Feats (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
Battle Rogue (Rogue)
Prerequisite: Sneak attack ability.
Benefit: You can use any weapon with rogue powers and Sneak Attack. You can use Sneak attack with damaging non-rogue powers that do not use weapons.
Campaign: This opens up many multiclass options for rogues.
Beast Attack (Multiclass Ranger)
Prerequitie: Beats Guard
Benefit: You can order your Beast Companion will 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)
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 and that it will only attack when adjacent to you. You use and qualify for powers and feats as if you were a beast master ranger.
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.
Cantrip
Prerequisite: Trained in Arcana
Benefit: You learn to use one wizard cantrip.
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.
Channel Divinity (Cleric, Paladin)
Prerequisite: Channel Divinity feat or class feature
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.
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
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.
Dread Strike (Warlock)
Prerequisite: Warlock, Con 13
Benefit: You can use any warlock ranged attack power as a melee attack power instead.
Familiar
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
Prerequisite: Trained in Religion, patron god
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.
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
Benefit: You are proficient with all firearms, and gain a +2 feat bonus to damage with such weapons.
Improved Channel Divinity
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.
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.
Practiced Defense (Genre)
Prerequisite: Proficiency with leather armor.
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.
Notes: Shields are not armor and shield proficiencies are not armor proficiencies.
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.
Staff Fighting
Prerequisite: Wis 13, proficient with quarterstaff.
Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, the staff deals 1d8/1d8 damage and gains the defensive and off-hand properties.
Official: This is now an official feat. It is described in Dragon 368.
Unarmed Combat (Genre)
Benefit: You gain a +2 proficiency bonus with unarmed attacks. Your unarmed attacks deal 1d6 + Strength modifier damage.
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.
Weapon Finesse (Genre)
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.
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.
Paragon Tier Feats
Deadeye Shot
Your foes seldom survive a shot from your guns.
Requirements: 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: 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: 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: 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
Threatening Reach
Prerequisite: Str 17, Wis 17
Benefit: You have threatening reach with reach weapons.
Multiclass Feats
See also Weapon mastery.
Cantrips (Multiclass Wizard)
Prerequisite: Trained in Arcana
Benefit: You learn to use all wizard cantrips.
Combat Superiority (Multiclass Fighter)
Prerequisite: Fighter
Benefit: An enemy struck by your opportunity 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)
Prerequisites: Cleric or Paladin.
Benefit: Gain the Divine Channel abilities of the class you have 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.
Pact Curse (Multiclass Warlock)
Prerequisites: Pact Initiate
Benefit: You gain the pact boon of your chosen pact. Once per encounter, you can use the Warlocks’s 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.
4th Edition Dungeons & Dragons | |
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