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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 NamePrerequisitesBenefits
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 armorYou gain training with chainmail.
Armor Proficiency (Hide)Str 13, Con 13, training with leather armorYou gain training with hide armor.
Armor Proficiency (Leather)—You gain training with leather armor.
Armor Proficiency (Plate)Str 15, Con 15, training with scale armorYou gain training with plate armor.
Armor Proficiency (Scale)Str 13, Con 13, training with chainmailYou gain training with scale armor.
Astral FireDex 13, Cha 13You 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 ShieldProficiency with heavy shieldsWhen 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 OpportunistStr 13, Dex 13You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade.
Burning BlizzardInt 13, Wis 13You 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 MedicTrained in HealYou 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 ReflexesDex 13You 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 FuryCon 13, Wis 13You 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 ArtistTrained in AcrobaticsYou 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 RitualistRitual Caster featYou gain a +2 bonus to skill checks that you make while performing a ritual.
Far ShotDex 13When 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 ThrowStr 13When 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 RunnerCon 13You 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.