One of the many ways that divine classes are differentiated from other classes in 4th edition Dungeons & Dragons (D&D) is that divine classes have the ability to use a special type of power called channel divinity. Each divine class possesses a channel divinity class feature that allows the class to call upon deific power once per encounter. The effect of this power is different for each class and ranges from the ability to deal damage to undead creatures to the ability to provide saving throws for allies. In addition, any divine character can choose a feat, based on the deity worshipped, that provides an alternate effect for the divine channel power. The following guide to channel divinity feats in the Eberron campaign setting of 4th edition Dungeons & Dragons will help you choose the best feat for your hero.
Feat: Ancestral Guidance – This feat is a good choice for all divine classes because it is equally useable in and out of combat. Because the bonus is based on wisdom, only a few strength clerics will not be able to benefit from this after the fact skill roll boost.
Feat: Arawai’s Abundance – The option to provide additional healing is not really bad for any class. This power is nothing special, but it certainly isn’t a wasted feat choice.
Feat: Aureon’s Instruction – This feat is moderately useful. Outside of combat, it will make knowledge rolls more effective and any divine character with at least two knowledge skills should take it. Inside of combat, it is rarely worth losing a channel divinity use to determine monster abilities.
Feat: Balinor’s Prey – As a ranged power, this is a good choice for a ranged cleric and maybe an invoker, though wrath invokers basically have the same power already.
Feat: Beacon of Dol Arrah – The effectiveness of this feat is entirely dependent on party build. The more divine characters in the party, the more effective it is. Any character that has an encounter radiant power should consider this power for the damage boost, despite party build.
Feat: Boldrei’s Shelter – Paladins and melee clerics should consider taking this defense boosting power. Other classes have better uses of channel divinity or aren’t likely to be in position to use it.
Feat: Kol Korran’s Boon – This is a must-have power for healing focused clerics. No other class can time healing well enough to make this a useful power.
Feat: Light Within – This feat is best for paladins that have healing surges to spare and is often best used outside of combat so that the paladin can share healing surges with allies.
Feat: Might of Dol Dorn – Paladins, avengers, and melee clerics should almost always have this option available. Temporary hit points are great for a front line warrior.
Feat: Onatar’s Gift – This power is remarkably restricted in usefulness and will rarely provide full benefits. Clerics may consider it to increase options, but other divine classes should avoid it.
Feat: Shield of the Silver Flame – This power is only useful in very limited circumstances. But, when it is useful, it is incredibly useful. Just about every divine class should consider it if no better option is available.
Feat: Sovereign Justice – This feat is probably best for paladins, who are most likely to take damage in a fight. In general though, granting temporary hit points to an ally after taking damage is not a great trade off.
Feat: Traveler’s Gift – Paladins and some clerics will want this feat. But, in general the ability to shed marks on allies is just too corner case to be useful.
Feat: Undying’s Command – The ability to dominate an undead may be useful for a paladin who has no undead only option with channel divinity, but every other class has a better undead option.