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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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===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.
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'''Prerequisite:''' Ranger
  
===Channel Divinity (Cleric, Paladin)===
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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.
 +
 
 +
===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 ordinary people 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) ===
+
=== Dodge (Genre) ===
'''Prerequisite:''' Warlock, Con 13
+
'''Prerequisite''': Dexterity 13
  
'''Benefit:''' You can use any warlock at-will ranged attack power as a melee attack power instead.
+
'''Benefit''': When wearing cloth armor you gain a +2 armor bonus to armor class.  
  
=== Familiar ===
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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). }}
'''Benefit''': You have a tiny animal familiar that functions similar to a minion, doing minor services for you. The familiar has your speed and one of fly, swim, or climb movement rate. It uses your skill values, limited by its physical form. As a minor action you can order it to move within 10 squares of you and pick up, move, or manipulate an object. It can only carry objects weighing a pound or less. As a free action you can order it to drop whatever it is holding. You can communicate non-verbally just as if you had a shared language.
 
 
 
It acts on your initiative in combat but has no attacks. A familiar can only be attacked when it’s not in your square and does not trigger opportunity attacks. It has the same defense values you have, including armor worn. Any hit will cause it to flee and hide and not take any more orders. When you take a long rest, you can always order it to return to you, even in the middle of an errand or if it is in hiding.
 
 
 
A familiar  can perform some additional services, but after doing one of these it will not be able to do anything but run away and hide.
 
 
 
* It can be sent on an extended errand, in which case it can move outside the regular range. It will be just as able as you are to find its way. The errand must be one single definite task, such as spying on a location or delivering a message.
 
* If it begins its turn in your square, it can deliver one of your non-weapon, non-personal powers, in which case the power originates from the familiar instead of from you. If the power has melee range, the familiar must be in the same space as the target to deliver it.
 
  
 
===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.
 
'''Benefit''': You can use your patron god’s channel divinity power once per day.
  
=== Fencing (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 +2 shield bonus to armor class. You can still wield an implement or missile weapon in the off hand.
 
 
'''Special''': This does not work along with the Swordmage's Swordmage Warding ability.
 
 
=== Fencing Stance (Genre)===
 
'''Prerequisite:''' Dex 15, Fencing.
 
 
'''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 reflex defense.
 
 
<span id="Firearms_training"></span>
 
 
=== Firearms training (Genre) ===
 
=== Firearms training (Genre) ===
You are proficient with guns and other blackpowder weapons, perhaps through use, love of noisy mechanical weapons, or natural talent.
+
'''Prerequisites:''' Dwarf or Human
  
'''Prerequisites:''' Dwarf or Human
+
'''Benefit:''' You are proficient with all firearms, and gain a +2 feat bonus to damage with such weapons.
  
'''Benefit:''' You are proficient with all [[firearms (4E)|firearms]], and gain a +2 feat bonus to damage with such weapons.
+
=== Light Shield Block ===
 +
'''Prerequisite''': Str 13, Dex 13, training with light shields
  
===Improved Channel Divinity [Cleric]===
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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, Cleric
 
  
'''Benefit''': You can use your deitiy's channel divinity power as an at-will power.
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{{gray|This makes light shields on pair with TWD+Parrying Dagger.}}
  
 
===Mount Companion===
 
===Mount Companion===
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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.
 
'''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.
  
===Nimble Athlete===
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=== Rapid Reload ===
'''Benefit''': Use your Dexterity modifier instead of your Strength modifier for the Athletics skill.
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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.
  
=== Physical Threat ===
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{{gray|'''Comment:''' See also Speed Loader from PH2.}}
'''Benefit''': You can use your Strength modifier instead of your Charisma modifier with the Intimidate skill.
 
  
=== Practiced Defense (Genre)===
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=== Ritual Quickening===
'''Prerequisite:''' Proficiency with leather armor.
+
'''Prerequisites:''' Ritual Casting
  
'''Benefit:''' As long as you are wearing only cloth armor, you gain a +2 bonus to armor class. As long as you are wearing light armor, you gain a +1 bonus to Armor Class for each type of heavy armor you are proficient with. These bonuses stack. If you have proficiency in heavy armor, you have the option to add either Dexterity, Intelligence, or Constitution bonus to Armor Class while wearing light armor.
+
'''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.
  
'''Notes:''' Shields are not armor and shield proficiencies are not armor proficiencies.
+
=== Single-Weapon Defense (Genre)===
 
+
'''Prerequisite:''' Dex 13.
=== 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.
 
  
=== Staff Fighting ===
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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.  
'''Prerequisite:''' Wis 13, proficient with quarterstaff.
 
  
'''Benefit:''' You can treat the [[quarterstaff (4E)|quarterstaff]] as a [[Weapon properties (4E)#Double|double weapon]]. As a double weapon, the staff deals 1d8/1d8 damage and gains the [[Weapon properties (4E)#Defensive|defensive]] and [[Weapon properties (4E)#Off-hand|off-hand]] properties.  
+
'''Special''': This does not stack with abilities that requires you to not use a shield, such as the Swordmage's Swordmage Warding ability.
  
'''Official:''' This is now an official feat. It is described in Dragon 368.
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=== Single-Weapon Guard (Genre)===
 +
'''Prerequisite:''' Dex 15, Single-Weapon Defense.
  
=== Trap Awareness ===
+
'''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.  
'''Prerequisite:''' Trained in Thievery.
 
  
'''Benefit:''' You can use Thievery instead of Perception to spot traps and hazards.
+
'''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)===
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=== 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.
+
'''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 -------------------->
  
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===Deadeye Shot===
 
===Deadeye Shot===
 +
'''Requirements:''' Level 11, Dex 17, Wis 13
  
Your foes seldom survive a shot from your guns.
+
'''Benefit:''' You treat all firearms as high crit weapons.
 
 
'''Requirements:''' Dex 17, Wis 13
 
 
 
'''Benefit:''' You treat all [[firearms (4E)|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|'''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.}}
Line 135: Line 112:
  
 
=== Flashing Blade  ===
 
=== Flashing Blade  ===
'''Prerequisites:''' Dex 17, Str 13
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'''Prerequisites:''' Level 11, Dex 17, Str 13
  
'''Benefit:''' If you miss with a melee attack with a [[rapier (4E)|rapier]] or [[sabre (4E)|sabre]] and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target
+
'''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.
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.}}
 
=== Prodigious Leap (Genre) ===
 
'''Prerequisite''': Trained in Athletics.
 
 
'''Benefit''': You can jump a number of feet equal to the result of your Athletics check but do not benefit from a running start. It takes a full five feet to jump one square. You can jump up no more than half this distance, but do so at no extra movement cost.
 
  
 
===Ritual Extension===
 
===Ritual Extension===
'''Prerequisite''': Ritual Casting.
+
'''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 ==
  
=== Aerial Combat (Genre) ===
+
<!-------------------- MULTI -------------------->
'''Prerequisite''': Prodigious Leap.
 
 
 
'''Benefit''': You can fly at your land speed, but crash at the end of each of your turns. You can make opportunity attacks against enemies a number of spaces above ground equal to your speed.
 
  
=== Threatening Reach ===
 
'''Prerequisite:''' Str 17, Wis 17
 
 
'''Benefit:''' You have threatening reach with reach weapons.
 
 
<!-------------------- MULTI -------------------->
 
 
== Multiclass Feats ==
 
== Multiclass Feats ==
  
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=== Beast Attack (Multiclass Ranger) ===
 
=== Beast Attack (Multiclass Ranger) ===
'''Prerequitie:''' Beats Guard
+
'''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.
 
'''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)===
 
=== Beast Guard (Multiclass Ranger)===
'''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 it 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.
+
'''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)===
 
=== Cantrips (Multiclass Wizard)===
'''Prerequisite:''' Trained in Arcana
+
'''Prerequisite:''' Int 13, Trained in Arcana
  
'''Benefit:''' You learn to use all wizard cantrips.  
+
'''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.
  
=== Combat Superiority (Multiclass Fighter)===
+
=== Divine Channel (Multiclass Avenger, Cleric, Invoker, or Paladin)===
'''Prerequisite:''' Fighter
+
'''Prerequisites:''' Avenger, Cleric, Invoker, or Paladin.
  
'''Benefit:''' An enemy struck by your opportunity
+
'''Benefit:''' Gain the Divine Channel abilities of one class you have multiclassed into.
attack stops moving, if a move provoked the
 
attack. If it still has actions remaining, it can use them
 
to resume moving.
 
  
=== Divine Channel (Multiclass Cleric Paladin)===
+
'''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.
'''Prerequisites:''' Cleric or Paladin.
 
 
 
'''Benefit:''' Gain the Divine Channel abilities of the class you have multiclassed into
 
  
 
=== Human Versatility (Multiclass Human) ===
 
=== Human Versatility (Multiclass Human) ===
Line 208: Line 166:
 
{{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.}}
  
=== Pact Curse (Multiclass Warlock) ===
+
== See also ==
'''Prerequisites:''' Pact Initiate
+
* [[Banned Feats (4E)|Banned feats]]
  
'''Benefit:''' You gain the pact boon of your chosen pact. Once per encounter, you can use the Warlocks’s
+
<!-------------------- MULTI -------------------->
Curse class feature. Your curse last until the end of your next round.
 
 
 
=== Weapon Specialization (Multiclass Fighter) ===
 
'''Prerequisites:''' Str 13
 
 
 
'''Special:''' You cannot know this feat and Student of the Sword.
 
 
 
'''Benefit:''' Choose one melee weapon; you gain a +1 bonus to attack rolls with this weapon. Every
 
time you attack an enemy with this weapon, whether the attack hits or
 
misses, you can choose to mark that target. The mark
 
lasts until the end of your next turn. While a target
 
is marked, it takes a –2 penalty to attack rolls for any
 
attack that doesn’t include you as a target. A creature
 
can be subject to only one mark at a time. A new mark
 
supersedes a mark that was already in place.
 
  
 
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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