4th Level Cleric Feats

Channel Smite [AA] (Feat 4)

Cleric
Divine
Necromancy

Cost Expend a harm or heal spell.
Prerequisites harmful font or healing font

You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).


Directed Channel (Feat 4)

Cleric

You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.


Expanded Domain Initiate (Feat 4)

Cleric

Prerequisites Domain Initiate


You have long venerated one of your deity’s lesser-known aspects. Select one domain from your deity’s alternate domains. You gain access to that domain and an initial domain spell for that domain.


Improved Communal Healing (Feat 4)

Cleric

Prerequisites Communal Healing


You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.


Radiant Infusion [A] (Feat 4)

Cleric
Concentrate
Metamagic

Prerequisites healing font, you worship a good aligned deity


You pour invigorating positive energy into a living ally. If the next action you use is to cast heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level.

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