level: 2
type: ability

Found 87 matches

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 Healing Positive Cleric

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 Exploration Cleric

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 Healing Cleric

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.

Druid Feats
Level 2

At 2nd level and every even-numbered level, you gain a druid class feat.

Skill Feats
Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Call of the Wild
Level 2 Druid

You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level.

Enhanced Familiar
Level 2 Druid

Prerequisites: a familiar

You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.