Any feat in the following section is available to a character of any level who meets the prerequisites. Heroic tier feats are the only feats you can take if you are 10th level or lower.
| Feat Name | Prerequisites | Benefits |
|---|---|---|
| Alertness | — | You don’t grant enemies combat advantage from being surprised. You also gain a +2 feat bonus to Perception checks. |
| Armor Proficiency (Chainmail) | Str 13, Con 13, training with leather or hide armor | You gain training with chainmail. |
| Armor Proficiency (Hide) | Str 13, Con 13, training with leather armor | You gain training with hide armor. |
| Armor Proficiency (Leather) | — | You gain training with leather armor. |
| Armor Proficiency (Plate) | Str 15, Con 15, training with scale armor | You gain training with plate armor. |
| Armor Proficiency (Scale) | Str 13, Con 13, training with chainmail | You gain training with scale armor. |
| Astral Fire | Dex 13, Cha 13 | You gain a +1 feat bonus to damage rolls when you use a power that has the fire or holy keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
| Battle Caster Defense | — | You gain a +4 bonus to AC against opportunity attacks that you provoke when using a ranged or an area power. |
| Battle Hardened | — | You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks. |
| Battering Shield | Proficiency with heavy shields | When you are wielding a heavy shield and push or slide a target with a melee attack. you can move that target 1 additional square. |
| Blade Opportunist | Str 13, Dex 13 | You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade. |
| Burning Blizzard | Int 13, Wis 13 | You gain a +1 feat bonus to damage rolls when you use a power that has the fire or ice keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
| Cascading Rush | — | Whenever you push a target with a bull rush, you can also push one enemy adjacent to that target 1 square. The enemy can be adjacent to the target either before or after you resolve the bull rush. |
| Combat Intuition | — | Whenever you miss an enemy with a melee attack, you gain a +2 bonus to opportunity attack rolls against that enemy until the start of your next turn. |
| Combat Medic | Trained in Heal | You administer first aid to stabilize the dying as a minor action, instead of a standard action. You also gain a +2 feat bonus to Heal checks. |
| Combat Reflexes | Dex 13 | You gain a +1 bonus to opportunity attack rolls. |
| Coordinated Explosion | — | When you use any implement power that creates a burst or a blast, you gain a +1 bonus to attack rolls against the power’s targets if at least one ally is within the burst or the blast. |
| Dark Fury | Con 13, Wis 13 | You gain a +1 feat bonus to damage rolls when you use a power that has the shadow or psychic keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
| Deadly Draw | — | Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn. |
| Defensive Mobility | — | You gain a +2 bonus to AC against opportunity attacks. |
| Directed Bull Rush | — | Whenever you hit a target with a bull rush, you can slide that target rather than push it. |
| Distant Advantage | — | You gain combat advantage for ranged or area attacks against any enemy flanked by your allies. |
| Durable | — | Increase your number of healing surges by two. |
| Echoes of Thunder | — | When you hit with any lightning attack power, you gain a +1 bonus to damage rolls until the end of your next turn. The bonus increases to +2 at 11th level and +3 at 21st level. |
| Escape Artist | Trained in Acrobatics | You can attempt to escape a grab as a minor action, instead of as a move action. You gain a +2 feat bonus to Acrobatics checks. |
| Expert Ritualist | Ritual Caster feat | You gain a +2 bonus to skill checks that you make while performing a ritual. |
| Far Shot | Dex 13 | When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares. |
| Far Throw | Str 13 | When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 2 squares. |
| Fast Runner | Con 13 | You gain a +2 bonus to speed when you charge or run. |
| Focused Mind | — | You gain a +4 feat bonus to saving throws against dazing effects and stunning effects. |
| Grounding Shot | — | Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them. |
| Hafted Defense | — | While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex. |
| Hammering Iron | — | Whenever you hit a target with an opportunity attack using a hammer, you can also push that target 1 square. |
| Headman’s Chop | — | Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage. |
| Impending Victory | — | You gain a +1 bonus to attack rolls with at-will powers against bloodied creatures. |