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This article lists new feats for use with [[4E|4th Edition ''Dungeons & Dragons'']].  
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This article lists new feats for use with [[4E|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.
 
'''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.
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<!-------------------- HEROIC -------------------->
 
<!-------------------- HEROIC -------------------->
 
== Heroic Tier Feats ==
 
== Heroic Tier Feats ==
 
 
 
===Animal Companion===
 
'''Prerequisite''': Trained in Nature
 
 
'''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.
 
 
The animal companion starts with the game statistics of a regular animal of its kind and advances in level as any other monster does, except that it can be advanced by more than five levels. Animal companions cannot equip magic items.
 
 
If your animal companion is killed, you will want to retrain this feat.
 
 
===Animal Guard===
 
'''Prerequisite''': Animal Companion
 
 
'''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.
 
 
===Battle Rogue [Rogue]===
 
'''Prerequisite''': Sneak attack ability.
 
 
'''Benefit''': You can use any weapon or attack with rogue powers and Sneak Attack.
 
 
'''Campaign''': This opens up many multiclass options for rogues.
 
 
===Beast Master===
 
'''Prerequisite''': Animal Guard
 
 
'''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.
 
  
 
===Brutal Throw===
 
===Brutal Throw===
'''Benefit''': When using a heavy thrown weapon with a power that normally bases its attack roll and damage on Dexterity, you can use Strength instead.
+
'''Prerequisite:''' Ranger
 
 
=== Cantrips ===
 
'''Prerequisite:''' Trained in Arcana
 
 
 
'''Benefit:''' You learn all the wizard cantrips.
 
  
{{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.}}
+
'''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 [Cleric, Paladin]===
+
===Channel Divinity===
 
'''Prerequisite''': Channel Divinity feat or class feature
 
'''Prerequisite''': Channel Divinity feat or class feature
  
 
'''Benefit''': You learn the channel divinity power of a god you worship.
 
'''Benefit''': You learn the channel divinity power of a god you worship.
  
'''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.  
+
'''Special''': Clerics and Invokers can take this feat several times. Each time, you get the patron power for a different patron.
  
 
{{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.}}
 
{{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.}}
  
 
===Contortionist===
 
===Contortionist===
You have the extraordinary ability to contort your limbs and dislocate your bones in order to squeeze through openings to small for an ordinary human to move through.
+
'''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 [[Acrobatics (4E)#Escape Artist|escape artist]] stunts by 10.
 
'''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.
  
=== Dread Strike [Warlock] ===
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=== Dodge (Genre) ===
'''Prerequisite:''' Warlock
+
'''Prerequisite''': Dexterity 13
 +
 
 +
'''Benefit''': When wearing cloth armor you gain a +2 armor bonus to armor class.
  
'''Benefit:''' You can use any warlock ranged attack power as a melee attack power instead.
+
{{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). }}
  
 
===Favored Channel===
 
===Favored Channel===
'''Prerequisite''': Trained in Religion, patron god
+
'''Prerequisite''': Patron god
  
'''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.
+
'''Benefit''': You can use your patron god’s channel divinity power once per day.
  
=== Fencing [Genre]===
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=== Firearms training (Genre) ===
'''Prerequisite:''' Dex 13.
+
'''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 wielding a single melee weapon 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.
+
'''Benefit''': When using a light shield you get a +2 shield bonus to AC instead of the normal +1.
  
 +
{{gray|This makes light shields on pair with TWD+Parrying Dagger.}}
  
 +
===Mount Companion===
 +
'''Prerequisite''': Mounted Combat
  
===Improved Channel Divinity===
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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.
'''Prerequisite''': Channel Divinity class feature or Favored Channel feat
 
  
'''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.
+
=== Rapid Reload ===
 +
'''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.
  
===Lore===
+
{{gray|'''Comment:''' See also Speed Loader from PH2.}}
'''Benefit''': As a standard action you can make a knowledge check, even if you already failed at this same knowledge check.
 
  
=== Quarterstaff Fighting ===
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=== Ritual Quickening===
'''Prerequisite:''' Con 13, proficient with the staff, medium size or larger.
+
'''Prerequisites:''' Ritual Casting
  
'''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. While holding a quarterstaff in two hands, you gain a +1 shield bonus to AC and Reflex defense.
+
'''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.
  
=== Practiced Defense [Genre]===
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=== Single-Weapon Defense (Genre)===
'''Prerequisite:''' Proficiency with leather armor.
+
'''Prerequisite:''' Dex 13.
  
'''Benefit:''' As long as you are wearing only cloth armor, you gain a bonus to armor class of one point for each type of armor you are proficient in (including cloth).
+
'''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.  
  
'''Notes:''' Shields are not armor and shield proficiencies are not armor proficiencies.
+
'''Special''': This does not stack with abilities that requires you to not use a shield, such as the Swordmage's Swordmage Warding ability.
  
=== Rapid Reload ===
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=== Single-Weapon Guard (Genre)===
'''Benefit:''' Reload time for weapons is reduced one step. Reload minor become reload free and reload standard becomes reload move.
+
'''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.
  
=== Unarmed Combat [Genre]===
+
=== Two-Weapon Defense ===
'''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.}}
+
'''Prerequisite:''' Dex 13,<strike>Two-Weapon Fighting</strike>
  
===Weapon Finesse [Genre]===
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'''Benefit:''' While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
'''Prerequisite''': Dex 13
 
  
'''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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'''Note:''' Feat prerequisite removed since this is feat is essentially the same as Single Weapon Defense.
  
 
===Weapon Training===
 
===Weapon Training===
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{{gray|'''Comment:''' This might seem overly useful, but actually is rarely attractive compared to simply learning a superior weapon.}}
 
{{gray|'''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 -------------------->
 
<!-------------------- PARAGON -------------------->
  
 
== Paragon Tier Feats ==
 
== Paragon Tier Feats ==
  
=== Flashing Blade ===
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===Deadeye Shot===
'''Prerequisites:''' Dex 17, Str 13
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'''Requirements:''' Level 11, Dex 17, Wis 13
 +
 
 +
'''Benefit:''' You treat all firearms as high crit weapons.
 +
 
 +
{{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.}}
 +
 
 +
{{gray|The ability requirements are based on the Deadly Axe feat but adapted to ranged weapons.}}
  
'''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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=== Flashing Blade  ===
equal to your Dexterity modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage.
+
'''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.
  
 
{{gray|'''Comment:''' This is the equivalent of Scimitar Dance for rapier. The ability prerequisites have been changed to fit light blades.}}
 
{{gray|'''Comment:''' This is the equivalent of Scimitar Dance for rapier. The ability prerequisites have been changed to fit light blades.}}
  
 
===Ritual Extension===
 
===Ritual Extension===
'''Prerequisite''': Ritual Casting.
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'''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%.
 
'''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===
 
===Ritual Multitarget===
'''Prerequisite''': Ritual Casting.
+
'''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%.
 
'''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 -------------------->
 
<!-------------------- EPIC -------------------->
 
 
== Epic Tier Feats ==
 
== Epic Tier Feats ==
  
=== Threatening Reach ===
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<!-------------------- MULTI -------------------->
'''Prerequisite:''' Str 17, Wis 17
 
 
'''Benefit:''' You have threatening reach with reach weapons.
 
  
<!-------------------- MULTI -------------------->
 
 
== Multiclass Feats ==
 
== Multiclass Feats ==
  
=== Human Versatility ===
+
See also [[Weapon mastery (4E)|Weapon mastery]].
'''Prerequisites:''' Human, any class-specific multiclass feat, 6th level.
+
 
 +
=== 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.
 
'''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.}}
 +
 +
== See also ==
 +
* [[Banned Feats (4E)|Banned feats]]
 +
 +
<!-------------------- MULTI -------------------->
  
 
<!-- Navbox -->
 
<!-- Navbox -->
 
{{4E navbox}}
 
{{4E navbox}}

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