The Age of Ash
Age of Ash Feats
Arkhosian Sword-Sorcery (Sorceror, Dragonborn only) – Gain proficiency with a Military Heavy Blade of your choice. You may use a Heavy Blade as your Sorcerer implement, exactly as if it was a Dagger. In addition, your Heavy Blade functions as a Dagger for the purposes of the Sorcerous Blade Channeling feat.
High Arkhosian Defender Style (Swordmage, Dragonborn only) – You gain a +2 feat bonus to damage rolls with Swordmage Weapon (not Implement) powers and melee basic attacks. In addition, you gain a +3 feat bonus to Initiative.
Memories of the Fallen (Vestige Pact Warlock, Deva only) – You gain a +1 feat bonus to attack and damage rolls with Warlock At-Will and Daily powers that either grant a Vestige Augment, or benefit from one (Eyes of the Vestige).
Glass Magic (Drow only) – You gain a +1 feat bonus to attack and damage rolls with Arcane powers that have the Force keyword.
Cloud of Glass (Cloud of Darkness racial power) – Your Cloud of Darkness racial power causes Force damage equal to either your Intelligence or Charisma modifier to any creature that enters or starts its turn in the effect, aside from you.
Shield of Glass (Cloud of Darkness racial power) – You gain a +1 bonus to AC and Reflex while within the effect of your Cloud of Darkness racial power.
Runic Axe (Swordmage, Dwarf only) – You gain proficiency with all Military Axes, and may use Axes as implements and weapons for Swordmage attack powers. An axe may be your Swordbond weapon, and functions with your Warding as normal. You gain a +2 feat bonus to damage rolls with Swordmage Weapon (not Implement) powers and melee basic attacks with which you use an Axe.
Economic Diplomacy (Dwarf only) – You gain training in a single Charisma-based skill of your choice, and gain a +2 racial bonus to all Charisma-based skills.
Elements Embodied (Sorcerer, Genasi only) – You gain a +1 feat bonus to attack and damage rolls with Sorcerer powers that have a keyword in common with your current elemental manifestation. (Earthsoul=Force, Firesoul=Fire, Stormsoul=Lightning, Windsoul=Thunder)
Pelor’s Shadow (Avenger, Halfling only) – If the triggering attack of your Second Chance power came from your Oath of Enmity target, you become invisible to the target until the end of your next turn. In addition, add half of your Charisma modifier +1 as a bonus to damage rolls with Avenger Weapon (not Implement) attack powers.
Sun Smite (Invoker, Halfling only) – You gain a +1 feat bonus to attack and damage rolls with Invoker powers that have the Radiant or Fire keywords.
Blade-Sworn (Barbarian, Sand Elf only) – When you use a Barbarian attack power as part of a charge or make a melee basic attack as a result of Rampage, add half of your Wisdom modifier +1 to the attack roll. You also gain a +1 untyped bonus to Initiative.
Slashing Sands Style (Sand Elf only) – You gain a +1 feat bonus to attack when using a Weapon keyword attack with a Scimitar. You may draw a Scimitar as part of the same action you attack with it.
Elven Brutality (Sand Elf only) – You gain a +2 bonus to damage rolls against targets that are prone, surprised, or stunned. You also gain a +2 racial bonus to Intimidate.
Water Divination (Shaman, Half-Elf only) – You gain the Ritual Caster feat and a ritual book, and you learn the Commune with Nature ritual. Once per day, you may use Commune with Nature without expending ritual components. In addition, when you use your Speak with Spirits class power to enhance an Insight or Perception skill check, you may add your Charisma modifier to the skill bonus.
Spirit Chosen (Warden, Half-Elf only) – When you use your Nature’s Wrath class ability, you may forgo marking all targets adjacent to you and instead mark a single target within a Close Burst 5 (for the same duration). You also gain a +2 racial bonus to Nature.
Infernal Inquisitor (Avenger, Tiefling only) – When you use your Infernal Wrath power to retaliate against your Oath of Enmity target, deal additional Fire or Cold damage (your choice) to the target equal to your Intelligence modifier. The attack you made now gains the Fire or Cold keyword.
Wrath of the Fallen Empire (Invoker, Armor of Wrath, Tiefling only) – When you use your Armor of Wrath Divinity power, you may add your Charisma modifier to the radiant damage dealt. You also regain hit points equal to your Charisma modifier.
Turathi Grudgekeeper (Tiefling only) – You have a +2 racial bonus to damage against Dragons, Draconic creatures, Kobolds, and Dragonborn. You also gain a +2 racial bonus to History.
Ice in the Veins (Tiefling only) – Your racial resistance changes to Cold damage (but is the same value). You gain a +1 feat bonus to attack and damage rolls with powers that have the Cold keyword. You are excluded from ever taking the Hellfire Blood feat, so long as you have this one.
Venomous Scorpion Form (Druid, wild shape power) – When you hit a target with a Beast Form Daily attack power, you may make a free secondary attack against the same target. Use your same attack bonus vs. Fortitude. If a hit and the original power has an effect that has a duration of (Save Ends), then add the following Aftereffect: the Target takes 5 poison damage and loses it’s next Move action.
Scaled Lizard Form (Druid, wild shape power) – When you hit at least one target with a Druid Beast Form power on your turn, you gain +1 AC from that target’s attacks until the end of your next turn.
Distant Commander (Warlord) – Your Warlord at-will attack powers gain the following text: “Special: you may use this power at range with a Heavy Thrown weapon.” This only applies to the following powers: Furious Smash, Viper’s Strike, and Wolf Pack Tactics.
Barbaric Anger (Feral Might (Hybrid) class feature) – Once per day, you may expend a non-Rage Daily attack power to gain one of the following benefits: Use it with “Rage Strike” as if it were a Barbarian Rage attack power of the same level OR enter the Rage of the Immortal Warrior (as a Minor action). Until the rage ends, you gain a bonus to damage rolls on Barbarian attack powers equal to either your Constitution or Charisma modifier divided by 2 (round up), and gain Resistance to all damage equal to the level of the attack power you expended divided by 2 (round down, at least 1).
Druidic Balance (Balance of Nature (Hybrid) class feature) – Your 1/encounter Druid at-will attack power becomes an at-will power for you. (If you are a human, you now have 4 at-will attack powers. As usual, two of these must be from your non-Druid Hybrid class)
Pact Mastery (Hybrid Talent: Eldritch Pact class feature) – You gain an additional At-Will attack power: the one associated with your chosen Eldritch Pact. Your other At-Will warlock power must be Eldritch Blast or Eldritch Strike. (If you are a human, you now have 4 at-will attack powers. As usual, two of these must be from your non-Warlock Hybrid class)
Sorcerous Resistance (Spell Source (Hybrid) class feature) – Choose a damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain Resist 5 to that damage type. This resistance increases to 10 at 11th level and 15 at 21st level.
Skilled Spirit Companion (Call Spirit Companion class power) – Choose one skill. Your spirit companion is trained in this skill. It’s skill check is (7+ 1/2 your level). At 11th level, this increases to (8+ 1/2 your level), and at 21st, (9+ 1/2 your level). You must take any action required in the use of the skill (standard, move, minor), and your Spirit Companion may not assist or be assisted anyone in using this skill.
Spirit Familiar (Call Spirit Companion class power, Arcane class) – Choose an appropriate Familiar from Arcane Power. Your Spirit Companion now provides you with the passive and active benefits of that Familiar so long as it is present and within 20 squares of you (regardless of any extended range benefits your Familiar type might provide). It’s movement modes do not change, and it follows the normal rules for Spirit Companions rather than Familiars in every other case. Unlike other Familiars, no feats that you take may alter the defenses of your Spirit Companion. The following Familiars may not be chosen for this feat: Book Imp, Bound Demon, or Weasel and any ‘Lizard’ (Dragon 374)
Arcane Initiate [Multiclass Wizard]
If chosen, this variant feat replaces the standard Arcane Initiate feat (PHB I).
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill. Choose 2 Wizard cantrips (from among Ghost Sound, Light, Prestidigitation, and Mage Hand). You gain use of the 2 cantrips you chose at-will, as a Wizard would. In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.