hand [Earth Bloodline] – Back to top
Prerequisites: Earth Bloodline, str 13.
Benefit: When you would be pushed, pulled or slid you may reduce the distance moved by 1.

Fire Harmony [Fire Bloodline] – Back to top
Prerequisites: Fire Bloodline, cha 13.
Benefit: When you bloody an enemy you gain a +2 bonus to the next attack you make against that enemy before the end of your next turn.

Rage of Fire [Fire Bloodline] – Back to top
Prerequisites: Fire Bloodline, Cha 15.
Benefit: When you bloody an enemy you deal an addition 5 damage to the next attack you make against that enemy before the end of your next turn.

Fleeting strike [Air Bloodline] – Back to top
Prerequisites: Air Bloodline
Benefit: When you use a daily power, you gain a +2 bonus to your speed until the end of your next turn.

Flowing strike [Water Bloodline] – Back to top
Prerequisites: Water Bloodline
Benefit: When a enemy misses you, you gain a +1 to attack against that creature if you make it before the end of your next turn.

Guiding spirit [Life Bloodline] – Back to top
Prerequisites: Life Bloodline
Benefit: You may make heal checks as minor actions in combat. In addition, when you treat a creature with a disease, you gain a +5 bonus to the heal check you make.

Headstrong [Earth Bloodline] – Back to top
Prerequisites: Earth Bloodline
Benefit: When you move to a space adjacent to an enemy you gain a +1 bonus to a defense of your choice until the end of your next turn.

Control the inner fire [Fire Bloodline] – Back to top
Prerequisites: Fire Bloodline
Benefit: As long as you remain composed your body temperature remains low. While you are not bloodied during an encounter, all your attacks with your divine bloodline or the fire descriptor attacks deal an additional 2 damage.

Mountain breeze— [Air Bloodline] – Back to top
Prerequisites: Air Bloodline, dex 13.
Benefit: When you shift as a move action you gain a +1 bonus to your AC until the end of your next turn.

Superior bending [Any Bloodline] – Back to top
Prerequisites: Any Bloodline
Benefit: Increase the range of your bending power to 8. Double any quantity limits mentioned in your power’s description.

Touch of Life Water [Life or Water Bloodline] – Back to top
Prerequisites: Life or water Bloodline
Benefit: When you are healed by a power, you are healed an extra 1d4 hp.

Flash Fire (NAME?!) [Fire Bloodline] – Back to top
Prerequisites: Fire Bloodline
Benefit: With any Fire bloodline power or feat that uses your strength or charisma modifier (for example for attack and damage), you may instead use your dexterity modifier.


Paragon tier feats

Burning Soul [Fire Bloodline] – Back to top
Prerequisites: Fire Bloodline, 11th level.
Benefit: Unless you are surprised, you deal an extra 1d8 damage on your first attack hit during the encounter.

Earth’s Grace [Earth Bloodline] – Back to top
Prerequisites: Earth Bloodline, 11th level.
Benefit: When you score a critical hit on a creature, you may pull them a number of squares equal to either your constitution or wisdom modifier.

Momentum Wave [Water Bloodline] – Back to top
Prerequisites: Water Bloodline, 11th level.
Benefit: Once per encounter when you miss with an encounter or daily power with no miss effect, you may use a water bloodline at will attack power as a free action.

Dodging Wind [Air Bloodline] – Back to top
Prerequisites: Air Bloodline, 11th level.
Benefit: Once per encounter when an enemy misses you with an attack, you may shift 1 square.

Elemental Balance [Any Bloodline] – Back to top
Prerequisites: Any Bloodline, 11th level.
Benefit: You gain a resist 5 against one damage type of your choice.

Intimidating Blood [Any Bloodline] – Back to top
Prerequisites: Any Bloodline, 11th level.
Benefit: Once each encounter, you may make an intimidate check as a minor action.


Divine Feats Back to top
To gain access to one of these powers you must have the Channel Divinity class feature and worship the particular God(dess). Followers of Regin may select any of The Circle Gods or Godesses as their Divine Feat, they can even select multiple. All these feats require you to expend the use of Channel Divinity.

The Circle

Other Gods

>Work in Progress<


Paragon tier feats

>Work in Progress<


Also see Bloodline feats
Also see Divine Blood
Also see 4th edition House Rules

Feats

The Free Lands Vinc