Van Richten's Guide to Ravenloft
Benefit: If you have an alchemical item in hand when an enemy provokes an opportunity attack from you, you can use the alchemical item instead of making a melee basic attack.
Benefit: You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation.
You are no longer considered a living creature.
Additionally, you gain resist 10 necrotic. This increases to resist 15 at 11th level, and to immunity to necrotic at 21st level. However, you also gain vulnerability 5 radiant which increases to 10 at 11th level and 15 at 21st level.
Prerequisite: Constitution 15, must be a living creature.
Benefit: Whenever a result of your death saving throw is 10 or higher, you can spend a healing surge to gain regeneration equal to your Constitution modifier until the end of your next turn. When you roll a 15 or higher on the death save, you also end all ongoing conditions currently affecting you.
Note: This feat cannot be taken by living constructs, vampires, or undead.
Prerequisite: Wis 15 or Iron Will
Benefit: You gain a +5 feat bonus to saving throws against charm and fear effects, and a +2 feat bonus to your Will defense against fear keyword powers.
Knight of the Raven
Prerequisite: Cleric or Paladin, must worship the Raven Queen.
Benefit: Your divine keyword powers that deal untyped weapon damage now deal cold and necrotic damage instead, and you gain a +1 power bonus to the attack roll when using them against undead.
Additionally, you gain a Raven familiar.
Senses: low-light vision
Speed: 2, fly 6 (hover)
You gain a +2 bonus to Stealth checks
Raven’s Speech: A raven familiar can speak any language you know and it can converse with other creatures. When it speaks, you hear everything it says and everything spoken to it. You can dictate its answers if you so choose.
Prerequisite: Strength 15, any martial class
Benefit: A prone target you are grabbing can’t stand until you end the grab or until it escapes.
Note: The prerequisites were relaxed.
Prerequisite: Trained in Intimidate
Benefit: Whenever you drop an enemy to 0 hp, you gain a +2 feat bonus to all your defenses until the end of your next turn.
Note: The feat bonus is one higher here than is listed in Dragon 368.
Prerequisites: Dex 13, any martial class
Benefit: You gain proficiency with the whip. When you hit a target with your whip, that target takes a –2 penalty to attack rolls against a target of your choice until the end of your next turn. Additionally, you gain a +5 item bonus to climb checks while wielding a whip.
Note: Whip Training is no longer considered a multiclass feat.
Prerequisite: Trained in Religion and either Strength 15 or Wisdom 15
Benefit: You gain a +2 bonus to Athletics checks made to escape a grab.
When attacking a zombie you can score a critical hit on a natural roll of an 19 or 20.
In addition, you gain a benefit with any of the following powers you possess.
Sure Strike (fighter, PH 77): If you roll a natural 15
or higher when using this exploit against an undead
enemy, your attack deals extra damage equal to your
Valiant Strike (paladin, PH 92): You gain a +1 bonus
to your damage roll for each undead enemy adjacent
Twin Strike (ranger, PH 105): If you’re using this
exploit against an undead creature and you are
armed with two melee weapons, you deal extra
damage equal to your Wisdom modifier if you hit
with both attacks.
Wolf Pack Tactics (warlord, PH 145): If your target is
undead and you hit, one ally adjacent to you can shift
1 square as a free action.
Note: This feat supersedes the one from Dragon 371.