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New feats.  
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This article lists new feats for use with [[4E|4th Edition ''Dungeons & Dragons'']].
  
:''These feat descriptions can be moved to separate pages once layout and templates have been finalized.''
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'''Genre feats''' are used to describe different settings and genres. Feats with this descriptor should only be included in a campaign if the effect of the feat is something the DM wants to be a trait of the campaign world. You should ask the DM before taking genre feat.
  
 
<!-------------------- HEROIC -------------------->
 
<!-------------------- HEROIC -------------------->
 
== Heroic Tier Feats ==
 
== Heroic Tier Feats ==
  
===Alter Form (Genre)===
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===Brutal Throw===
'''Prerequisites''': Elemental, Fey, Shapechanger, Primal, or Arcane racial keyword or a power with the primal or arcane origin.
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'''Prerequisite:''' Ranger
Benefit: Once per day as a standard action you change shape into any shape of the same basic build and size, but not a specific individual. This shape resembles you, and can be recognized with an Insight roll against a DC of your Bluff +10. You are not limited to types of creatures that exist. You must keep the same form for the entire duration, but can end the effect as a minor action. See Monster Manual p. 280 for more on Change Shape.
 
  
'''Notes''': This feat often serves as an introduction to the polymath paragon path.
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'''Benefit''': When using a heavy thrown weapon with a ranger power that normally bases its attack roll and damage on Dexterity, you can use Strength instead.
  
===Animal Companion===
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===Channel Divinity===
'''Prerequisite''': Trained in Nature
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'''Prerequisite''': Channel Divinity feat or class feature
  
'''Benefit''': You have an animal companion of unusual strength and toughness. Select a beast of helpful attitude and with an Intelligence of 3 or less and of a level no higher than your own. This creature will serve you to the best of its ability. It will move as you move, always returning to your side unless you order it to stay in a specific place. This is the only action it can perform on its own. It can serve as a mount, pet, companion, and beast of burden. In a fight, it will stay next to you, possibly acting as cover and as a hindrance to enemies, but it cannot attack and will not take opportunity attacks (except if you have Mounted Combat and it has an appropriate mount power). It acts on your initiative, to follow you. As a minor action, you can order it to stand still, come to you, or take a minor action, but it cannot follow complex orders.  
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'''Benefit''': You learn the channel divinity power of a god you worship.
  
The animal companion starts with the game statistics of a regular animal of its kind. For every level you are higher than the animal companion, it gains one point to all attacks and defenses, as well as eight hit points.  
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'''Special''': Clerics and Invokers can take this feat several times. Each time, you get the patron power for a different patron.
  
If your animal companion is killed, you will want to retrain this feat.
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{{gray|'''Comment:''' This is a generic feat that replaces the specific channel divinity feats with a single unified feat; moving the deity-specific channeling powers into the description of the religions.}}
  
===Animal Guard===
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===Contortionist===
'''Prerequisite''': Animal Companion
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'''Benefit:''' You have the extraordinary ability to contort your limbs and dislocate your bones in order to squeeze through openings to small for ordinary people to move through.
  
'''Benefit''': Your animal companion can make opportunity attacks. Once per round as a minor action, you can order it to take a standard or minor action, including attacks. You cannot order it to charge or to move – it will follow you just as an animal companion does.  
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'''Benefit:''' You count as one size smaller when using the squeeze action. Decrease the DC of all [[Acrobatics (4E)#Escape Artist|escape artist]] stunts by 10.
  
===Battle Rogue [Rogue]===
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=== Dodge (Genre) ===
'''Prerequisite''': Sneak attack ability.
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'''Prerequisite''': Dexterity 13
  
'''Benefit''': You can use any weapon or attack with rogue powers and Sneak Attack.  
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'''Benefit''': When wearing cloth armor you gain a +2 armor bonus to armor class.  
  
'''Campaign''': This opens up many multiclass options for rogues.
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{{gray|This can represent things like the 3E ''mage armor'' or martial arts. Its identical to Armor Proficiency (leather) except in that it uses cloth armor abilities (that tend to be pretty good), in that it is not a prerequisite for hide armor proficiency, and that is requires Dex 13 (as opposed to no prerequisites). }}
  
===Beast Master===
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===Favored Channel===
'''Prerequisite''': Animal Guard
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'''Prerequisite''': Patron god
  
'''Benefit''': You can order your animal companion to move or charge. As a minor action, you can order it to take a standard, move, or minor action, but it can only take the normally allowed number of actions each round. You can give it orders as long as it remains within hearing. If it is not adjacent to you and you do not give it an order, it will take move actions as needed to return to your side.
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'''Benefit''': You can use your patron god’s channel divinity power once per day.
  
=== Cantrips ===
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=== Firearms training (Genre) ===
'''Prerequisite:''' Trained in Arcana
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'''Prerequisites:''' Dwarf or Human
  
'''Benefit:''' You learn all the wizard cantrips.  
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'''Benefit:''' You are proficient with all firearms, and gain a +2 feat bonus to damage with such weapons.
  
{{gray|'''Comment:''' This should probably be as encounter powers rather that at will (given the way multiclassing works in 4E). Cantrips are not that powerful, so keeping then as at-will powers should be fine.}}
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=== Light Shield Block ===
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'''Prerequisite''': Str 13, Dex 13, training with light shields
  
===Channel Divinity [Cleric, Paladin]===
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'''Benefit''': When using a light shield you get a +2 shield bonus to AC instead of the normal +1.
'''Prerequisite''': Channel Divinity feat or class feature
 
  
'''Benefit''': You learn the channel divinity power of a god you worship.
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{{gray|This makes light shields on pair with TWD+Parrying Dagger.}}
  
'''Special''': A cleric can worship several gods, and can learn this power several times. Each time, you learn the channel divinity power of another god you worship.
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===Mount Companion===
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'''Prerequisite''': Mounted Combat
  
{{gray|'''Comment:''' This is a generic feat that replaces the specific channel divinity feats with a single unified feat; moving the deity-specific channeling powers into the description of the religions.}}
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'''Benefit''': Select one mount of your level or less when you learn this feat; that mount will advance in level as you do, using the normal rules for increasing monster levels.
  
=== Dread Strike [Warlock] ===
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=== Rapid Reload ===
'''Prerequisite:''' Warlock
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'''Benefit:''' [[Weapon properties (4E)#Load|Reload]] time for weapons is reduced one step. [[Weapon properties (4E)#Load|Load]] minor become load free, [[Weapon properties (4E)#Load|load]] move becomes minor, and [[Weapon properties (4E)#Load|load]] standard becomes load move.
  
'''Benefit:''' You can use any warlock ranged attack power as a melee attack power instead.
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{{gray|'''Comment:''' See also Speed Loader from PH2.}}
  
===Favored Channel===
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=== Ritual Quickening===
'''Prerequisite''': Trained in Religion, patron god
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'''Prerequisites:''' Ritual Casting
  
'''Benefit''': You can use your patron god’s channel divinity power once per day.  If you have multiclassed into a class with the divine channel ability, you can use any of the divine channeling abilities of that class as well, but you can only channel divinity a total of once per day.
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'''Benefit:''' You cast rituals with a cast time counted in minutes in 1/5 the normal time, with a minimum of one minute. You cast rituals with a cast time in hours in half the normal time.
  
=== Fencing (Genre)===
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=== Single-Weapon Defense (Genre)===
 
'''Prerequisite:''' Dex 13.
 
'''Prerequisite:''' Dex 13.
Benefit: When wielding a single light blade in one hand and not using a shield or two weapons, you get a plus one shield bonus to armor class and reflex defense. You can still wield an implement or missile weapon in the off hand.
 
  
===Harrow Reading
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'''Benefit''': When wielding a single melee weapon in one hand and not using a shield or two weapons, you get a +1 shield bonus to armor class and reflex defense. You can still wield a weapon or other object in your off hand, just not use it as a melee weapon.  
Prerequisites: You (both player and character) must have access to a Harrow deck.
 
Benefit: During a long rest, you can make a harrow reading, and the effects apply until the next long rest. Use the technique described on p. 3 of the Harrow divination book. If a card appears as a true match, one ally taking part in the reading receives a power bonus on (or against) a single action. You activate this bonus as a free action. If an ally’s role card appears in the reading, that character gains an additional action point, and also gains the suit bonus until the end of his next round after spending the action point.
 
* '''Hammer''' Target gains a +2 power bonus to Fortitude defense and melee attack rolls until the end of the encounter.
 
* '''Key''' Target gains a +2 power bonus to one ranged attack roll.
 
* '''Shield''' Target gains target gains a +2 power bonus to one close attack roll.
 
* '''Star''' Target gains a +5 power bonus to Insight and Perception.
 
* '''Book''' Target gains a +2 power bonus to one area attack rolls.
 
* '''Crown''' Target gains a +2 power bonus to any one skill check.
 
  
===Heavy Thrown Mastery===
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'''Special''': This does not stack with abilities that requires you to not use a shield, such as the Swordmage's Swordmage Warding ability.
'''Benefit'': When using a heavy thrown weapon with a power that normally bases its attack roll and damage on Dexterity, you instead use Strength.
 
  
===Improved Channel Divinity===
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=== Single-Weapon Guard (Genre)===
'''Prerequisite''': Channel Divinity feat or class feature
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'''Prerequisite:''' Dex 15, Single-Weapon Defense.
  
'''Benefit''': You are not limited to using the Channel Divinity class feature once per encounter. You can still use each channel divinity power only once per encounter, but you can use all your channel divinity powers each encounter.
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'''Benefit''': When wielding a single melee weapon in one hand and not using the other hand for anything, you get a +2 shield bonus to Armor Class.  
  
===Lore===
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'''Special''': This supersedes (does not stack with) abilities that requires you to not use a shield, such as the AC bonus from Single Weapon Defense or the Swordmage's Swordmage Warding ability.
'''Benefit''': As a standard action you can make a knowledge check, even if you already failed at this same knowledge check.
 
  
===Polymath===
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=== Two-Weapon Defense ===
'''Benefit''': You gain a new talent at each level.
 
  
'''Notes''': Should only be used if the campaign uses the talent and profession options below.
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'''Prerequisite:''' Dex 13,<strike>Two-Weapon Fighting</strike>
  
=== Practiced Defense (Genre)===
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'''Benefit:''' While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
'''Benefit:''' As long as you are wearing only cloth armor, you gain a bonus to armor class of one point plus another point for each type of armor you are proficient in.
 
  
'''Special:''' Shields are not armor and shield proficiency feats are not armor proficiency feats.
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'''Note:''' Feat prerequisite removed since this is feat is essentially the same as Single Weapon Defense.
  
=== Rapid Reload ===
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===Weapon Training===
'''Benefit:''' Reload time for weapons is reduced one step. Reload minor become reload free and reload standard becomes reload minor.
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'''Benefit''': You gain proficiency in all simple and military weapons.
  
===Ritual Extension===
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{{gray|'''Comment:''' This might seem overly useful, but actually is rarely attractive compared to simply learning a superior weapon.}}
'''Prerequisite''': Ritual Casting.
 
  
'''Benefit''': When you cast or support a ritual with a duration of 1 hour or more, the duration of the ritual is extended to 24 hours. Rituals without a fixed duration are not affected. This increases the cost of ritual components by +100%.
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=== Whirling Grace ===
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'''Prerequisites:''' Bard, Virtue of Grace
  
===Ritual Multitarget===
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'''Benefit:''' You can choose an enemy hit by an ally within 3 squares when you use your Virtue of Grace ability.
'''Prerequisite''': Ritual Casting.
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<!-------------------- PARAGON -------------------->
  
'''Benefit''': When you cast or support a ritual that normally affects only the caster, or that affects a limited number of allies less than eight, now affects up to 8 targets. This increases the cost of ritual components by +100%.
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== Paragon Tier Feats ==
  
=== Staff Mastery ===
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===Deadeye Shot===
'''Prerequisite:''' Con 13, proficient with the staff, medium size or larger.
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'''Requirements:''' Level 11, Dex 17, Wis 13
  
'''Benefit:''' You can use a staff as if it were two separate melee weapons, each with the Off-Hand quality and dealing normal staff damage. You can use feats and powers requiring two weapons with a staff. You gain the benefit of the Two Weapon Defense feat when you wield a staff.
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'''Benefit:''' You treat all firearms as high crit weapons.
  
===Sword Implement [Wizard]===
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{{gray|'''Note:''' The name of the feat is taken from the ability of the same ability of the Master Thrower in the third edition of the rules. The effects are similar (the Master Thrower ability increased the critical multiplier by one) albeit for different weapons.}}
'''Prerequisites''': Wizard.
 
  
'''Benefit''': Choose an arcane implement, whether the wand, staff, or orb. You can use a longsword as if it were that type of arcane implement.  
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{{gray|The ability requirements are based on the Deadly Axe feat but adapted to ranged weapons.}}
  
'''Notes''': This feat often serves as an introduction to the wizard of the spiral tower wizard paragon path.
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=== Flashing Blade  ===
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'''Prerequisites:''' Level 11, Dex 17, Str 13
  
=== Unarmed Combat (Genre)===
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'''Benefit:''' If you miss with a melee attack with a rapier or sabre and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.
'''Benefit:''' You gain a +2 proficiency bonus with unarmed attacks. Your unarmed attacks deal 1d6 + Strength modifier damage.
 
  
{{gray|'''Comment:''' The proficiency bonus and damage is lower than the monk conversion note. This makes the character a skilled brawler, but it is clearly worse than weapons even at low levels.}}
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{{gray|'''Comment:''' This is the equivalent of Scimitar Dance for rapier. The ability prerequisites have been changed to fit light blades.}}
  
===Weapon Finesse (Genre)===
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===Ritual Extension===
'''Prerequisite''': Dex 13
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'''Prerequisite''': Level 11, Ritual Casting.
  
'''Benefit''': When using a light blade or unarmed attack, you can substitute your Dexterity bonus for your Strength bonus for the hit and effect lines of powers and basic attacks.
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'''Benefit''': When you cast or support a ritual with a duration of 1 hour or more, the duration of the ritual is extended to 24 hours. Rituals without a fixed duration are not affected. This increases the cost of ritual components by +100%.
  
===Weapon Training===
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===Ritual Multitarget===
'''Benefit''': You gain proficiency in all simple and military weapons.
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'''Prerequisite''': Level 11, Ritual Casting.
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'''Benefit''': When you cast or support a ritual that normally affects only the caster, or that affects a limited number of allies less than eight, now affects up to 8 targets. This increases the cost of ritual components by +100%.
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<!-------------------- EPIC -------------------->
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== Epic Tier Feats ==
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<!-------------------- MULTI -------------------->
  
{{gray|'''Comment:''' This might seem overly useful, but actually is rarely attractive compared to simply learning a superior weapon.}}
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== Multiclass Feats ==
  
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See also [[Weapon mastery (4E)|Weapon mastery]].
  
<!-------------------- PARAGON -------------------->
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=== Beast Attack (Multiclass Ranger) ===
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'''Prerequisite:''' Beast Guard
  
== Paragon Tier Feats ==
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'''Benefit:''' You can order your Beast Companion to move away from you and attack even when it is not adjacent to you. You qualify for paragon paths as if you were a beast master ranger.
  
=== Flashing Blade ===
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=== Beast Guard (Multiclass Ranger)===
'''Prerequisites:''' Dex 17, Str 13
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'''Prerequisite:''' Str 13, Dex 13
  
'''Benefit:''' If you miss with a melee attack with a rapier and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target
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'''Benefit:''' You gain the ranger's Beast Mastery class feature from ''Martial Power'', page 38, except that you do not get the Raise Beast Companion ritual, that your beast companion will only attack when adjacent to you, and that you cannot order it to move away from you when in combat. You use and qualify for powers and feats as if you were a beast master ranger.
equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.
 
  
{{gray|'''Comment:''' This is the equivalent of Scimitar Dance for rapier. The ability prerequisites have been changed to fit light blades.}}
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=== Cantrips (Multiclass Wizard)===
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'''Prerequisite:''' Int 13, Trained in Arcana
  
<!-------------------- EPIC -------------------->
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'''Benefit:''' You learn to use all wizard cantrips. You also gain training in Arcana. You gain the wizard’s Ritual Casting class feature. In addition, you can wield wizard implements.
== Epic Tier Feats ==
 
  
=== Threatening Reach ===
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=== Divine Channel (Multiclass Avenger, Cleric, Invoker, or Paladin)===
'''Prerequisite:''' Str 17, Wis 17
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'''Prerequisites:''' Avenger, Cleric, Invoker, or Paladin.
 
'''Benefit:''' You have threatening reach with reach weapons.
 
  
<!-------------------- MULTI -------------------->
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'''Benefit:''' Gain the Divine Channel abilities of one class you have multiclassed into.
  
== Multiclass Feats ==
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'''Special:''' If you are multiclassed into several divine classes, you can take this feat several times. Each time, it applies to a different divine class you are multiclassed into.
  
=== Human Versatility ===
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=== Human Versatility (Multiclass Human) ===
'''Prerequisites:''' Human, any class-specific multiclass feat, 6th level.
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'''Prerequisites:''' Human, any class-specific multiclass feat
  
 
'''Benefit:''' Replace one of your at-will powers with one from your multiclass.
 
'''Benefit:''' Replace one of your at-will powers with one from your multiclass.
  
 
{{gray|'''Comment:''' This works with paragon multiclassing since it would still leave a human with at least one at-will power from his base class.}}
 
{{gray|'''Comment:''' This works with paragon multiclassing since it would still leave a human with at least one at-will power from his base class.}}
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== See also ==
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* [[Banned Feats (4E)|Banned feats]]
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<!-------------------- MULTI -------------------->
  
 
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Latest revision as of 13:54, 8 June 2013

4ED&D 4E
4th Edition Dungeons & Dragons

This article lists new feats for use with 4th Edition Dungeons & Dragons.

Genre feats are used to describe different settings and genres. Feats with this descriptor should only be included in a campaign if the effect of the feat is something the DM wants to be a trait of the campaign world. You should ask the DM before taking genre feat.

Heroic Tier Feats

Brutal Throw

Prerequisite: Ranger

Benefit: When using a heavy thrown weapon with a ranger power that normally bases its attack roll and damage on Dexterity, you can use Strength instead.

Channel Divinity

Prerequisite: Channel Divinity feat or class feature

Benefit: You learn the channel divinity power of a god you worship.

Special: Clerics and Invokers can take this feat several times. Each time, you get the patron power for a different patron.

Comment: This is a generic feat that replaces the specific channel divinity feats with a single unified feat; moving the deity-specific channeling powers into the description of the religions.

Contortionist

Benefit: You have the extraordinary ability to contort your limbs and dislocate your bones in order to squeeze through openings to small for ordinary people to move through.

Benefit: You count as one size smaller when using the squeeze action. Decrease the DC of all escape artist stunts by 10.

Dodge (Genre)

Prerequisite: Dexterity 13

Benefit: When wearing cloth armor you gain a +2 armor bonus to armor class.

This can represent things like the 3E mage armor or martial arts. Its identical to Armor Proficiency (leather) except in that it uses cloth armor abilities (that tend to be pretty good), in that it is not a prerequisite for hide armor proficiency, and that is requires Dex 13 (as opposed to no prerequisites).

Favored Channel

Prerequisite: Patron god

Benefit: You can use your patron god’s channel divinity power once per day.

Firearms training (Genre)

Prerequisites: Dwarf or Human

Benefit: You are proficient with all firearms, and gain a +2 feat bonus to damage with such weapons.

Light Shield Block

Prerequisite: Str 13, Dex 13, training with light shields

Benefit: When using a light shield you get a +2 shield bonus to AC instead of the normal +1.

This makes light shields on pair with TWD+Parrying Dagger.

Mount Companion

Prerequisite: Mounted Combat

Benefit: Select one mount of your level or less when you learn this feat; that mount will advance in level as you do, using the normal rules for increasing monster levels.

Rapid Reload

Benefit: Reload time for weapons is reduced one step. Load minor become load free, load move becomes minor, and load standard becomes load move.

Comment: See also Speed Loader from PH2.

Ritual Quickening

Prerequisites: Ritual Casting

Benefit: You cast rituals with a cast time counted in minutes in 1/5 the normal time, with a minimum of one minute. You cast rituals with a cast time in hours in half the normal time.

Single-Weapon Defense (Genre)

Prerequisite: Dex 13.

Benefit: When wielding a single melee weapon in one hand and not using a shield or two weapons, you get a +1 shield bonus to armor class and reflex defense. You can still wield a weapon or other object in your off hand, just not use it as a melee weapon.

Special: This does not stack with abilities that requires you to not use a shield, such as the Swordmage's Swordmage Warding ability.

Single-Weapon Guard (Genre)

Prerequisite: Dex 15, Single-Weapon Defense.

Benefit: When wielding a single melee weapon in one hand and not using the other hand for anything, you get a +2 shield bonus to Armor Class.

Special: This supersedes (does not stack with) abilities that requires you to not use a shield, such as the AC bonus from Single Weapon Defense or the Swordmage's Swordmage Warding ability.

Two-Weapon Defense

Prerequisite: Dex 13,Two-Weapon Fighting

Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.

Note: Feat prerequisite removed since this is feat is essentially the same as Single Weapon Defense.

Weapon Training

Benefit: You gain proficiency in all simple and military weapons.

Comment: This might seem overly useful, but actually is rarely attractive compared to simply learning a superior weapon.

Whirling Grace

Prerequisites: Bard, Virtue of Grace

Benefit: You can choose an enemy hit by an ally within 3 squares when you use your Virtue of Grace ability.

Paragon Tier Feats

Deadeye Shot

Requirements: Level 11, Dex 17, Wis 13

Benefit: You treat all firearms as high crit weapons.

Note: The name of the feat is taken from the ability of the same ability of the Master Thrower in the third edition of the rules. The effects are similar (the Master Thrower ability increased the critical multiplier by one) albeit for different weapons.

The ability requirements are based on the Deadly Axe feat but adapted to ranged weapons.

Flashing Blade

Prerequisites: Level 11, Dex 17, Str 13

Benefit: If you miss with a melee attack with a rapier or sabre and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.

Comment: This is the equivalent of Scimitar Dance for rapier. The ability prerequisites have been changed to fit light blades.

Ritual Extension

Prerequisite: Level 11, Ritual Casting.

Benefit: When you cast or support a ritual with a duration of 1 hour or more, the duration of the ritual is extended to 24 hours. Rituals without a fixed duration are not affected. This increases the cost of ritual components by +100%.

Ritual Multitarget

Prerequisite: Level 11, Ritual Casting.

Benefit: When you cast or support a ritual that normally affects only the caster, or that affects a limited number of allies less than eight, now affects up to 8 targets. This increases the cost of ritual components by +100%.

Epic Tier Feats

Multiclass Feats

See also Weapon mastery.

Beast Attack (Multiclass Ranger)

Prerequisite: Beast Guard

Benefit: You can order your Beast Companion to move away from you and attack even when it is not adjacent to you. You qualify for paragon paths as if you were a beast master ranger.

Beast Guard (Multiclass Ranger)

Prerequisite: Str 13, Dex 13

Benefit: You gain the ranger's Beast Mastery class feature from Martial Power, page 38, except that you do not get the Raise Beast Companion ritual, that your beast companion will only attack when adjacent to you, and that you cannot order it to move away from you when in combat. You use and qualify for powers and feats as if you were a beast master ranger.

Cantrips (Multiclass Wizard)

Prerequisite: Int 13, Trained in Arcana

Benefit: You learn to use all wizard cantrips. You also gain training in Arcana. You gain the wizard’s Ritual Casting class feature. In addition, you can wield wizard implements.

Divine Channel (Multiclass Avenger, Cleric, Invoker, or Paladin)

Prerequisites: Avenger, Cleric, Invoker, or Paladin.

Benefit: Gain the Divine Channel abilities of one class you have multiclassed into.

Special: If you are multiclassed into several divine classes, you can take this feat several times. Each time, it applies to a different divine class you are multiclassed into.

Human Versatility (Multiclass Human)

Prerequisites: Human, any class-specific multiclass feat

Benefit: Replace one of your at-will powers with one from your multiclass.

Comment: This works with paragon multiclassing since it would still leave a human with at least one at-will power from his base class.

See also