Multi-Class Feats

Arcane Academic

Prerequisite: Intelligence 13 or higher, level 4 or higher, ability to cast at least one spell



Through studying you create a small compilation of spells. This collection takes the form of a six page booklet containing a 1st-level wizard spells of your choice on each page.

To use these spells you must prepare each long rest by taking time to study the booklet, doing this allows you to temporarily memorize a number of spells equal to your intelligence modifier +1. This feature does not grant the recipient any additional spell slots. Intelligence is your spellcasting ability when using these spells because you learned them through dedicated study.

If your spell booklet is lost or destroyed, you may spend 6 hours of work and 60 gp worth of materials to create a new one. When you do this the spells it contains may not replaced with others. The spells learned through this feature do not count against the number of spells you already know, and cannot be changed or switched at a later level.

Arcane Manipulator

Prerequisite: Charisma 13 or higher, level 4 or higher, ability to cast at least one spell



You gain the ability to twist your spells to suit your needs. You gain one option from the Metamagic feature in the Sorcerer class. Additionally, you gain a pool of sorcerer points equal to your proficiency bonus +1 which you can use your Metamagic option with. You regain all spent sorcery points when you finish a long rest.

Dedicated Enemy

Prerequisite: Dexterity and Wisdom 13 or higher, level 4 or higher



Through your significant experience of studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Divine Channeler

Prerequisite: Wisdom 13 or higher, level 4 or higher, devotion to a deity



You learn to channel divine energy directly from your deity. As an action, you can present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If you already have the Channel Divinity feature or gain a level in a class that also grants this feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you.

Eldritch Seeker

Prerequisite: Charisma 13 or higher, level 4 or higher



Your study of occult lore, you have unearthed fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two eldritch invocations of your choice from the Warlock class.

You may only choose from those options that do not have a level requirement, and must meet all other requirements. Once gained through this feature your choices may not be replaced later.

Hand of the Divine

Prerequisite: Strength and Charisma 13 or higher, level 4 or higher, ability to cast at least one spell



You gain the power to deal out your deities justice. When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Inspiring Performer

Prerequisite: Charisma 13 or higher, level 4 or higher



You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.