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FEATS for Swords & Wizardry Whitebox Edition

Players select one feat for their character at level 1, and then select additional feats every few levels. Exactly how
often is left to the GM’s discretion, but possibilities include: levels 1, 3, 6, 10; or 1, 3, 5, 7, 9; or1, 2, 4, 6, 8, 10; or
maybe every level, if you want particularly powerful PCs.

Feats are selected either from the list of general feats, available to all classes, or from the list of class specific feats.
In all this should give players about 20 feats to choose from.

Unless otherwise stated, a feat may only be taken once.

General Feats
1 Alert – You are only surprised on a d6 roll of 1.
2 Dodge – You gain a -1 [+1] bonus to Armor Class.
3 Faster – Your movement rate increases by 1.
4 Leadership – Your maximum hirelings increases by 1, and you receive a +1 bonus to loyalty checks.
5 Linguist – You may learn an additional language; also, with exposure you learn new languages quickly.
6 Presence – You gain a +1 bonus on all initial reaction rolls.
7 Resilient – You gain a +1 bonus to all saving throws.
8 Swift Learner – You gain a 5% bonus to experience earned; maximum bonus is still 15%.
9 Toughness – You gain a +3 bonus to hit points.
10 Weapon Focus – You gain +1 attack bonus with one weapon; repeatable with different weapons.

Cleric Feats
1 Bind Wounds – After battle you may bind wounds, healing 1d4 hit points (or +1 hit point if already using the
Binding Wounds optional rule).
2 Channel – Use one of your spells to heal everyone within a 30 ft. radius for 1d3 hit points per spell level.
3 Combat Caster – You do not lose a prepared spell when hit in combat.
4 Crusader – Add your Wisdom modifier to melee attack and damage rolls.
5 Divine Favor – Saving throws against your spells incur a -2 penalty.
6 Insight – Add your Wisdom modifier to each die rolled for healing and damage spells.
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7 Inspired – You may cast an additional 1 -Level Cleric spell each day.
8 Lay On Hands – Once per day you may lay on hands to heal 2 HP/level.
9 Undead Hunter – You turn undead as a Cleric one level higher.
10 Zealous – You are immune to fear effects.

Dwarf Feats
1 Armor Training – The weight of armor you wear is halved for encumbrance purposes.
2 Dwarf Toughness – You gain a +5 bonus to hit points; cumulative with Toughness.
3 Power Attack – For a single melee attack, convert your BHB to a damage bonus equal to ½ your BHB.
4 Reaver – When you kill an opponent in melee combat, you may immediately attack another adjacent foe.
5 Shield Specialist – You gain an additional -1 [+1] bonus to Armor Class with shields.
6 Spite – You keep fighting up to negative hit points equal to your level, dropping once the battle is over.
7 Tunnel Master – You have a 4-in-6 chance to spot traps, sloping passages and construction underground.
8 Tunnel Vision – You gain infravision with a range of 60 feet.
9 Two-Hand Specialist – Roll 2d6 on damage rolls with two-handed weapons, using the better of the two dice.
10 Weapon Specialist – You gain a +2 bonus to damage with one weapon; repeatable with different weapons.
Elf Feats
1 Arcane Blast – Convert a spell into a bolt of energy inflicting 1d3 damage per spell level; range = 30 feet.
2 Combat Caster – You do not lose a prepared spell when hit in combat.
3 Counterspell – You may expend one of your spells to negate a hostile spell of equal or lower spell level.
4 Finesse – You may use DEX modifier instead of STR modifier when attacking with light melee weapons.
5 Light Step – You have only a 1-in-6 chance of triggering a trap.
6 Precise Shot – When you fire into melee combat, you choose the target.
7 Rapid Shot – Instead of moving, you may make an additional attack with a sling or bow.
8 Two-Weapon Specialist – You gain an additional +1 on attack rolls when attacking with two weapons.
9 Vital Strikes – You inflict critical hits on a d20 roll of 19 or 20.
10 Weapon Specialist – You gain a +2 bonus to damage with one weapon; repeatable with different weapons.

Fighter Feats
1 Armor Training – The weight of armor you wear is halved for encumbrance purposes.
2 Bodyguard – Once per combat round you may choose to take damage that would have hit an adjacent ally.
3 Fighter Toughness – You gain a +4 bonus to hit points; cumulative with Toughness
4 Mounted Combat – You gain +1 to-hit and damage while fighting mounted on an animal.
5 Precise Shot – When you fire into melee combat, you choose the target.
6 Power Attack – For a single melee attack, convert your BHB to a damage bonus equal to ½ your BHB.
7 Shield Deflection – Once per combat round you may deflect one missile attack that hit you with your shield.
8 Shield Specialist – You gain an additional -1 [+1] bonus to Armor Class with shields.
9 Vital Strikes – You inflict critical hits on a d20 roll of 19 or 20.
10 Weapon Specialist – You gain a +2 bonus to damage with one weapon; repeatable with different weapons.

Halfling Feats
1 Halfling Sniper – You may make a single missile attack, converting your Base Hit Bonus into a damage bonus.
2 Halfling Toughness – You gain +3 hit points; cumulative with Toughness.
3 Hearty Eater – Heal 1 hit point every time you eat a full meal.
4 Light Step – You have only a 1-in-6 chance of triggering a trap.
5 Lucky Halfling – All party members gain +1 to saving throws; Lucky Halfling is not cumulative with itself.
6 Precise Shot – When you fire into melee combat, you choose the target.
7 Rapid Shot – Instead of moving, you may make an additional attack with a sling or bow.
8 Resourceful – You may make a saving throw to draw a specific, small mundane object from your pocket.
9 Short – for a Halfling – You gain an additional -1 [+1] bonus to Armor Class.
10 Weapon Specialist – You gain a +2 bonus to damage with one weapon; repeatable with different weapons.

Magic-User Feats
1 Arcane Blast – Convert a spell into a bolt of energy inflicting 1d3 damage per spell level; range = 30 feet.
2 Armored Caster – You may cast spells while wearing Leather armor.
3 Battle Mind – Add your Intelligence modifier to each die rolled for damage spells.
4 Combat Caster – You do not lose a prepared spell when hit in combat.
5 Counterspell – You may expend one of your spells to negate a hostile spell of equal or lower spell level.
6 Silent Caster – You may cast spells without needing to speak.
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7 Spell Conversion – When memorizing spells, you may convert a high level spell slot into a number of 1 -Level
spell slots equal to the converted spell’s level.
8 Spell Specialist – One spell you know is cast one level higher than normal; repeatable with different spells.
9 Still Caster – Your hands do not need to be free in order to cast spells.
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10 Talented – You may memorize an additional 1 -Level Wizard spell each day.

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