Index of Feats by Name Letters - F

Name Prerequisites Benefit
Faith In the Frost Ability to turn or rebuke creatures, access to Cold or Winter cleric domain.  
Familiar Spell Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma). Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost. 
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane Spellcaster Level Base Attack Bonus
Shocker lizard Neutral 5th +0
Stirge Neutral 5th +0
Formian worker Lawful neutral 7th +0
Imp Lawful evil 7th +0
Pseudodragon Neutral good 7th +0
Quasit Chaotic evil 7th +0
Complete Scoundrel:
Monstrous centipede, SmallNeutral 2nd+0
BadgerNeutral 3rd+0
Monstrous scorpion, SmallNeutral 3rd+0
Viper, MediumNeutral 3rd+0
Monstrous spider, SmallNeutral 4th+0
Vargouille (no kiss Su ability)Neutral Evil6th+0
Mephit, anyNeutral 7th+0
Complete Warrior:
KrensharNeutral 3rd+3
WorgNeutral Evil 3rd+3
Blink DogLawful Good 5th+5
Hell HoundLawful Evil 5th+5
HippogriffNeutral 7th+7
HowlerChaotic Evil 7th+7
Winter WolfNeutral Evil 7th+7
Player's Guide to Faerun:
DeathfangNeutral Evil 9th+0
Flying snakeNeutral 3rd+0
spitting crawler lizardNeutral 3rd+0
LynxNeutral 3rd+0
OsquipNeutral Evil 5th+0
TressymNeutral Good 5th+0

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk 1 Good 3rd
Fiendish Tiny viper snake 2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus 3 Undead 7th
Ice mephit Cold 7th
Fire Bat (Monster Manual 2) Fire 15th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
Familiarity Any bloodline feat, ability to summon a familiar, ability to cast 3rd-level arcane spells.  
Far Horizons Cleric level 1st, deity Fharlanghn.  
Far Shot Point Blank Shot. When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled. 
Fast Healing Con 25. The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects. 
Faster Healing Base Fortitude save bonus +5.  
Favored Dodge Dodge, favored enemy.  
Improved Favored Enemy Five or more favored enemies. Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies. 
Favored of the Companions    
Favored Power Attack Favored enemy ability, Power Attack, base attack bonus +4.  
Fearless Aarakocra (the Stormhorns), elf (Elven Court or Snow Eagle Aerie), gloaming (Sphur Upra), gnome (Lantan), halfling (Channath Vale or the Western Heartlands), human (Anauroch or Impiltur), or orc (the Hordelands).  
Fearless Destiny Human or half-human, Heroic Destiny, character level 6th.  
Feat Name A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. What the feat enables the character ('you' in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once. 
Feeble   You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks. 
Feign Weakness Base attack bonus +2, Improved Unarmed Strike.  
Improved Feint Int 13, Combat Expertise. You can make a Bluff check to feint in combat as a move action. 
Fell Animate    
Fell Drain    
Fell Frighten    
Fell Shot Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5. To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. 
Fell Weaken    
Feral Animal Companion Animal companion class feature, evil* alignment.  
Fey Prescience Aquatic Fey Bloodline, ability to cast 5th-level arcane spells.  
Fickle Fate Anarchic Bloodline, ability to cast 2nd-level arcane spells.  
Fine Wild Shape Ability to wild shape into a Diminutive creature. The character can use his or her wild shape to take the shape of a Fine animal. 
Fist of the Heavens Wis 15, Sanctify Ki Strike, Stunning Fist.  
Fists of Iron Improved Unarmed Strike, Stunning Fist, base attack bonus +2.  
Flay Foe Str 15, base attack bonus +6, proficient with slashing melee weapon.  
Fleet of Foot Dex 15, Run. When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge. 
Fleet of Speed Foot Elf (the Forest of Lethyr, the High Forest, or the Wealdath), half-elf (the Dalelands or the High Forest), or human (the Shaar or Thindol).  
Flexible Mind    
Flick of the Wrist Dex 17, Sleight of Hand 5 ranks, Quick Draw.  
Improved Flight Ability to fly (naturally, magically, or through shapechanging).  
Flyby Attack Fly speed. When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack
Improved Flyby Attack Fly speed, Dodge, Flyby Attack, Mobility. If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target. 
Flying Fish Leap Jump 8 ranks, Swim 4 ranks.  
Flying Kick    
Focused Antimagic Beholder with functional antimagic ability.  
Focused Sunder Str 13, Power Attack, Improved Sunder. To use this feat, you must expend your psionic focus. When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness. 
Foe Hunter Dwarf (the Galena Mountains or the Spine of the World), half-elf (the Dragon Coast), halfling (the North), or human (Chult, Cormyr, Impiltur, the Moonsea, the North, Samarach, Tashalar, or Thindol).  
Foe Specialist Sneak attack +1d6, base attack bonus +4.  
Foe Specialist Flaw Favored enemy.  
Fool Bardic music.  
Force of Personality Cha 13.  
Force of Will Iron Will. Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule. 
Forceful Spell    
Forester Elf (the Chondalwood, the Forest of Lethyr, the High Forest, or Sildeyuir), gnome (the Great Dale), half-elf (Aglarond or the High Forest), halfling (the Chondalwood), human (the Dalelands or the Great Dale), or volodni (the Forest of Lethyr).  
Forge Epic Ring Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks. The character can forge magic rings that exceed the normal limits for such items. 
Forge Ring Caster level 12th. You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one. 
Forgeheart Dwarf (the Smoking Mountains or the Sword Coast).  
Forlorn Ability to call a familiar.  
Forlorn of Men    
Formation Expert Base attack bonus +6.  
Fortify Spell    
Fortuitous Strike Character level 6th, any luck feat.  
Frail   Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below). 
Frail Fortitude Constitution 11 or lower.  
Free-Spirited Chaotic alignment.  
Freerunner Any two movement skill tricks.  
Freezing the Lifeblood    
Frivolous Performer Bardic knowledge.  
Frontline Archer Dex 15, proficiency with longbow or composite longbow, Combat Reflexes, Improved Trip, Weapon Focus (composite longbow) or Weapon Focus (longbow).  
Frostfell Prodigy Con 13, Snowcasting, Frozen Magic, Cold Focus.  
Frozen Berserker Ability to rage.  
Frozen Magic Con 13, Snowcasting.  
Frozen Wild Shape Base Fortitude save bonus +6, wild shape ability.  
Furious Charge Aarakocra (the Stormhorns), human (Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc (Chessenta), or wemic (the Shaar).  
Fury of Stone Ability to rage or frenzy, raised in an underground environment.