TEXT:  
  1
  Savage D&D – Feats 
  Introduction 
  The purpose of this document is to examine the feats of D&D compared to the Edges of Savage 
  Worlds. In doing so I’ll try to find the best representation of each feat in Savage Worlds using Edges, 
  Powers or just skills. Where necessary I’ll create new Edges or Powers. 
  If an Edge and feat share the same name and do roughly the same thing, I won’t mention it here. 
  Armor Proficiency Feat 
  These three feats (light medium and heavy) allow a character to use armor without suffering penalties 
  on rolls. This really has no place in Savage Worlds, the only penalties that armor gives you is those 
  inflicted by encumbrance. However, this feat does suggest a new Edge to me:  
  Trademark Armor 
  Edge Type: Combat 
  Requirements: Novice, Strength d10+ 
  Your hero has a unique suit of armor; maybe it displays his family crest and has been handed down 
  for generations or has been made from the hide of a dangerous beast that you slew in combat. Whatever 
  the reason the armour fits you extremely well, its weight is halved when figuring encumbrance. 
  This Edge can be applied to Shields. 
  Improved Trademark Armor 
  Edge Type: Combat 
  Requirements: Veteran, Trademark Armor 
  As above but now the character also gains a +2 to his Parry. 
  Blind-Fight Feat 
  The Blind-Fight Feat allows a character to re-roll misses caused by concealment. In Savage Worlds 
  terms this is a high Notice skill and the Alertness Edge. 
  Cleave and Great Cleave Feats 
  This feat allows a character that kills a foe to launch an immediate, extra melee attack against another 
  creature in the immediate vicinity. The Sweep Edge covers this well. 
  Combat Casting Feat 
  This feat allows a spellcaster to ignore distractions and cast spells.  The closest that Savage Worlds 
  gets to this is the Disruption rule, a spellcaster should have a high arcane skill anyway. 
  Combat Reflexes Feat 
  This is the First Strike Edge. 
  
   
  2
  Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft 
  Wondrous Item and Forge Rings Feats 
  All of these feats are covered by the Enchant and Improved Enchant Edges found on the Pinnacle 
  website. 
  Deflect Arrows Feat 
  This has already been covered in the Monk write-up, but it could also be available for those who 
  haven’t taken the Martial Artist Arcane Background, albeit not as efficiently as a Martial Artist. 
  Arrow Cutting 
  Edge Type: Combat 
  Requirements: Novice, Agility d10+, First Strike. 
  Attempts to hit you with a projectile are treated as a "Ranged Weapon in Close Combat". This works 
  only if the projectile is not faster than a crossbow bolt. If you are unarmed when attempting to use this 
  Edge then the attacker gets a +2 bonus to his Shooting roll as per the Unarmed Defender rule. 
  Dodge Feat 
  Despite its name, this is the Block Edge. 
  Enlarge Spell, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken 
  Spell, Silent Spell, and Still Spell Feats 
  The Metamagic feats for D&D are rarely taken in my experience and I suspect that this would be 
  even rarer still in Savage Worlds. Pinnacle forum member Ragnorak came up with the following edge that 
  rolls them all into one package. 
  He did the lions share of the work, I tweaked it a bit though. 
  Metamagic Mastery  
  Edge Type: Power 
  Requirements: Arcane Background, Arcane Skill d8+ 
  You have an instinctive and growing mastery of your magic, by paying the additional power points 
  required you can get the following effects. You have to meet the Rank requirement before certain 
  Metamagic abilities become available. You can stack Metamagic abilities if you so wish and the Wizard 
  Edge applies as normal. 
   
   
   
   
   
   
   
   
  
   
  3
  Metamagic Ability 
  Effect 
  Rank 
  Increased Power 
  Point Cost 
  Notes 
  Heighten Spell 
  Opposed and 
  Agility rolls of 
  opponents are 
  lowered by one 
  Novice 
  +1 Power Point 
   
  Silent Spell 
  Can be cast even if 
  the caster is mute 
  or gagged 
  Novice 
  +1 Power Point 
  Not available to 
  those with the 
  Spellsinger Arcane 
  Background 
  Still Spell 
  Can be cast even if 
  the caster is bound 
  Novice 
  +1 Power Point 
   
  Empower Spell 
  Roll a Wild Die with 
  each damaging 
  effect.  
  Seasoned 
  +2 Power Points 
   
  Enlarge Spell 
  Doubles the Range 
  of a spell 
  Seasoned 
  +2 Power Points  
   
  Extend Spell 
  Doubles the base 
  duration of a spell 
  Seasoned 
  +2 Power Points 
   
  Maximize Spell 
  Spell inflicts either 
  your damage roll 
  or the maximum 
  you could roll 
  without aces. 
  Veteran 
  +3 Power Points 
   
  Quicken Spell 
  Cast a spell as a 
  free action. 
  Veteran 
  +4 Power Points 
   
   
  Endurance Feat 
  This feat allows a character to better perform an extended physical action, such as long distance 
  running, swimming or holding one’s breath. In Savage Worlds this is best represented by a high Vigor 
  stat. 
  However, Pinnacle forum member Ragnorak, suggested an Athlete Professional Edge, so here it is. 
  Athlete 
  Edge Type: Professional 
  Requirements: Novice, Agility d8+, Vigor d8+ 
  Those who have had formal endurance training or are naturally tough have this Edge. It adds +2 to all 
  rolls made to perform feats of endurance or strength (such as foot chases, swimming and lifting rolls), and 
  +1 to all thrown weapons damage rolls. 
  Extra Turning Feat 
  Holy/Unholy Warriors are able to turn undead. Take the Power Points edge to ensure that the 
  character has lots of Power Points to spare. 
  
   
  4
  Exotic Weapon, Weapon Focus and Weapon Specialization Feats. 
  This is the Trademark Weapon Feat. Exotic weapons in D&D are usually just variations on standard 
  weapons (broadsword, hook hammer, dwarven axe, elven rapier etc.) 
  Expertise Feat  
  This feat is the Block and Improved Block Edge. 
  Far Shot Feat 
  This increases the range of a bow, crossbow and (presumably) a pistol by one half and doubles the 
  range of thrown weapons.  
  Far Shot 
  Edge Type: Combat                                                           
  Requirements: Novice, Notice d8+, Shooting or Throwing d10+ 
  Missiles often travel further than person firing or shooting can effectively aim. This Edge allows you 
  to increase the effective range of missile or thrown weapons by one-half. 
  Example: The elven archer Dwindolin Wren-Eye has the Far Shot Edge and his bow has a 
  effective range of 18/36/72. The orcish war chief Grug Shatterthrow is feared for his ability with 
  throwing axes, which in his hands have an effective range of 4/9/18. The triad sniper feared by the 
  Hong Kong police force and codenamed Mileshot has an effective range of 75/150/350 with his 
  Barrett Sniper rifle. 
  Fly-By Attack, Multiattack, Multidexterity and Multiweapon Fighting Feats 
  This is a special ability that certain monsters may have. 
  Great Fortitude Feat 
  A high Vigor stat more than covers this feat. 
  Improved Bull Rush 
  Rather than an Edge or Power this feat suggests a new combat maneuver to me. 
  Run at your opponent and attempt to body slam him. Roll an opposed Strength roll (you get a +2 for 
  having a medium shield or larger).  On a success he is pushed before you until your movement ends; on a 
  raise he is thrown 2” away from you and is Shaken. You suffer a –2 to your Parry until your next action. 
  On a fumble  (a 1 on your Fighting die) you are knocked prone and are Shaken. 
  Improved Critical and Improved Disarm Feats 
  These feats improve the chances of specialized hits. A critical hit in D&D multiplies damage by 2, 3, 
  or even 4. Aces in either the combat or the damage roll cover critical hits in Savage Worlds. However, 
  there is another kind of “critical hit” – called shots against the limbs or head of a foe, this gives the 
  attacker penalties that can be offset by both aiming and the Marksman Edge. 
  Improved Initiative Feat 
  Use the Quick, Level Headed, or Improved Level Headed Edges. 
  
   
  5
  Improved Trip Feat 
   
  Trip attacks are a variation on the Trick combat maneuver. If you envision your character using 
  such underhanded tactics ensure that he has a high Agility. 
  Improved Two-Weapon Fighting Feat 
  Use either the Ambidextrous, Two-Fisted Edge, or for best results, both. 
  Improved Unarmed Strike Feat 
  There is already a mystical version of this Edge available for those who take the Arcane Background 
  (Martial Arts) Edge. However, there are always those who are just good at beating the snot out of their 
  opponents without having followed the Way of the Lotus, or whatever. They are scrappers and just very 
  good with their fists (and elbows, knees and feet), 
  Brawler 
  Edge Type: Combat 
  Requirements: Novice, Fighting d6+ 
  Brawlers can ignore the Unarmed Defender rule in melee combat. 
  Iron Will Feat 
  This is simply a high Spirit stat. Pick up the Strong Willed Social Edge to make sure. 
  Leadership Feat 
  Savage Worlds characters tend to attract followers before long – the games Fast, Furious and Fun 
  mechanics make them a breeze to handle, indeed there is a whole slew of Leadership Edges that increase 
  follower’s abilities, skills and more. Sadly the D&D system handles the whole idea of followers much 
  less well. 
  If a character wants a cohort then he is going to have to attain the Sidekick Legendary Edge. 
  Lightning Reflexes Feat 
  This is simply a high Spirit stat. Pick up the Acrobat Edge to make sure. 
  Martial Weapon, Shield and Simple Weapon Proficiency Feats 
  These are simply the Fighting or Shooting Skills. 
  Mobility Feat 
  This feat allows D&D characters to avoid the dreaded attacks of opportunity. This feat raises their 
  armor class by 4 when being subjected to such an attack. 
  Savage Worlds mostly avoids attacks of opportunity apart from in two instances. If a character runs 
  from melee combat, his opponents get a free attack against him, and similarly when attacking someone 
  who has the First Strike Edge. I think there is a possibility of an Edge here. 
  Sidestep 
  Edge Type: Combat 
  
   
  6
  Requirements: Novice, Agility d8 
  When you are targeted by a free attack --such as when you are disengaging from melee or attacked by 
  a foe with the First Strike Edge --your opponent suffers a -2 to his Fighting roll. 
  Mounted Archery Feat 
  This feat halves the penalties that an archer suffers from when firing an arrow from horseback (and I 
  presume dragonback). In Savage Worlds use the Steady Hands Edge. 
  Mounted Combat Feat 
  This Feat allows a rider to negate hits upon his mount with a Ride skill roll. This could be the Ace 
  Edge, but that seems to be purely for vehicles, but it is a simple thing to adapt Ace to mounts; replace all 
  references to Boating, Driving and Piloting with Riding and change the name of the Edge to Horse (or 
  Dragon, Rhino, Dino, or even Orca) Master. 
  Point Blank Feats 
  This is the Marksman Edge. 
  Power Attack Feat 
  This Feat is covered by the Wild Attack combat maneuver. 
  Precise Shot Feat 
  This feat allows an archer to fire his arrows unerringly into a melee without fear of hitting an ally.  
  Precise Shot 
  Edge Type: Combat 
  Requirements: Seasoned, Marksman Edge 
  Your character only hits Innocent Bystanders when he rolls a 1’s on both his Shooting and Wild dice. 
  Rapid Shot Feat 
  This feat is covered by both the Double Shot and Improved Double Shot Edges from The Evernight 
  Setting book. 
  Ride-By Attack Feat 
  This feat allows a rider to attack a foe and then ride away without incurring an Attack of Opportunity. 
  In Savage Worlds this is already in the standard combat maneuvers as movement is a free action. If the 
  rider wishes to avoid the free attack that his opponent gets as he disengages he should pick up the 
  Sidestep Edge that I detailed above. 
  Run Feat 
  This is the Fleet-Footed Edge. 
  
   
  7
  Shot on the Run Feat 
  This Feat allows an archer to move before and after his attack. This is already a feature of the Savage 
  Worlds rules. 
  Skill Focus Feat 
  This feat is replaced by the many Professional Edges available in Savage Worlds. 
  Spell Penetration Feat 
  This feat allows a spell to blast through a creature’s Spell Resistance (if it has one). I am inclined to 
  turn this into an Edge, but I do wonder if anyone would take it. 
  Arcane Penetration 
  Edge Type: Power 
  Requirements: Novice, Spirit d6 
  Your spells pack an extra punch that is able to ignore 2 Points of arcane armor provided by Arcane 
  Resistance, Improved Arcane Resistance Edges and even the armor power. 
  Spell Focus Feat 
  This Feat improves the potency of spells from one distinct school of magic. Savage Worlds does not 
  divide spells into individual schools; however SlasherEpoch on the Pinnacle/Great White Games Forums 
  had a superb suggestion. 
  Simply house rule that a trademark weapon can be applied to spells, substitute their arcane skill for 
  Fighting or Shooting. 
  Spell Mastery Feat 
  This feat improves a wizard’s ability to memorize certain spells. The closest analogue to it in Savage 
  Worlds is the Wizard Edge. 
  Spirited Charge Feat  
  This feat doubles the damage of a rider on a charging mount.  In Savage Worlds a charging rider 
  already gets a +4 to damage instead of the normal +2. 
  Springing Attack Feat 
  This feat is similar to Ride-By Attack in that it allows a melee attacker to move before and after an 
  attack without incurring an Attack of Opportunity. In Savage Worlds this is already in the standard 
  combat maneuvers as movement is a free action. If the character wishes to avoid the free attack that his 
  opponent gets as he disengages he should pick up the Sidestep Edge that I detailed above. 
  Stunning Fist Feat 
  This is only available to those who have taken the Arcane Background (Martial Artist) 
  
   
  8
  Sunder Feat 
  There is a Sunder and Improved Sunder Edge in the Evernight Setting book. I would house rule that 
  these Edges also reduce the toughness of objects as well, and drop the dwarf only restriction. 
  Toughness Feat 
  This is simply a high Vigor stat. If your character reaches the Legendary Rank, be sure to pick up the 
  Tough as Nails and Improved Tough as Nails Edges. 
  Track Feat 
  This is simply a high Track skill, possible enhanced by the Woodsman Edge. 
  Trample Feat 
  This feat allows a rider’s trained mount to attack a foe. Savage Worlds already includes rules for such 
  an attack. 
  Two-Weapon Fighting Feat 
  This is simply a combination of the Ambidextrous, and Two-Fisted Edges. Pick up the Florentine 
  Edge as well and make your character really deadly! 
  Weapon Finesse Feat 
  This feat allows a character to use his Dexterity bonus to increase his chance to hit, rather than 
  Strength, with certain light weapons. In Savage Worlds the Fighting skill is already associated with the 
  Agility stat. 
  Whirlwind Attack 
  There is a Whirlwind Edge in the Evernight Setting book.  
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Add-ons/Savage Worlds - D&D Feats.pdf