Feat:Feat D

Dash
You move faster then normal for your race

Benefit: If you are wearing light armor or no armor and are carrying a light load, Your speed is 5 feet faster then it normally would be.

Deflect Arrows
[General]

You can deflect incoming arrows, as well as crossbow bolts, spears and other shot or thrown weapons. Prerequisite: Dex 13+, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving through against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon, You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons such as boulder hurled by giants or Melf's acid arrows, can't be deflected.

Special: A monk receives this feat for free at 2nd level, even if she does not have the prerequisite Dexterity score.

Sources: Player's Handbook 3.0

Death Blow
[General]

You waste no time in dealing with downed foes.

Prerequisite: Base attack bonus +2, Improved Initiative

Benefit: You can perform a coup de grace attack against a helpless defender as a standard action.

Sources: Complete Adventurer, Sword and Fist

Delay Spell
[Metamagic]

You can cast spells that take effect after a short delay of your choosing.

Prerequisite: Any metamagic feat.

Benefit: When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the round you designate. Only area, personal, and touch spells can be affected by this feat. Any decisions you would make about the spell (including attack rolls, designating targets, or determining or shaping an area) are decided when the spell is cast, with any of its effects (including damage and saving throws) decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast (the target you designate moves beyond the spell's range, for example), the spell fails. During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target (as applicable). A delayed spell uses up a spell slot three levels higher than the spell's actual lev

Sources: Complete Arcane, Forgotten Realms Campaign Setting, Player's Guide to Faerûn, Tome and Blood

Discipline
[Regional]

Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell, or blow.

Prerequisite: Elf, gnome, halfling, or human.

Benefit: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.

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 Guide to Faerûn

Dodge
[General]

You are adept at dodging blows. Prerequisite: Dex 13+ Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to AC against attacks from that opponent. You can select a new opponent on any action.

Note: A condition that makes you lose your Dex bonus to AC (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

Sources: Player's Handbook 3.0

Destructive Rage
[General]

You can shatter barriers and objects when enraged.

Prerequisite: Rage or frenzy ability.

Benefit: While you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects.

Sources: Complete Warrior, Masters of the Wild

Divine Might
[General]

You have found that inspiration takes many forms when honoring your gods. Some use it for casting a spell over a captive audience of parishioners. Other use this inspiration to create works of art undreamt. You have a more practical use for such forces in this dangerous world.

Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack

Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.

Dual Strike
[General]

You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.

Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Both attacks use the same attack roll to determine success, using the worse of the two weapons' attack modifiers. If you are using a one-handed or light weapon in your primary hand and a light weapon in your offhand, you take a -4 penalty on this attack roll; otherwise you take a -10 penalty. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.

Special: When you make this attack, you apply precision-based damage (such as from sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your off-hand weapon deals regular damage. A fighter may select Dual Strike as one of his fighter bonus feats.

Sources: Complete Adventurer, Sword and Fist

Dwarf's Toughness
[General]

You are tougher than you were before.

'''Prerequisite: Base Fort save bonus +5

Benefit: You gain +6 hit points.

Special: You can gain this feat multiple times.

Source: Masters of the Wild

Discipline
[Regional]

Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell, or blow.

Prerequisite: Elf, gnome, halfling or human.

Benefit: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.

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 Guide to Faerûn