First, some background. (Background sblocked for your convenience)
[sblock]I'm running a 4e campaign, currently going through the H series of adventures with 4 characters: human cleric; human ranger; tiefling worlock; dragonborn fighter (DMPC); and an occasional 5th player: eladrin wizard.
My players are mostly enjoying 4e, but some of them haven't really become attached to their characters the way they used to in 3.x. I'm not really sure what the reason for this is, to tell you the truth.
Anyway, ever since the Forgotten Realms books have come out, one of my players (the human cleric) has been itching to play a genasi wizard. He really likes the genasi and just recently realized how good some of the class features of the the wizard are (mostly the cantrips, which our occasional eladrin wizard always seems to forget). His enthusiasm for the genasi wizard is basically the enthusiasm he (and everyone else) used to show for their characters in 3.x and, since I find this type of enthusiasm for a character concept really enriches the D&D experience, I want to let him make the switch.
The problem: What the heck are we going to do without a leader? I find the PCs really need the healing the leader class provides and I'm not sure that combat will go well without one.
So, I've come up with three potential solutions to this probem.
1) Reclass my DMPC dragonborn as a leader (I.e. remake the character)
Problem: Now we have no defender, which is just as big a problem as not having a leader. I suppose I could make the dragonborn a warlord that fights up front; this would mitigate the problem but I'm not too enthusiastic about doing it.
2) Have the player who wants to play the genasi wizard play two characters (I.E. The new wizard and the old cleric. NOTE: This was his idea). This could work, but it does make roleplaying a little harder ("Which of your characters just said that?"). If the human ranger also wanted to play two characters, then I would either give him my dragonborn fighter, or at least get him to make his second character a defender, since we will need one.
(Note: I won't let the other players take two characters simply because they haven't been playing D&D all that long and I don't think they would handle it as well as the cleric and the ranger)
Now, this could work, and if everyone involved agrees then this is probably what will happen. Still, I need a back up plan in case this solution is shot down (and truthfully, I'd rather that everyone just plays one character, so I'm trying to find a way for that to happen)
3) Have my dragonborn fighter multiclass into one of the leader classes; probably the cleric.
Problem: A fighter/cleric doesn't really get that much healing, which is the one big thing I think my group needs from the leader. Plus, I'm really not impressed with the multiclassing in 4e (healing word as a daily for muticlass cleric? That's pretty crappy)
Solution: Well, we've finally gotten around to the point of this thread: Making extra multiclass feats to add more of the secondary class to the multiclassed character. I started with the cleric, since that's the one I'm probably going to use, and decided I should make the rest.
[/sblock]
So, here are my extra multiclassing feats for the classes in the PHB. There are eight feats, one for each class. I believe I will add a level requirement to the prerequisites; I just haven't decided what level to make it.
Tell me what you think. I am more concerned as to whether the feats are balanced compared to each other then whether the feats make multiclassed characters more powerful than non-multiclasses characters. Still, feel free to tell me "OMG, too powerful". (It's not like you'd hold back if I told you not to anyway
)
Initiate of the Faith II
Prerequisite: Initiate of the Faith
Benefit: You can use the cleric's healing word ability once per encounter
Student of the Sword II
Prerequisite: Student of the Sword
Benefit: An enemy struck by your attack of opportunity stops moving if a move provoked the attack of opportunity.
Soldier of the Faith II
Prerequisite: Soldier of the Faith
Benefit: You can use the paladin's divine challenge power twice per encounter
Warrior of the Wild II
Prerequisite: Warrior of the Wild
Benefit: You can use the ranger's Hunter's Quarry class feature twice per encounter. The target you mark as your quarry remains your quarry until the end of your next turn.
Sneak of Shadows II
Prerequisite: Sneak of Shadows
Benefit: You can use the rogue's Sneak Attack class feature twice per encounter
Pact Initiate II
Prerequisite: Pact Initiate
Benefit: Once per encounter you can use the warlock's curse class feature. The target you set your curse on remains cursed until the end of your next turn.
Student of Battle II
Prerequisite: Student of Battle
Benefit: You can use the warlord's Inspiring Word power once per encounter.
Arcane Initiate II
Prerequisite: Arcane Initiate
Benefit: Gain the use of all the wizard's cantrips.
[sblock]I'm running a 4e campaign, currently going through the H series of adventures with 4 characters: human cleric; human ranger; tiefling worlock; dragonborn fighter (DMPC); and an occasional 5th player: eladrin wizard.
My players are mostly enjoying 4e, but some of them haven't really become attached to their characters the way they used to in 3.x. I'm not really sure what the reason for this is, to tell you the truth.
Anyway, ever since the Forgotten Realms books have come out, one of my players (the human cleric) has been itching to play a genasi wizard. He really likes the genasi and just recently realized how good some of the class features of the the wizard are (mostly the cantrips, which our occasional eladrin wizard always seems to forget). His enthusiasm for the genasi wizard is basically the enthusiasm he (and everyone else) used to show for their characters in 3.x and, since I find this type of enthusiasm for a character concept really enriches the D&D experience, I want to let him make the switch.
The problem: What the heck are we going to do without a leader? I find the PCs really need the healing the leader class provides and I'm not sure that combat will go well without one.
So, I've come up with three potential solutions to this probem.
1) Reclass my DMPC dragonborn as a leader (I.e. remake the character)
Problem: Now we have no defender, which is just as big a problem as not having a leader. I suppose I could make the dragonborn a warlord that fights up front; this would mitigate the problem but I'm not too enthusiastic about doing it.
2) Have the player who wants to play the genasi wizard play two characters (I.E. The new wizard and the old cleric. NOTE: This was his idea). This could work, but it does make roleplaying a little harder ("Which of your characters just said that?"). If the human ranger also wanted to play two characters, then I would either give him my dragonborn fighter, or at least get him to make his second character a defender, since we will need one.
(Note: I won't let the other players take two characters simply because they haven't been playing D&D all that long and I don't think they would handle it as well as the cleric and the ranger)
Now, this could work, and if everyone involved agrees then this is probably what will happen. Still, I need a back up plan in case this solution is shot down (and truthfully, I'd rather that everyone just plays one character, so I'm trying to find a way for that to happen)
3) Have my dragonborn fighter multiclass into one of the leader classes; probably the cleric.
Problem: A fighter/cleric doesn't really get that much healing, which is the one big thing I think my group needs from the leader. Plus, I'm really not impressed with the multiclassing in 4e (healing word as a daily for muticlass cleric? That's pretty crappy)
Solution: Well, we've finally gotten around to the point of this thread: Making extra multiclass feats to add more of the secondary class to the multiclassed character. I started with the cleric, since that's the one I'm probably going to use, and decided I should make the rest.
[/sblock]
So, here are my extra multiclassing feats for the classes in the PHB. There are eight feats, one for each class. I believe I will add a level requirement to the prerequisites; I just haven't decided what level to make it.
Tell me what you think. I am more concerned as to whether the feats are balanced compared to each other then whether the feats make multiclassed characters more powerful than non-multiclasses characters. Still, feel free to tell me "OMG, too powerful". (It's not like you'd hold back if I told you not to anyway

Initiate of the Faith II
Prerequisite: Initiate of the Faith
Benefit: You can use the cleric's healing word ability once per encounter
Student of the Sword II
Prerequisite: Student of the Sword
Benefit: An enemy struck by your attack of opportunity stops moving if a move provoked the attack of opportunity.
Soldier of the Faith II
Prerequisite: Soldier of the Faith
Benefit: You can use the paladin's divine challenge power twice per encounter
Warrior of the Wild II
Prerequisite: Warrior of the Wild
Benefit: You can use the ranger's Hunter's Quarry class feature twice per encounter. The target you mark as your quarry remains your quarry until the end of your next turn.
Sneak of Shadows II
Prerequisite: Sneak of Shadows
Benefit: You can use the rogue's Sneak Attack class feature twice per encounter
Pact Initiate II
Prerequisite: Pact Initiate
Benefit: Once per encounter you can use the warlock's curse class feature. The target you set your curse on remains cursed until the end of your next turn.
Student of Battle II
Prerequisite: Student of Battle
Benefit: You can use the warlord's Inspiring Word power once per encounter.
Arcane Initiate II
Prerequisite: Arcane Initiate
Benefit: Gain the use of all the wizard's cantrips.
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