A feat with the [Fiend] tag can only be taken by a creature who is a Fiend. For this purpose, any creature from any lower plane is a Fiend regardless of its alignment. Further, any elemental or outsider with an Evil alignment is a Fiend regardless of its plane of origin. The abilities granted by feats with the [Fiend] tag are Extraordinary abilities unless otherwise stated.
===={{:Apprenticeship====New Mentor Types for the Lower Planes:(3.5e Feat)}}
While the race of a mentor is usually irrelevant, some mentors draw their knowledge and experience solely from their racial heritage and the magical radiations of their home plane. To choose one of these extraplanar mentors, the character must have at least 2 ranks in Knowledge (planes).
* '''Devil{{:''' A devil mentor is a powerful baatezu from the Nine Hells of Baator that has decided to share its knowledge with a worthy apprentice. An apprentice of this mentor gains an innate understanding of infernal contracts, and may use KnowledgeAttune Domain (the planes) to influence the attitude of any native of a plane that is aligned to law and evil, or any subject of a calling spell3. : Knowledge (The Planes5e Feat), Knowledge (any one).}}
* '''Demon:''' A demon mentor is a powerful tanar’ri from the Abyss, and it has forced his apprentices to hide a portion of his power. Once per month, you may use one of its spell-like abilities of a 2nd level effect or less.
: Bluff, Knowledge (The Planes).
* '''Yugoloth{{:''' While utterly evil, Yugoloth mentors are honorable in their own way and have been known to train apprentices in the dark artsAttune Sphere (3. Apprentices of these fiends learn the true nature of evil, and may choose to count as evil for the prerequisites of feats or prestige classes, and for magical effects like spells or magic items.: Knowledge (The Planes5e Feat), Diplomacy.}}
* '''Demondand:''' A demondand mentor is a powerful fiend from Carceri. An apprentice of this mentor learns the arts of punishment at the hands of these extraplanar jailors, and may use Intimidate to influence a creature’s attitude to Helpful by accepting a +10 to the DC of the check.
: Knowledge (The Planes), Intimidate.
{{:Blood War Sorcerer (3.5e Feat)}}
====Attune Domain====You incorporate the workings of a divine domain into your magic{{:Blood War Squaddie (3.5e Feat)}}
'''Prerequisite:''' Caster level 1+. Must follow a god or philosophy consistent with the chosen domain.
'''Benefit{{:''' Choose a domain when this feat is selectedBreath Weapon (3. Every spell from that domain is considered to be on your spell-list for any spellcasting classes you happen to have. These spells are considered to be spells known at the level they appear in the chosen domain. These spells are cast (and prepared, if appropriate5e Feat) as normal for your class.}}
'''Special:''' You may select this feat multiple times, its effects do not stack. Each time you may select a new domain, so long as your chosen god or philosophy can incorporate all of them. As usual, your DM must approve any god or philosophy. You may not have more than three attuned domains or spheres together.
====Attune Sphere====You incorporate {{:Broker of the workings of a fiendish sphere into your magicInfernal (3.5e Feat)}}
'''Prerequisite:''' Caster level 1+. Must have bled from a wound inflicted by a fiend with access to the chosen sphere.
'''Benefit{{:''' Choose a sphere when this feat is selectedCarrier (3. Every spell from that sphere is considered to be on your spell-list for any spellcasting classes you happen to have. You are considered to know each of those spells at the level they appear in the chosen sphere. These spells are cast (and prepared, if appropriate5e Feat) as normal for your class.}}
'''Special:''' You may select this feat multiple times, its effects do not stack. Each time you may select a new sphere. You may not have more than three attuned domains or spheres together.
====Blood War Sorcerer====As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters{{:Constricting Fiend (3.5e Feat)}}
'''Prerequisite:''' Blood War Squaddie, Caster level 5, must have fought in the Blood war for one year.
'''Benefit{{:''' Each time one Craft of your spells successfully damages a creature with Spell Resistance, they take a cumulative -1 penalty to SR. This penalty is reduced by 5 for every day of rest, and can be otherwise healed as ability damage.In addition, you may cast any spell that requires you to be of a fiendish racethe Soulstealer (3. 5e Feat)}}
====Blood War Squaddie====
Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.
'''Prerequisite{{:''' KnowledgeDevour the Soul (planes3.5e Feat) 2, must have fought in the Blood War for one year.}}
'''Benefit:''' You are immune to fear, and actually gain a +2 Morale bonus to hit, damage, and saves when exposed to an enemy’s fear effect (this bonus lasts one minute).
In addition, you may treat any fiendish Exotic weapons as martial weapons.
'''Special{{:''' This can only be taken at 1st levelDominions of the Infernal (3. 5e Feat)}}
====Breath Weapon[Fiend] ====
'''Prerequisites:''' Character level 6.
'''Benefits{{:''' Choose a spell-like ability with a duration of Instantaneous: this ability can be used as a supernatural breath Weapon with an area equal to a 10’ per spell level of the spell-like ability used. Each use of this ability expends one use of the spell-like ability. Each time this breath weapon is used, it cannot be used again for 1d4 roundsElemental Aura (3. 5e Feat)}}
====Broker of the Infernal====
Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.
'''Prerequisites{{:''' KnowledgeEssence Gourmand (Planes3.5e Feat) 10, must be able to cast a spell of the [calling] subtype}}
'''Benefits:''' When you possess the True Name of a creature, you may summon it with a Summon Monster spell. The version of the ''summon monster'' spell used must equal half their CR, as shown below. For all effects, this spell is a summoning spell, and functions as if the creature were a summoned monster, but if killed the creature is dead as normal and cannot be summoned again until it is returned from the dead.
{{:Spell : Maximum CR :[[SRD:Summon Monster I|Summon Monster I]] : 2 :[[SRD:Summon Monster II|Summon Monster II]] : 4:[[SRD:Summon Monster III|Summon Monster III]] : 6:[[SRD:Summon Monster IV|Summon Monster IV]] : 8:[[SRD:Summon Monster V|Summon Monster V]] : 10:[[SRD:Summon Monster VI|Summon Monster VI]] : 12 :[[SRD:Summon Monster VII|Summon Monster VII]] : 14 :[[SRD:Summon Monster VIII|Summon Monster VIII]] : 16 :[[SRD:Summon Monster IX|Summon Monster IX]] : 18Extra Arms (3.5e Feat)}}
====Carrier [Fiend]====
You are a carrier of a dangerous disease, though you are immune to its effects
'''Prerequisite{{:''' Must have one level of a Fiend classExtra Summons (3.5e Feat)}}
'''Benefit:''' When you gain this ability choose a disease with a DC equal to the DC your disease would have (10 + {{1/2}} HD + Con mod). You disease does ability damage or special effects equal to the disease chosen. Once chosen, your disease type does not change, but your disease DC will increase when your HD or Con modifier increase.
Unlike a normal disease, this is a supernatural disease, and its initial effects occur immediately{{:Fiend Cabalist (3.5e Feat)}}
====Constricting Fiend [Fiend]====
Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.
'''Prerequisites{{:''' Character level 6Fiendish Invisibility (3. 5e Feat)}}
'''Benefits:''' On a successful Grapple check, you can choose to do a 4d6 constricting attack as a normal attack.
'''Special{{:''' Due to your change in form and body type, you can only use nonstandard-sized armorGreater Teleport (3.5e Feat)}}
====Craft of the Soulstealer====
By studying stolen souls, you have learned to fully tap their power for your magical creations.
'''Prerequisites{{:''' Three or more item creation feats, caster level 6Harmless Form (3.5e Feat)}}
'''Benefits:''' When creating magic items, you can bind a soul into the item by adding the actual receptacle of the soul into the item. In many cases, this is a gemstone that is added as decoration. A single soul is worth GP equal to its CR square, times 100 for magic item creation purposes, and is worth 1/5th of that value in XP. Only one soul may be added to an item, and any extra gold or XP provided by the soul above the cost of the item is wasted. Also, if the creature whose soul was taken had spell-like abilities, these spells may be used as prerequisites for the item’s creation.
Any item created by this art radiates the alignment of the soul inside the item, and it also radiates strong evil. If the receptacle containing the soul is removed from the item, the item is destroyed and the soul is released{{:Heighten Spell-like Ability (3.5e Feat)}}
====Devour the Soul[Fiend]====
As a fiend, you gain nourishment from devouring souls.
'''Prerequisite{{:''' Must have one level of a Fiend classHellscarred (3.5e Feat)}}
'''Benefit:''' Each time a soul is consumed (either a receptacle or petitioner), you regain HPs equal to 10 times its CR, and heal ability damage or drain equal to its CR.
Souls eaten in this fashion cannot be restored from the dead until you are killed.
====Dominions of the Infernal====When you call, armies of those you have defeated are forced to answer in service. '''Prerequisite{{:''' Must have the signature summon ability of the great Fiendish Houses; must have a Leadership score. '''Benefit:''' If you successfully summon a fiend with a CR less than your level, more than one creature may appear. The weaker the creatures are, the more are summoned. :CR : Number Appearing::Level – 2 : d2:Level – 3 : d3:Level – 4 : d4:Level – 5 : d6:Level – 6 : d8:Level – 7 : 2d6:Level – 8 : 2d10:Level – 9 : 3d10:Level – 10 : 7d6 :Level – 11 : 3d20:Level – 12 : 7d12:Level – 13 : d100:Level – 14 : 6d20:Level – 15 : 25d6:Level – 16 : 10d20:Level – 17 : 40d6:Level – 18 : 60d6:Level – 19 : 80d6 ====Elemental Aura [Fiend]====Your close relationship with primal elemental forces has manifested in a damaging aura. '''Prerequisites:''' Character level 7, must have a subtype granting immunity to a form of elemental damage. '''Benefits:''' Choose one of your elemental subtypes granting immunity to a form of elemental damage. You radiate a damaging aura that does 4d6 of elemental damage of that type to any creature within 10’ of you at the beginning of your turn. ====Extra Arms [Fiend]====You have more arms than normal. '''Prerequisite:''' Character level 6 (per extra pair). '''Benefit:''' You have two extra humanoid arms. Each arm has your full strength and dexterity. '''Special:''' You may take this feat more than once, its effects stack. You must have a minimum of 6 levels for ''each'' iteration of this feat Huge Size (so a 12th level character may have 2 sets of extra arms). ====Essence Gourmand [Fiend]====Even among soul-eating fiends, you are a accomplished eater. '''Prerequisite:''' Must have one level of a Fiend class, Devour the Soul. '''Benefit:''' Whenever you devour a soul, you gain knowledge of your victim’s personal history and important memories (not skills, levels, feats, etc), in addition to the normal effects. You also may cure any one status effect. ====Extra Summons====You may use your Fiend Summoning ability two extra times each day '''Prerequisite:''' Must have the signature summon ability of the great Fiendish Houses. '''Benefit:''' Your summon ability may be used two extra times each day (the ability is normally usable once each day, so it could be used for 3 separate chances to conjure a fiend). ====Fiend Cabalist====You were trained in the mystic arts by a powerful fiend, and your magical power stems from a dark source. '''Prerequisite:''' Caster level 1 '''Benefit:''' You gain Knowledge(planes5e Feat) as a class skill, and all of your spells gain the [evil] subtype, and spells you cast and magic items you create radiate an evil aura equal to the strength of their normal magical aura. Any spells you cast that already have the Evil subtype gain a +4 caster level. '''Special:''' This can only be taken at 1st level. ====Fiendish Invisibility [Fiend]====You cannot be seen. '''Prerequisite:''' Character level 6 '''Benefit:''' You are naturally invisible, as with the spell ''[[SRD:Greater Invisibility|greater invisibility]]''. '''Special:''' Fiendish Invisibility always has a flaw, something that will allow your character to be seen. Examples include: *''Invisible in Light:'' If you are ever in shadowy illumination, you are visible. *''Visible by Breath:'' You are only invisible if you hold your breath for 3 rounds first. When you next exhale, you become visible again. *''Invisible on Stone:'' Your character is invisible when touching the ground. While standing on worked floors or flying, you can be seen. ====Greater Teleport [Monstrous]====The extraplanar blood running through your veins allows you to use the signature travel methods of the outer planes. '''Prerequisite:''' Outsider, character level 5+ '''Benefit:''' You may use ''[[SRD:Greater Teleport|greater teleport]]'' at will as a spell-like ability. You may only transport yourself and 50 pounds of carried items. ====Harmless Form [Fiend]====You can assume the likeness of a mortal. '''Prerequisites:''' Character level 4 '''Benefits:''' You can [[SRD:Change Shape|Change Shape]] into a medium-sized [[SRD:Humanoid|Humanoid]] appearance. You can use this ability to [[SRD:Disguise Self|Disguise]] yourself as other people, and it gives a +10 to Disguise checks as normal. When using this ability, your reflection in mirrors is of your true form. ====Heighten Spell-like Ability====You can treat your spell-like abilities as more powerful spell effects. '''Benefit:''' When you use a spell-like ability, you may use it as if it were of a higher than normal spell level. You may not raise a spell-like ability to in this fashion to an effective spell-level higher than half your character level. ====Hellscarred====Having had your mind or body twisted by the essence of a fiend, you have gained some sensitivity and immunity to their power. '''Prerequisites:''' Must have failed a saving throw to a spell or effect associated with a fiend, and cannot be a fiend or have any feats with the [Fiend] subtype. '''Benefits:''' If you ever fail a save to a Special attack, Special Quality, or spell of a fiend, you may a reroll that save (once per save). This ability may be used a number of times per day equal to your Charisma modifier (minimum 1). In addition, you may cast ''detect fiends'' as a spell like ability at will. This spell functions as [[SRD:Enlarge Spell|enlarged]] ''[[SRD:Detect Magic|detect magic]]'' (120 foot range), but it only detects the presence of fiends and their magical effects. This effect also cannot determine school of magic, but instead will indicate the race of the fiend (baazetu, tanar’ri, yugoloth, or demondand subtype if appropriate). ====Huge Size [Fiend] ====Your size increases to Huge. '''Prerequisites:''' Character level 10 '''Benefits:''' If your size would normally be Large without this feat, it increases to Huge (with all the usual changes).}}
====Large Size [Fiend] ====