1st Level Cleric Feats

Domain Initiate (Feat 1)

Cleric

Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.


Harming Hands (Feat 1)

Cleric

Prerequisites harmful font


The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s.


Healing Hands (Feat 1)

Cleric

Prerequisites healing font


Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.


Holy Castigation (Feat 1)

Cleric

Prerequisites you worship a good aligned deity


You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead.


Premonition of Avoidance [R] (Feat 1)

Cleric

Trigger You attempt a saving throw against a hazard, but you haven't rolled yet.


Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw.


Reach Spell [A] (Feat 1)

Cleric
Concentrate
Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Splinter Faith (Feat 1)

Cleric

Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn’t affect the deity’s edicts or anathema. Choose four domains. These domains must be chosen from among your deity’s domains, your deity’s alternate domains, and up to one domain that isn’t on either list and isn’t anathematic to your deity. Any domain spell you cast from a domain that isn’t on either of your deity’s lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity’s domains, the four domains you chose are your deity’s domains, and any of your deity’s domains you didn’t choose are now among your deity’s alternate domains.

Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in Changing Faith. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn’t include, such as a domain spell from Domain Initiate, you lose that effect.


Syncretism (Feat 1)

Cleric

Prerequisites you follow a deity


You have come to see the overlap between two deities’ teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity’s domains, gaining the benefits of the Expanded Domain Initiate feat with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity’s favored weapon, such as Deadly Simplicity.


Vile Desecration (Feat 1)

Cleric

Prerequisites you worship an evil aligned deity


You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a harm spell, you can change the damage you deal to celestial creatures to entropic damage instead of negative damage.

No comments:

Post a Comment