Cleric Feats

At each level that you gain a cleric feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

Deadly Simplicity

Level 1

Cleric

Prerequisites: deity with a simple favored weapon, trained with your deity’s favored weapon

Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.

If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.

Domain Initiate

Level 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 appear in Table 8–2: Domains on page 441.

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 on page 300.

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

Harming Hands

Level 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

Level 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

Level 1

Cleric

Prerequisites: good alignment

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.

Reach Spell

Level 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.

Cantrip Expansion

Level 2

Cleric

You study a wider range of simple spells. You can prepare two additional cantrips each day.

Communal Healing

Level 2

Cleric Healing Positive

You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.

Emblazon Armament

Level 2

Cleric Exploration

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

  • Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)

  • Weapon The wielder gains a +1 status bonus to damage rolls.

Sap Life

Level 2

Cleric Healing

You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.

Turn Undead

Level 2

Cleric

Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.

Versatile Font

Level 2

Cleric

Prerequisites: harmful font or healing font, deity that allows clerics to have both fonts

As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.

Channel Smite

Level 4

Cleric Divine Necromancy

Prerequisites: harmful font or healing font

Cost: Expend a harm or heal spell.

You siphon the destructive energies of positive or negative energy through a melee attack and nto 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).

Command Undead

Level 4

Cleric Concentrate Metamagic

Prerequisites: harmful font, evil alignment

You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result.

Critical Success The target is unaffected and is temporarily
immune for 24 hours.

Success The target is unaffected.

Failure The undead creature becomes a minion under your
control. The spell gains a duration of 1 minute, but it is
dismissed if you or an ally attacks the minion undead.

Critical Failure As failure, but the duration is 1 hour.

Directed Channel

Level 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.

Improved Communal Healing

Level 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.

Necrotic Infusion

Level 4

Cleric Concentrate Metamagic

Prerequisites: harmful font, evil alignment

You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn.

If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.

Cast Down

Level 6

Metamagic Concentrate Cleric

Prerequisites: harmful font or healing font

The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.

Divine Weapon

Level 6

Cleric

Trigger: You finish Casting a Spell using one of your divine spell slots on your turn.

You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an
additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.

Selective Energy

Level 6

Cleric

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.

Steady Spellcasting

Level 6

Cleric

Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Advanced Domain

Level 8

Cleric

Prerequisites: Domain Initiate

Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.

Align Armament

Level 8

Evocation Divine Cleric

Prerequisites: chaotic, evil, good, or lawful deity

You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.

Special You can select this feat a second time, choosing your deity’s other alignment component. When you Align an Armament, you can choose either alignment component.

Channeled Succor

Level 8

Cleric

Prerequisites: healing front

You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Cremate Undead

Level 8

Cleric

Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level.

Emblazon Energy

Level 8

Cleric

Prerequisites: Emblazon Armament

With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield’s circumstance bonus to
    saving throws against that damage type and can use Shield Block against damage of that type. The shield
    also gains resistance to that damage type equal to half your level if you have a domain spell with a trait
    matching that type (such as fire).

  • Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type.
    Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire).

Castigating Weapon

Level 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 good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).

Heroic Recovery

Level 10

Metamagic Concentrate Cleric

Prerequisites: healing font, good alignment

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.

Improved Command Undead

Level 10

Cleric

Prerequisites: harmful font, Command Undead, evil alignment

Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.

Replenishment of War

Level 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.

Defensive Recovery

Level 12

Metamagic Concentrate Cleric

Prerequisites: harmful font or healing font

Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.

Domain Focus

Level 12

Cleric

Prerequisites: one or more domain spells

Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Emblazon Antimagic

Level 12

Cleric

Prerequisites: Emblazon Armament

Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.

  • Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using their level as the counteract level. If they attempt to do so, the emblazoned symbol immediately disappears.

Shared Replenishment

Level 12

Cleric

Prerequisites: Replenishment of War

When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.

Deity's Protection

Level 14

Cleric

Prerequisites: Advanced Domain

When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast.

Extend Armament Alignment

Level 14

Cleric

Prerequisites: Align Armament

The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.

Fast Channel

Level 14

Cleric

Prerequisites: harmful font or healing font

Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.
You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).

Swift Banishment

Level 14

Cleric

Trigger: You critically hit a creature that is not on its home plane.

The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.

Eternal Bane

Level 16

Cleric

Prerequisites: evil alignment

A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.

Eternal Blessing

Level 16

Cleric

Prerequisites: good alignment

Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.

Resurrectionist

Level 16

Cleric

You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.

Domain Wellspring

Level 18

Cleric

Prerequisites: Domain Focus

The intensity of your focus grows from the investment you’ve placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Echoing Channel

Level 18

Cleric Concentrate Metamagic

When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot.

Improved Swift Banishment

Level 18

Cleric

Prerequisites: Swift Banishment

You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment.

Avatar's Audience

Level 20

Cleric

Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.

Maker of Miracles

Level 20

Cleric

Prerequisites: miraculous spell

You are a conduit for truly deific power. You gain an additional 10th-level spell slot.

Metamagic Channel

Level 20

Cleric Concentrate

Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.