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.
- Reach Spell - You can extend your spells' range.
- 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
- Cantrip Expansion - Study broadens your range of simple spells.
- 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.
- Expanded Domain Initiate (Domain Initiate) - You have long venerated one of your deity's lesser-known aspects.
- Improved Communal Healing (Communal Healing) - You can direct excess channeled energy outward to benefit an ally.
- 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.
- Steady Spellcasting - You don't lose spells easily.
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.
- Channeled Succor (healing font) - You can remove conditions with divine grace.
- Cremate Undead - Your positive energy sets undead alight.
- 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.
- Extend Armament Alignment (Align Armament) - The alignment you impose on a weapon lasts much longer.
- Fast Channel (harmful font or healing font) - Divine power is always at your fingertips, swiftly responding to your call.
- Premonition of Clarity - Your deity sends you a vision of faith to steel you against mental attacks.
- Swift Banishment - The force of your blow sends your victim back to its home plane.
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