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 4th edition Dungeons & Dragons channel divinity feats in the Forgotten Realms setting will help you decide whether your character’s deity’s feat is worth taking.
Feat: Angharradh’s Favor – This channel divinity power is reasonably weak. A power bonus to future saving throws after a successful saving throw will rarely be meaningful. It has corner case usefulness when an ally is dying or against enemies that produce a lot of save effects, but should be mostly avoided.
Feat: Berronar’s Salve – As a ranged power, melee combatants should not take this power. While situational, it is very useful when it comes up. Healing focused clerics definitely should consider it as well as preservation invokers.
Feat: Blessing of Silvanus – This is a good power for healing clerics and charisma-based paladins that can define who they heal and where they are when that healing occurs. Other divine classes will get little use from it.
Feat: Chauntea’s Blessing – This ability to allow an ally to reroll a failed saving throw with a big bonus is just good all around. Due to the very high quality of avenger channel divinity powers, it probably isn’t good for avengers, but all other classes should take this power if possible.
Feat: Eyes of Selune – This power is simply too good to pass up for any divine class. There is no downside to using it when it is essential to succeeding on a saving throw.
Feat: Fleetness of Mielikki – The ability to increase speed and ignore difficult terrain is probably best for avengers. With the exception of clerics, other classes will almost always have a better use for the channel divinity power.
Feat: Glittergold’s Gambit – Since the avenger channel divinity is nearly identical, this is basically a waste for avengers. All other classes can benefit from letting an ally reroll an attack roll.
Feat: Gond’s Craft – Very few magic items provide attack rolls and divine characters don’t generally use those types of items. This has some corner case usefulness for a divine character multiclassed into a wand using class.
Feat: Ilmater’s Martyrdom – This feat is best for paladins that have healing surges to spare and possibly wrath invokers. Other divine classes simply can’t afford to spend healing surges for an ally.
Feat: Kelemvor’s Judgment – The channel divinity option of paladins does not attack undead and the avenger option only targets a single undead. This power is an excellent choice for these two classes and mostly worthless for clerics and invokers.
Feat: Oghma’s Recall – This feat is useful outside of combat, making it potentially meaningful for all divine classes. It probably is worth taking for any character with at least two knowledge skills.
Feat: Power of Amaunator – Invokers absolutely are best with this feat and clerics can be great too. All divine classes deal radiant damage though, and the bonus damage is never bad. Any character with a multi-target radiant attack power needs this use of channel divinity.
Feat: Righteous Rage of Tempus – The ability to deal very high damage once per fight is great. Avengers, paladins, and melee clerics should take this option.
Feat: Sheela Peryroyl’s Gift – This is basically a weaker version of the paladin’s channel divinity. Thus, paladins shouldn’t take it and avengers have better uses for their channel divinity. Clerics and invokers get good use out of this feat.
Feat: Sune’s Touch – This use of channel divinity is basically only good for melee clerics. That is the only divine character that will generally be close enough to allies to use this attack bonus boost and doesn’t have a better use of channel divinity already.
Feat: Torm’s Justice – An invoker may find a use for a +2 attack bonus against all bloodied enemies. Otherwise, this power is mostly worthless.
Feat: Tymora’s Coin – This power is very situational. Avengers are most likely to be able to activate it, but also get the least use from it. Clerics might as well take it only because the normal cleric option is terrible when undead aren’t present in an encounter.
Feat: Waukeen’s Silver Tongue – Any channel divinity useful outside of combat is a worthwhile choice. This is especially good for clerics and paladins with high charisma, who are likely to be trained in diplomacy or intimidate.