10th Level Cleric Feats

Castigating Weapon (Feat 10)

Cleric

Prerequisites Holy Castigation


The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra radiant damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any radiant damage the weapon already deals (such as from a holy rune).


Heroic Recovery [A] (Feat 10)

Cleric
Concentrate
Metamagic

Prerequisites healing font, you worship a non-evil deity


The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.


Replenishment of War (Feat 10)

Cleric

Prerequisites expert in your deity’s favored weapon


Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.


Shared Avoidance (Feat 10)

Cleric

Prerequisites Premonition of Avoidance


You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.


Shield of Faith (Feat 10)

Cleric

Prerequisites Domain Initiate


Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.


Through Spell [A] (Feat 10)

Cleric
Concentrate
Metamagic

Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to Cast a Spell that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures.

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