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The feats in this section supplement the feats in the Player's Handbook and follow all the rules in that book for determining how many may be chosen and how often a character may do so. Feats with a noted culture are only available to characters that have had extensive exposure to the noted culture. These cultural notations are not cultural background feats; cultural background feats are listed in the section on Races.

[top]Common feats, by culture

[top]Restricted cultural feats

Certain feats within this chapter are denoted as tied to certain regions; generally, this means that only characters who hail from that culture may take these feats. However, a character that spends time in a certain area where a specific cultural feat is available may acquire feats from that region if he has at least two ranks in Knowledge (appropriate region).

A few basic feats from the Player's Handbook have been designated as cultural feats in the Birthright campaign - some standard feats are not generally available in some cultures. These feats are noted in italic in tables below, and are subject to the same availability rules as other cultural feats.

Half-elves may select cultural feats from the elven list or from one human list of their choice; i.e., from the culture of their human parent, whichever location best typifies the character's background (i.e., raised in elven or human culture). Halflings may select feats from one human list of their choice; i.e., from the region in which they have spent most of their time.

Cultural feats: Conqueror (Anuire, Vos), Discipline (Anuire, Dwarf), Dwarven Artisan (Dwarf), Elven Artisan (Elf), Forestdweller (Rjurik, Elf), Hardiness (Rjurik, Vos, Dwarf), Highlander (Rjurik), Inscribe War Tattoo (Vos), Master Diplomat (Anuire, Brechtür, Khinasi), Master Merchant (Brechtür, Khinasi), Mounted Archery (Khinasi, Elf), Northerner (Rjurik, Vos), Plainsrider (Khinasi), Seafarer (Brechtür, Khinasi), Spirited Charge (Anuire), Two Weapon Defense (Brechtür)

[top]Birthright feats

Table 1-9: Birthright feats
General Feats Prerequisites
Arcane SanctumScion level 1+, Arcane spell caster
Battle CasterCapable of casting 3rd level spells, Warcraft skill
Blood FocusScion level 1
Bloodline ProdigyScion level 2
Conqueror 1 -
Cultural Arms Training 1 Base attack bonus +1 or higher,
Proficient with cultural weapons/armor
Cultural Arms Focus 1 Base attack bonus +1or higher,
Cultural Arms Training, (see text)
Cultural Elite Arms Training 1 Base attack bonus +3 or higher,
Cultural Arms Training, (see text)
Cultural Rogue TrainingOne rank in all listed cultural rogue skills.
Divine SanctumScion level 1 , Divine spell caster
Dwarven ArtisanCraft skill 9 ranks
Elven ArtisanCraft skill 9 ranks
Great Leader 1Lead 9 ranks
HardinessCon 13+
LeadershipCharacter level 6+
Master AdministratorAdministrate 9 ranks
Master DiplomatDiplomacy 9 ranks
Master MerchantProfession (Merchant) 9 ranks
Master of the ArcaneKnowledge (arcane) 9 ranks
Military Genius 1Int 13+
PlainsriderRide skill
Regent Focus-
SeafarerProfession (sailor) skill
Shadow MagicSpellcaster 1+
SpymasterGather Information 9 ranks
Wilderness SavantKnowledge (nature) 9 ranks
Divine Feats Prerequisites
Daily BlessingAbility to turn/rebuke undead, ability to cast Bless, Cha 13+.
Item Creation Feats Prerequisites
Inscribe War TattooWis 13+, Craft (Tattoo) skill, capable of casting 2nd level divine spells
Racial Feats Prerequisites
Elven VoiceElf, Perform (singing), Cha 13+
Spellsong MasteryElven Voice, Still spell,
Shadow WalkerHalfling , Wis 13+
Shadow GuideShadow Walker
Improved Shadow GuideShadow Guide
1: Fighters may select this feat as one of their bonus fighter feats.

See Also: Ancestor Feats - feats that have heritage within a PC's family
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.

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