Destiny Feats

From DDO Compendium
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These are the Destiny Feats.


Feat Type Benefits Prerequisites / Auto Granted
Feat Arcane Pulse Icon.png
Arcane Pulse
Active Offensive Spell: 10 Spell Points, 3 Second Cooldown
  • Applies a Damage over Time on the target, that deals 3d6+6 Force Damage every 2 seconds for the duration of the effect.
  • Stacks up to 5 times, increasing damage with every stack.
Prerequisites:
  • Minimum Level 28
Feat Arcane Warrior Icon.png
Arcane Warrior
Passive
  • While using a weapon, or unarmed, attacks grant:
    • +2 Universal Spell Power
  • While using an offensive spell, attacks grant:
    • +1 Melee Power
    • +1 Ranged Power
    • Healing spells are not considered offensive
  • Each stack up to 20 times
  • Stacks last 12 Seconds
  • Stacks granted at most once per second
Prerequisites:
  • Minimum Level 28
Feat Crush Weakness Icon.png
Crush Weakness
Passive
  • +15% Damage versus Helpless
Prerequisites:
  • Minimum Level 25
Feat Deific Warding Icon.png
Deific Warding
Passive
  • +10 Physical Resistance Rating
  • +10 Magical Resistance Rating
  • If you take damage from an attack or spell:
    • +2 Physical Resistance Rating
    • +2 Magical Resistance Rating
    • Stacks up to 10 times
    • One stack is removed every 3 seconds
Prerequisites:
  • Minimum Level 28
Feat Dire Charge Icon.png
Dire Charge
Active Activate: 12 Second Cooldown
  • Charge forward at the targeted foe. That foe and all nearby foes take +2[W] damage and are stunned if they fail a Fortitude Save.
Prerequisites:
  • Minimum Level 28
Feat Doubleshot (Feat) Icon.png
Doubleshot
Passive Prerequisites:
  • Minimum Level 25
Feat Doublestrike Icon.png
Doublestrike
Passive
  • +5% Doublestrike
Prerequisites:
  • Minimum Level 22
Feat Dreamscape Icon.png
Dreamscape
Active Activate to:
  • Become Invisible for 5 seconds
  • Gain a random buff:
    • Damage: +30 Melee/Ranged power, +60 Universal Spell Power.
    • Defense: +15 AC/PRR/MRR
    • Skill: +6 to all skills
    • Damage Reduction: DR18/-
    • Energy Resistance: Gain Energy Resistance 15
    • Sprint: Gain Action Boost: Sprint (does not stack with the actual action boost)
    • Fortitude: +6 to Fortitude saving throw
    • Reflex: +6 to Reflex saving throw
    • Will: +6 to Will saving throw
Prerequisites:
  • Minimum Level 28
Feat Elemental Form Specialty Icon.png
Elemental Form Specialty
Passive When in an elemental form:
  • +3 Caster Levels
  • +3 to Max Caster Level
  • +20 to Spell Power
  • +2% Spell Critical Chance
  • Applies to all elements except the one whose form is active
Prerequisites:
  • Minimum Level 31
  • One Of:
Feat Elusive Target Icon.png
Elusive Target
passive
  • If you would normally take physical damage
    • 5% chance to completely ignore the damage
Prerequisites:
  • Minimum Level 25
Enhancement Law of the Divine Icon.png
Embodiment of Law
Passive
  • +3 Physical Resistance Rating
  • +3 Magical Resistance Rating
  • If Lawful:
    • +2 Imbue Dice
Prerequisites:
  • Minimum Level 28
Feat Enhanced Elemental Dice Icon.png
Enhanced Elemental Dice
Passive
  • +1 Imbue Dice
Prerequisites:
  • Minimum Level 31
Feat Epic Mage Armor Icon.png
Epic Mage Armor
Spell
  • +20 Armor Class
Prerequisites:
  • Minimum Level 22
Feat Eldritch Blast Damage Icon.png
Epic Pact Dice
Passive
  • +1 Pact Dice
    • +1 Die per 2 Epic Levels
    • Max 6d4 Pact Dice at level 30
Prerequisites:
  • Minimum Level 22
  • Requires Level 12 Warlock
Feat Epic Spell Power- Acid Icon.png
Epic Spell Power: Acid
Passive
  • +20 Acid Spell Power
  • +10% Acid Critical Damage
  • +5% Universal Spell Critical Damage
Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Cold Icon.png
Epic Spell Power: Cold
Passive
  • +20 Cold Spell Power
  • +10% Cold Critical Damage
  • +5% Universal Spell Critical Damage
Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Electricity Icon.png
Epic Spell Power: Electricity
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Fire Icon.png
Epic Spell Power: Fire
Passive
  • +20 Fire Spell Power
  • +10% Fire Critical Damage
  • +5% Universal Spell Critical Damage
Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power Force Icon.png
Epic Spell Power: Force
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Light Icon.png
Epic Spell Power: Light
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Negative Icon.png
Epic Spell Power: Negative
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Poison Icon.png
Epic Spell Power: Poison
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power Positive Icon.png
Epic Spell Power: Positive
Passive Prerequisites:
  • Minimum Level 26
Feat Epic Spell Power- Repair Icon.png
Epic Spell Power: Repair
Passive Prerequisites:
  • Minimum Level 22
Feat Epic Spell Power- Sonic Icon.png
Epic Spell Power: Sonic
Passive Prerequisites:
  • Minimum Level 22
Feat First Blood Icon.png
First Blood
Passive When using a melee weapon or unarmed attacks:
  • Deal 50-300 extra untyped damage
  • if the user has more than 90% HP
  • Won't trigger more than once within 3 seconds
Prerequisites:
  • Minimum Level 25
Feat Forced Escape Icon.png
Forced Escape
Active
  • Deal 20d20 Sonic Damage to enemies around you
    • Fortitude DC: 20 + Wisdom Modifier save for half damage
  • Dispel any Crowd Control effects on you
    • Can be used when stunned or otherwise incapacitated (but still conscious)
Prerequisites:
  • Minimum Level 25
Feat Fount of Life Icon.png
Fount of Life
Passive
  • +20 Positive Healing Amplification
  • +20 Positive Spell Power
Prerequisites:
  • Minimum Level 28
Feat Guardian Angel Icon.png
Guardian Angel
Passive When Dropped below 50% HP:
  • You gain Physical Resistance equal to your Wisdom
  • You gain a bonus to Saving Throws equal to your Epic Level
Prerequisites:
  • Minimum Level 22
Feat Harbinger of Chaos Icon.png
Harbinger of Chaos
Passive
  • +2% Doublestrike
  • +2% Doubleshot
  • If Chaotic:
    • +2 Imbue Dice
Prerequisites:
  • Minimum Level 28
Feat Hellball Icon.png
Hellball
Active
Feat Hellball Icon.pngSpell-Like Ability:
Hellball
Metamagic: Empower, Maximize, Quicken
Cooldown: 6 Seconds
Activation Cost: 45 Spell Points

Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Prerequisites:
  • Minimum Level 25
Feat Holy Strike Icon.png
Holy Strike
Passive Prerequisites:
  • Minimum Level 22
Feat Lasting Inspiration Icon.png
Lasting Inspiration
Passive Prerequisites:
  • Minimum Level 22
Feat Legendary Aim Icon.png
Legendary Aim
Passive While using a Ranged Weapon:
  • +10 Attack
  • +5% Dodge Bypass
Prerequisites:
  • Minimum Level 31
Feat Perfect Natural Fighting Icon.png
Perfect Natural Fighting
Passive
  • While in Bear Form and wielding a Two Handed Weapon:
    • +25% Ability Score Modifier to base damage
    • Armor Class is increased by 5%
  • While in Wolf form:
    • +15% Competence bonus to Maximum Hit Points
    • +2d6 Sneak Attack Dice
  • Improves the Hit Point Bonus of Heroic Durability
Prerequisites:
Feat Perfect Shield Mastery Icon.png
Perfect Shield Mastery
Passive While wielding a shield:
  • +1[W] to shield
  • +20% Shield Armor Class
  • +5 Physical Resistance Rating
  • Improves the Hit Point Bonus of Heroic Durability
Prerequisites:
Feat Perfect Single Weapon Fighting Icon.png
Perfect Single Weapon Fighting
Passive While Single Weapon Fighting:
  • +1 vorpal threat range
  • +25% ability score modifier to damage


Passive:

  • +10 combat style bonus to Melee Power
  • Improves the Hit Point Bonus of Heroic Durability
Prerequisites:
Feat Perfect Two Handed Fighting Icon.png
Perfect Two Handed Fighting
Passive
  • While Two-Handed Fighting, gain:
    • +30% Strikethrough Chance
    • +10 Combat Style bonus to Melee Power
    • +25% ability score modifier to your base damage
      • Does not apply to Bastard Swords or Dwarven Waraxes
  • Improves the Hit Point Bonus of Heroic Durability
Prerequisites:
  • Minimum Level 22
Feat Perfect Two Weapon Fighting Icon.png
Perfect Two Weapon Fighting
Passive
  • While Two-Weapon Fighting
    • Offhand weapons gain 65% of the Doublestrike
    • This is instead of the base 50%
  • Improves the Hit Point Bonus of Heroic Durability
Prerequisites:
  • Minimum Level 22
Feat Pierce Adamantine Icon.png
Pierce Adamantine
Passive
  • Bypass Adamantine damage reduction
Prerequisites:
  • Minimum Level 22
Feat Pierce Byeshk Icon.png
Pierce Byeshk
Passive
  • Your equipped weapons are considered Byeshk and bypass Byeshk damage reduction
Prerequisites:
  • Minimum Level 22
Feat Pierce Cold Iron Icon.png
Pierce Cold Iron
Passive
  • Your equipped weapons are considered Cold Iron and bypass Cold Iron damage reduction
Prerequisites:
  • Minimum Level 22
Feat Pierce Silver Icon.png
Pierce Silver
Passive
  • Your equipped weapons are considered Silver and bypass Silver damage reduction
Prerequisites:
  • Minimum Level 22
Feat Shield Mastery Specialty Icon.png
Shield Mastery Specialty
Passive
  • While wielding a buckler or small shield:
    • +10 Physical Resistance Rating
  • While wielding a large shield:
    • +15 Physical Resistance Rating
  • While wielding a tower shield:
    • +20 Physical Resistance Rating
  • While wielding any shield:
    • +10% Doublestrike
    • +10 Combat Style bonus to Melee Power
  • Does not work in Animal Form
  • Does not count as a Combat Fighting Style feat
Prerequisites:
Feat Single Weapon Specialty Icon.png
Single Weapon Specialty
Passive
  • While Single Weapon Fighting:
    • +30% Combat Style bonus to Attack Speed
    • +6 Combat Style bonus to Melee Power
    • +50% damage from ability score
      • Stacks with Bastard Sword and Dwarven Waraxe bonus
      • Only highest option applies
  • Does not work in Animal Form
  • Does not count as a Combat Fighting Style feat
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty
Passive
  • +3 DC to the specific spell type
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Abjuration
Passive
  • +3 DC to Abjuration Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Conjuration
Passive
  • +3 DC to Conjuration Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Enchantment
Passive
  • +3 DC to Enchantment Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Evocation
Passive
  • +3 DC to Evocation Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Illusion
Passive
  • +3 DC to Illusion Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Necromancy
Passive
  • +3 DC to Necromancy Spells
Prerequisites:
Feat Spell Specialty Icon.png
Spell Specialty: Transmutation
Passive
  • +3 DC to Transmutation Spells
Prerequisites:
Feat Spirit Blades Icon.png
Spirit Blades
Active
  • +10d6 Piercing Damage
  • +5d6 Force Damage
  • Each hit 5 times
Prerequisites:
  • Minimum Level 28
Feat Tactician Icon.png
Tactician
Passive
  • +2 Tactical Feat DCs
Prerequisites:
  • Minimum Level 22
Feat Two Handed Specialty Icon.png
Two Handed Specialty
Passive
  • When using a Two-Handed Melee Weapon or Bastard Sword or Dwarven Waraxe and a Shield, Orb, Rune Arm, or nothing in your off-hand
    • Not including Handwraps
    • Considered to be Two-Handed Fighting
  • While Two-Handed Fighting:
    • +120% Strikethrough Chance
    • +6 Combat Style bonus to Melee Power
  • While using a Two-Handed Weapon
    • +75% Ability Score Modifier
  • While using a Bastard Sword or Dwarven Waraxe and a Shield, Orb, Rune Arm, or Nothing in your off-hand
    • +50% Ability Score Modifier
  • Does not work in Animal Form
  • Does not count as a Combat Fighting Style feat
Prerequisites:
Feat Two Weapon Specialty Icon.png
Two Weapon Specialty
Passive
  • When fighting with two weapons:
  • Penalty is reduced
  • +60% offhand strike chance
  • Does not work in Animal Form
  • Does not count as a Combat Fighting Style feat
Prerequisites:
Feat Wild Force Icon.png
Wild Force
Passive
  • While in Wolf or Winter Wolf form, gain:
    • +10% Exceptional Bonus to Maximum Hit Points
  • While in Bear or Dire Bear form, gain:
    • +10% Bonus to Movement Speed
Prerequisites:
  • Minimum Level 31
  • Requires Level 5 Druid
Feat Wind Through the Trees Icon.png
Wind Through the Trees
Passive
  • When enemies hit or miss you, they have a 5% chance to be knocked down with no save.
  • This may only trigger once every 12 seconds.
Prerequisites:
  • Minimum Level 28