General Feats

General feats are feats avaliable to all characters, so long as they meet the prerequisites. They represent abilities that can be gained through birth or training that are not limited to speciic classes.

Table: General Feats

Feat Name Prerequisites Description
Academic Knowledge None Determine random information about an event or occurance
Alternate Demon Path None Change your Reiatsu attribute
Bloodied Con 13 +2 hit points per level
Buxom Cha 13+, Female Your generous "assets" help you influence the opposite gender
Damage Reduction Base Fortitude Save +5 +3 DR/-
Deadly Touch Reiatsu Attribute 13 Deal damage with a touch
Defensive Roll Base Reflex Save +7 Roll to avoid a killing blow
Diehard Con 13 Spit in the face of death
Hero's Comeback Die Hard Gain an extra action dice from heroic resolve
Educated Int 13 Gain a bonus on knowledge skills equal to your rank
Accumulated Knowledge Int 13, Educated, Two Knowledge Skills 6 ranks Share your highest knowledge skill between a number of fields.
Enhanced Touch Reiatsu Attribute 15, Deadly Touch or Healing Hands Improve the effectiveness of deadly touch or healing hands feats.
Enlightened Reiatsu Attribute 13 +2 SEP per level.
Evasion Base Reflex Save +3 Avoid all damage on a successful Reflex save
Improved Evasion Base Reflex Save +7 less damage on a failed reflex save
Favoured Enemy None Gain bonuses against certain creature types.
Flurry of Blows Base Attack Bonus +1 Make an extra attack at the expense of accuracy
Greater Flurry of Blows Base Attack Bonus +10, Flurry of Blows Make an additional attack when flurrying
Improved Saving Throw None Improve a single save
Hakudo Adept Base Attack Bonus +4, Improved Unarmed Strike Unarmed damage is increased to match weapon damage.
Hollow Within None A dark presence sleeps in your soul
Hollow Rage Hollow Within or Hollow Subtype, Rage Your Rage becomes a bezerker frenzy.
Mettle Base Fortitude or Will Save +3 Suffer no damage on a successful Will or Fortitude Save
Improved Mettle Base Fortitude or Will Save +7, Mettle Suffer less damage on a failed Will or Fortitude save.
Opportunist Spot 13 Ranks Gain more chances for attacks of opportunity
Rage Base Fortitude Save +3 Rage, lowering defence to gain more strength and constitution
Greater Rage Base Fortitude Save +7, Rage
Mighty Rage Base Fortitude Save +12 Rage grants incredible strength
Tireless Rage Base Fortitude Save +10 Rage no longer leaves the character fatigued
Seasoned None +2 skill points per level
Skill Focus Chosen skill 4 ranks Improve effectiveness with one skill
Skill Mastery Level 10 Become able to use some skills under pressure.
Slippery Mind Base Reflex Save +7 Gain a second attempt to resist compulsion
Sneak Attack Dex 13 Deal extra damage against unaware or unguarded opponents
Improved Sneak Attack Sneak Attack Sneak attack becomes far more damaging
Crippling Strike Hide 13 Ranks, Move Silently 13 Ranks, Improved Sneak Attack Sneak attacks deal strength damage as well as normal damage
Spiritually Aware Non-Bleach D20 class Can see and interact with Shinigami/Hollows
Spiritual Tradition Level 1 only Gain spiritual powers from your bloodline
Uncanny Dodge Base Reflex Save +3 Avoid being caught flat-footed
Improved Uncanny Dodge] Base Reflex Save +7, Uncanny Dodge Enemies gain no flanking bonus
Weapon Focus Base Attack Bonus +1 Become more accurate with the chosen weapon
Weapon Specialization Base Attack Bonus +1 Become more damaging with the chosen weapon

Feat Descriptions.

Academic Knowledge

  • Prerequisite: None
  • Benefit: The character is a font of seemingly random lore and information, randomly remebered from textbooks and tomes.. They may make special a accademic knowledge check with a bonus equal to their character level + Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places. (If the character has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful academic knowledge check will not reveal the powers of an item but may give a hint as to its general function (EG: who a zanpakuto belonged to, general element etc). A the character may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Alternate Demon Path

  • Prerequisite: None
  • Benefit: Choose Wisdom or Intelligence. The chosen stat becomes your Reiatsu stat, replacing Charisma for all purposes (Save DCs, ect.).
  • Normal: Charisma is the default Reiatsu ability.

Accumulated Knowledge

  • Prerequisites: Intelligence 13+, at least 6 ranks in two knowledge skills, Educated
  • Benefit: Choose a number of knowledge skills you do not have ranks in equal to your Intelligence Modifier (Minimum 1). You are treated as having as many ranks in each of those skills equal to the number of ranks you have in the highest Knowledge Skill available to you. You do not receive the bonus from Educated to skills improved by this feat


  • Prerequisites: Con 13
  • Benefit: You are battle hardy. You gain +2 hit points per level. This feat applies retroactively.
  • Special: This feat can be taken multiple times, its effects stack.


  • Prerequisite: Female character, Cha 14
  • Benefit: You are endowed with an extremely generous physique, which offer you several advantages when confronting men. Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight. Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat.
  • Special: Children cannot take this feat. This feat can be taken multiple times, its effects stack.

Crippling Strike

  • Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Sneak Attack
  • Benefit: Whenever an opponent is injured by your sneak attack, it must pass a DC (10 + character level + number of hits) fortitude save or suffer 2 points of strength damage

Damage Reduction

  • Prerequisite: Base Fortitude Save +5
  • Benefit: You gain DR 3/-
  • Special: You may take this feat multiple times. Its effects stack.

Deadly Touch

  • Prerequisite: Reiatsu Attribute 13
  • Benefit: As a standard action, you may cause wounds with a successful touch attack. You can deal a total number of hit point damage equal to your character level x your Reiatsu Attribute. You may divide the damage up however you choose. The target may attempt a Fortitude save (DC 10+1/2 character level+ charisma modifier) for half damage. Alternately, you may use this ability to heal undead.

Defensive Roll

  • Prerequisite: Base Reflex Save +7
  • Benefit: You roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points through an attack made with a weapon or unarmed strike, you may attempt to roll with the damage. Make a Reflex saving throw with a DC equal to the amount of damage you would take. If this save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute her defensive roll—if you are denied your Dexterity bonus to AC, you can’t use this ability. The evasion ability does not apply to the defensive roll, due to attack rolls not normally allowing saves for half damage.

Special:** You may take this feat multiple times. Each time allows you to make another Defensive Roll each day.


  • Prerequisite: Constitution 12
  • Benefit: When reduced to negative hit points (but not dead), you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
  • While using this feat, you may take either a single move or standard action each round, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
  • Normal: A character without this feat who is reduced to negative hit points (but not dead) is unconscious and dying.


  • Prerequisites: Int 13
  • Benefit: When making a knoweldge check, the character gains an untyped bonus on the roll equal to the ammount of ranks she has in the relevant knowledge skill.

Enhanced Touch

  • Prerequisites: Reiatsu Attribute 15, Healing Hands or Deadly Touch
  • Benefit: Your Charisma modifier is treated as 1 higher when calculating the healing or damage per day of their Deadly Touch or Healing Hands ability.


  • Prerequisites: Reiatsu Attribute 13
  • Benefit: Through training, you have increased your spiritual reserves. You gain +2 SEP per level. This feat applies retroactively.
  • Special: This feat can be taken multiple times, its effects stack.


  • Prerequisite: Base Reflex Save +3
  • Benefit: If you make a successful Reflex save for half damage, you instead take no damage. See the Rogue class feature for more details

Favoured Enemy

  • Prerequisites: None
  • Benefit: Select a type and subtype of creature. You gain +2 bonuses on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against such creatures. Likewise, gain +2 to damage against such creatures. See the Ranger class feature for more details.
  • Special: This feat may be taken multiple times. Each time this feat is taken gives another Favored Enemy and increases your bonus by +2 against all other Favored Enemies you currently possess.

Flurry of Blows

  • Prerequisite: Base Attack Bonus +1
  • Benefit: Your character may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next action. The player must use a full attack action to strike with a flurry of blows.

Greater Flurry of Blows

  • Prerequisite: Flurry of Blows, Base Attack Bonus +10
  • Benefit: Your flurry of blows ability improves. In addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus. All attacks still take a -2 penalty until your next turn.

Greater Rage

  • Prerequisite: Base Fortitude Save +7, Rage
  • Benefit: Your bonuses to strength and constitution in rage increase to +6, and your bonus to Will saves increases to +3. Your AC penalty is unchanged.

Improved Evasion

  • Prerequisite: Base Reflex Save +7, Evasion
  • Benefit: Whenever you fail the reflex save from your evasion ability, you suffer half damage from the attack, as opposed to full damage. See the Rogue class feature for more details

Improved Mettle

  • Prerequisites: Base Will Save +7, Mettle
  • Benefit: Whenever the character fails a saving throw their Mettle ability applied to, they take half damage instead of full damage, or the partial effect instead of the full effect.

[ImprovedSaving Throw] Improved Saving Throw

  • Prerequisites: None
  • Benefit: One of your poor saving throw progressions is changed to the good progression. Your base save immediately increases to the approrpiate bonus for your class and level.

Improved Sneak Attack

  • Prerequisites: Sneak Attack
  • Benefit: Your Sneak Attack progression increases to +1d6/2 levels. This overrides the Sneak Attack feat's progression.

Improved Uncanny Dodge

  • Prerequisites: Uncanny Dodge
  • Benefit: You can no longer be flanked. This defense denies an attacker the ability to sneak attack you via flanking, unless the attacker is at least 4 levels higher than you.

Hakudo adept

  • Prerequisites: Base Attack Bonus +4, Improved Unarmed Strike
  • Benefit: The character is skilled in dealing extreme damage with their fists. Th character's unarmd strikes deal damage equal to either their Zanpakuto, Fullbring, Bounto Doll or Quincy Bow (depending on class). They do not gain any abilities of the weapon, nor any enhancements - only the damage is increased.

Healing Hands

  • Prerequisite: Reiatsu Attribute 13
  • Benefit: Each day, you may heal a touch. You can heal a total number of hit points each day equal to your character level multiplied by your Reiatsu modifier. This can be split amongst multiple uses. Alternatively, this can be used as a touch attack to damage the undead. The target may attempt a Fortitude save (DC 10 + 1/2 level + Charisma modifier) for half damage.

Heroe's comeback

  • Prerequisite: Diehard
  • Benefit: You never back down, and never give up. Once per game session when all your standard action dice have been expended, you can summon your Reiatsu for some desperate last move. You immediately gain a bonus action dice, which doesn't carry over game sessions.

Hollow Rage

  • Prerequisite: Hollow Within or Hollow subtype, Rage
  • 'Benefit: You have come more in touch with the darker part of your soul, and can now command its destructive power. Your Rage ability can be turned in a Berserker Frenzy, with all the risks to your surroundings it implies. See frenzied Bezerker (Complete Warrior) for more information.

Hollow Within

  • Prerequisite: One level in a Bleach D20 class
  • Benefit: Your soul's awakening not only released your Zanpakutou but also a darker being that lurks behind your eyes. Whenever you are weakened enough, the creature, the Hollow Within, tries to take control of your actions to wreak havoc to your surroundings.

Whenever you are disabled, be it by hp loss, poison, or magical effect, you must make a will save against a DC equal to 10+ your level plus your Charisma modifier. If you fail the check, you are healed to 1/3rd of your maximum hit points (if you were lower than this) and instantly fly into a Berserker Frenzy (See Frenzied berserker PrC for details). This does not heal ability damage.

  • Special: if you have level in the Vizard or Hellbringer PrC, you no longer check for frenzy, but can choose to enter it or not.


  • Prerequisites: Base Will Save +3
  • Benefit: Whenever you make a successful Will or Fortitude saving throw against an attack that normally deals half damage or has a partial effect on a successful save, you instead take no damage or ignore the partial effect.

Mighty Rage

  • Prerequisites: Base Fortitude Save +12, Greater Rage
  • Benefit: Your bonuses to strength and constitution while in a Rage increase to +8, and your bonus to Will saves increases to +4. Your AC penalty is unchanged.


  • Prerequisites: Spot 13 Ranks
  • Benefit: Once per round, you can make an Attack of Opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your Attack of Opportunity for that round. This feat may only be used once per round.
  • Special: You may take this feat multiple times. Each time allows you to make another Opportunist attack. This cannot exceed the amount of attacks of opportunity you are allowed each turn.


  • Prerequisites: Base Fortitude Save +3
  • Benefit: The Character can fly into a rage a certain number of times per day, as per the Barbarian class feature. The character can rage once per day. At 4th level, and every 4 levels thereafter, the character can rage an additional time each day.


  • Prerequisites: None
  • Benefit: You are a quick learner. You gain +2 skill points per level. This feat applies retroactively. This feat can be taken multiple times. Its effects stack.

Skill Focus

  • Prerequisites: Chosen Skill 4 Ranks
  • Benefit: Choose a skill. You gain +4 on all checks made for that skill. If you have 13 or more ranks in that skill, this bonus increases to +6.
  • Special: This feat may be taken multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill.

Skill Mastery

  • Prerequisites: 10th level
  • Benefit: Select a number of skills equal to 3+ your Intelligence modifier. When making a skill check with any of these skills, you may take 10 even if stress or distractions would normally prevent you from doing so.
  • Special: You may take this feat multiple times. Its effects stack.

Slippery Mind

  • Prerequisites: Base Reflex Save +7
  • Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you may retry the save 1 round later at the same DC. You may only have one extra chance to succeed on your saving throw.


  • Prerequisites: Dex 13
  • Benefit: You gain Sneak Attack +1d6. At 5th level and every four levels thereafter, your Sneak Attack increases by +1d6.
  • Special: If this feat was taken after 1st level, then count the level it was taken as lvel 1 when determining damage

Spiritually Aware

  • Prerequisite: Non-Bleach D20 Class
  • Benefit: You can see Shinigami and Hollows. In addition, Hollows and Shinigami are treated as Coporeal to Spiritually Aware characters.
  • Normal: A character cannot see or hear Hollows or Shinigami, and treats them as incorporial

Spiritual Tradition

  • Prerequisites: None
  • Benefit: Somewhere in your ancestry, there is a spiritual being or a number of spiritual beings with enough strength that some of that comes through your blood.
    • Shinigami: You are naturally competent is spiritual power, and can access it more readily than most of your race:** You gain an extra 2 SEP per level, or your maximum number of spirit charges increases by 2 per level.
    • Hollow: You are slightly more bestial, maybe from having hollowified ancestors, or perhaps an Arrancar in the family tree… You gain the scent special quality.
    • Quincy: You have the power to draw in energy from the air around you. Once per day per five character levels (minimum 1), you may make a DC 10 concentration test to recover SEP, or generate a number of spirit charges, equal to ½ of your character level
    • Fullbringer: You have minor abilities to manipulate the souls of the world around you. You can use either Ghost Sounds, Prestidigitation, Silent Image, Mage Hand and Mending as spell-like abilities a number of times a day equal to your character level
    • Bounto: you may, when your SEP pool is empty, use your HP pool to cast, at a rate of 1 SEP per 4 HP.
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