Cleric Feats

Key Terms

You'll see the following key terms in many cleric class features.

Metamagic: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.



Every level at which you gain a Cleric feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.


1st Level Cleric Feats

  • Domain Initiate - Your deity bestows a special spell related to their powers.

  • Harming Hands (harmful font) - The mordant power of your negative energy grows.

  • Healing Hands (healing font) - Your positive energy is even more vibrant and restorative.

  • Holy Castigation (you worship a good aligned deity) - You combine holy energy with positive energy to damage demons, devils, and their evil ilk.

  • Premonition of Avoidance - Your deity grants you limited foresight, warning you of dangers an instant before they occur.

  • Splinter Faith - Your faith in your deity is represented in an extremely unusual way that some might call heretical.

  • Syncretism (you follow a deity) - You have come to see the overlap between two deities' teachings.

  • Vile Desecration (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.


2nd Level Cleric Feats

  • Communal Healing - You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries.

  • Emblazon Armament - Carefully etching a sacred image into a physical object, you steel yourself for battle.

  • Rapid Response - You work quickly and efficiently in times of danger to deliver needed assistance.

  • Sap Life - You draw the life force out of your enemies to heal your own wounds.

  • Turn Undead - Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath.

  • Versatile Font (harmful or healing font, worship a deity that allows clerics to have both fonts) - As you explore your deity's aspects, you move beyond restriction on healing and harming.


4th Level Cleric Feats

  • Channel Smite (harmful or healing font) - You siphon the destructive energies of positive or negative energy through a melee attack and into your foe.

  • Directed Channel - You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion.

  • Radiant Infusion (healing font, you worship a good aligned god) - You pour invigorating positive energy into a living ally.


6th Level Cleric Feats

  • Cast Down (harmful or healing font) - The sheer force of your faith can bring a foe crashing down.

  • Divine Weapon - You siphon residual spell energy into a weapon you're wielding.

  • Magic Hands (Healing Hands) - The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic.

  • Selective Energy - As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt.


8th Level Cleric Feats

  • Advanced Domain (Domain Initiate) - Your studies or prayers have unlocked deeper secrets of your deity's domain.

  • Align Armament (worship a non-true neutral deity) - You bring a weapon into metaphysical concordance with your deity's beliefs.

  • Emblazon Energy (Emblazon Armament) - With elemental forces, you make your emblazoned symbols more potent.

  • Martyr (divine font) - You go to extreme lengths to support your allies, even when it means bringing harm to yourself.

  • Surging Focus - When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you.


10th Level Cleric Feats

  • Castigating Weapon (Holy Castigation) - The force of your deity's castigation strengthens your body so you can strike down the wicked.

  • Heroic Recovery (healing font, you worship a non-evil deity) - The restorative power of your healing invigorates the recipient.

  • Replenishment of War (expert in your deity's favored weapon) - Striking out against your enemies draws praise and protection from your deity.

  • Shared Avoidance (Premonition of Avoidance) - You can project your premonitions of danger to your allies.

  • Shield of Faith (Domain Initiate) - Residual energy from your domain spells bolsters your defenses.

  • Through Spell - 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.


12th Level Cleric Feats

  • Defensive Recovery (harmful or healing font) - Your faith provides temporary protection in addition to healing.

  • Domain Focus (one or more domain spells) - Your devotion to your deity's domains grows greater, and so does the power granted to you.

  • Emblazon Antimagic (Emblazon Armament) - Your deity's symbol protects against offensive magic.

  • Shared Replenishment (Replenishment of War) - When your deity blesses your warlike acts, you can extend that favor to your allies.


14th Level Cleric Feats

  • Deity's Protection (Advanced Domain) - When you call upon your deity's power to fulfill the promise of their domain, you gain divine protection.

  • Eternal Bane (you worship an evil deity) - A life of evil has made you a nexus for your deity’s vile power.

  • Eternal Bless (you worship a good deity) - Your good deeds have brought your deity’s grace to you for all of eternity.

  • Fast Channel (harmful font or healing font) - Divine power is always at your fingertips, swiftly responding to your call.

  • Swift Banishment - The force of your blow sends your victim back to its home plane.

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