Defensive Feats

Snake Blooded [defensive]
Benefit: You gain resist 5 poison. This resistance increases to 10 at 11th level and 15 at 21st level.

Stoneroot’s Endurance [defensive, paragon]
Prerequisite: Toughness or Durable
Benefit: Whenever you are subjected to a critical hit you may roll twice for your death save to avoid losing a wound.

Stout Shield [defensive]
Prerequisite: Shield Expertise
Benefit: Your shield bonus also applies to Fortitude.

Swift Recovery [defensive]
Benefit: You gain a +3 feat bonus to your healing surge value. The bonus increases to +4 at 11th level and +5 at 21st level.

Tenacious Resolve [defensive]
Prerequisite: Training in Endurance
Benefit: You gain 1 step bonus to saving throws against ongoing damage.

Timely Respite [defensive]
Benefit: When you use your second wind or use the total defense action, you can make a saving throw.

Toughness [defensive]
Benefit: You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.

Unarmored Agility [defensive]
Benefit: You gain a +2 armor bonus to AC while wearing either cloth armor or no armor.

Gritty Determination [defensive]
Benefit: Whenever you use a daily attack power, you gain temporary hit points equal to one-half your level + your Constitution modifier.

Improved Second Wind [defensive]
Benefit: When you use your second wind, you regain an additional 5 hit points and gain additional +2 bonus to your defenses.

Iron Will [defensive]
Prerequisite: Four other defensive feats
Benefit: If you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.

Low Light Adaptation [defensive]
Benefit: You gain low light vision. If you already have low light vision you gain darkvision.
Special: You may take this feat twice.

Back to Feats

Alertness [defensive]
Benefit: You cannot be surprised. You can also take an extra action during a surprise round, though you are still limited to one standard, one move, and one minor action.

Defensive Advantage [defensive, paragon]
Benefit: When you have combat advantage against an enemy, that enemy has 1 step penalty to all attack rolls against you.

Defensive Mobility [defensive]
Benefit: Enemies have 1 step penalty to all opportunity attacks against you.

Durable [defensive]
Benefit: Your number of healing surges increases by two.

Elemental Adaptation [defensive]
Benefit: Chose acid, lightning, thunder, cold or fire. You gain resist 5 to chosen damage. This resistance increases to 10 at 11th level and 15 at 21st level.
Special: You can take this feat more than once. Each time you select this feat, choose a different element.

Elemental Vengeance [defensive]
Prerequisite: Elemental Adaptation
Benefit: If an enemy reduces you to 0 or fewer hit points with an attack, it takes 10 damage. This damage increases to 20 at 11th level and 30 at 21st level. Damage type is the same as your resistances granted by
Elemental Adaptation.
Special: You gain 1 step bonus to this damage for every Elemental Adaptation feat you have.
Special: If you are of Elemental origin you add your highest ability modifier to this damage.

Encouraging Shield [defensive]
Prerequisite: Shield Expertise
Benefit: Your shield bonus also applies to Willpower.

Escape Artist [defensive]
Prerequisite: Training in Acrobatics or Athletics
Benefit: You can attempt to escape a grab as a minor action, instead of as a move action. In addition when escaping a grab you can roll an additional d20 and use either result.

Evasion [defensive]
Benefit: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage and suffer no ill effects from the attack.

Great Fortitude [defensive]
Prerequisite: One other defensive feat
Benefit: You gain resist 5 to ongoing damage. This resistance increases to 10 at 11th level and 15 at 21st level.

Mettle [defensive, paragon]
Benefit: When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.

Resilient Focus [defensive]
Prerequisite: Great Fortitude, Iron Will, two other defensive feats
Benefit: You gain a +2 feat bonus to saving throws.

Defensive Feats

Grimm Noire antilogic1