Feat:Feat E

Empower Spell
[Metamagic]

You can cast spells to greater effect. Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points affects half again as many targets, etc., as appropriate. For example, an empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Sources: Player's Handbook 3.0

Endurance
[General]

You are capable of amazing feats of stamina. Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check.

Sources: Player's Handbook 3.0

Enlarge Spell
[Metamagic]

You can cast spells farther than normal. Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. a spell whose area or effect is determined by its rang (such as bless or a cone spell) has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell's actual level.

Sources: Player's Handbook 3.0

Extend Spell
[Metamagic]

You can cast spells that last longer than normal. Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Sources: Player's Handbook 3.0

Extra Turning
[Special]

Extra turning is available only to clerics and paladins. It is described in the Cleric section, on p 32 of the PHB and the paladin section on p 42 PHB.

Sources: Player's Handbook 3.0

Extra Stunning Attacks
[General]

You gain extra stunning attacks when fighting unarmed

Prerequisite: Base attack bonus +2, Stunning Fist

Benefit: You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times.

Source: Sword and Fist 

Eyes In The Back Of Your Head
[General]

Your superior battle sense helps minimize the threat of flanking attacks.

Prerequisite: Wis 13, base attack bonus +1.

Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to Armor Class, such as when you are flat-footed. You may still be sneak attacked when flanked.

Normal: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls against you.

Sources: Complete Warrior, Deities and Demigods, Sword and Fist 

Extended Rage
[General]

You are able to maintain your rage longer than most.

Prerequisite: Rage or frenzy ability.

Benefit: Each of the uses of your rage or frenzy ability lasts an additional 5 rounds beyond its normal duration.

Special: You can take this feat multiple times. Its effects stack.

Sources: Complete Warrior, Eberron Campaign Setting

Extra Rage
[General]

You may rage more frequently than normal.

Prerequisite: Rage or frenzy ability.

Benefit: You rage or frenzy two more times per day than you otherwise could.

Special: You can take this feat multiple times. Its effects stack

Sources: Complete Warrior, Masters of the Wild

Extra Favored Enemy
[General]

You select an additional favored enemy

Prerequisite: Base attack bonus +5, at least one favored enemy

Benefit: You add an extra favored enemy to your list (see Table 3-14 in the Player's Handbook) beyond your normal allotment. Initially, you gain the standard +1 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do. For example, suppose you select goblinoids as your favored enemy when you are a 1st-level ranger and magical beasts as your second when you reach 5th level. Then you take Extra Favored Enemy as your feat at 6th level and select aberrations. At this point, you have a +2 bonus against goblinoids and a +1 bonus against both magical beasts and aberrations. When you reach 10th level, the bonuses rise to +3 against goblinoids and +2 against magical beasts and aberrations.

Sources: Ghostwalk, Masters of the Wild

Extra Wild Shape
[Wild]

You can use wild shape more frequently than you normally could.

Prerequisite: Ability to use wild shape.

Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.

Special: You can take this feat multiple times, gaining the same benefit each time.

Sources: Complete Divine, Ghostwalk, Underdark

Energy Admixture
[Metamagic]

You can modify a spell that uses one type of energy to add an equal amount of another energy type.

Prerequisite: Energy Substitution.

Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, an acid fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell-for example, the acid fireball described above is an evocation [acid, fire] spell.

Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice.

Sources: Complete Arcane, Tome and Blood

Energy Substitution
[Metamagic]

You can modify an energy-based spell to use another type of energy instead.

Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat.

Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type - for example, a fireball composed of cold energy is an evocation [cold] spell.

Special: You can gain this feat multiple times, choosing a different type of energy each time.

Sources: Complete Arcane, Deities and Demigods, Magic of Faerûn, Tome and Blood

Eschew Materials
[General]

Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Extra Slot
[General]

You can cast an additional spell.

Prerequisite: Caster level 4th.

Benefit: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th-level sorcerer (maximum spell level 2nd) gains either an extra 0-level or 1st-level slot, and is able to cast any spell he knows of the chosen level one more time each day. likewise, a 4th-level wizard can prepare any extra 0-level or 1st-level spell he knows. Once selected, the extra spell slot never changes level.

Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

Sources: Complete Arcane, Ghostwalk, Tome and Blood

Extra Spell
[General]

You learn an additional spell.

Prerequisite: Caster level 3rd.

Benefit: You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a new 0-level or 1st-level spell known with which to expand her repertoire. For classes such as wizard that have more options for learning spells, Extra Spell is generally used to learn a specific spell that the character lacks access to and would be unable to research.

Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast.

Sources: Complete Arcane, Tome and Blood

Education
[Regional]

You hail from a land where the pen is held in higher regard than the sword. In your youth, you received the benefit of formal schooling of some type.

Prerequisite: Elf, gnome, half-elf, or human.

Benefit: All Knowledge skills are class skills for your current and all your future classes. You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefit, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Sources: Forgotten Realms Campaign Setting, Player's Handbook v.3.5

Enchant Candle
[Item Creation]

You can create magical candles and imbue them with metamagical abilities through exacting use of specialized processes.

Prerequisite: Caster Level 7+

Benefit: You can create any magical candle, which are normally one-use Wondrous Items, whose prerequisites you meet. Enchanting a candle takes 1 day for each 1,000 gp in its price. To enchant a candle, the spellcaster must spend 1/25 of the candle’s price in XP and use up raw materials costing half of this price. See Core Rulebook II for more information on enchanting wondrous items. Magical candles created with this feat must be lit (a standard action with a tindertwig which does not draw an Attack of Opportunity, or a full-round action with flint and steel, drawing an AoO) and take effect on the round after lighting. Candles enchanted with effects other than spells burn for a duration of 1 hour per caster level.

You can also imbue the spell effects placed in these candles with metamagical effects, even if you yourself are not capable of casting the spell with those effects, provided you are able to cast the base spell, and spells of the effective spell level. In this case, the Base Price of the candle is calculated using the effective spell level of the spell in question (a maximized Magic Missile, for example, would be priced as a fourth level spell, and could be made by a spellcaster who knows Magic Missile, and is able to cast 4th level spells), as are the final xp and gp costs to the enchanter. In addition, a skill check using the Candle Magic skill (DC 20 + final spell level) is required.

Candles may be enchanted with multiple effects in two ways: First, the enchanter may create a ‘layered candle’, in which case the first spell effect must be lit normally, and as soon as it expires, the next is considered lit, and takes effect the next round. Alternately, ‘striped’ or ‘swirled’ candles may be made, in which case all spell effects begin simultaneously.

Normal: A spellcaster with the Craft Wondrous Items feat may create magic candles as Wondrous Items, but then requires the subsequent metamagical feats in order to imbue the candle with metamagical effects. Creating a candle in this way does not require a skill check.