level: 8
type: ability

Found 56 matches

Heal Mount
Level 8 Champion

Prerequisites: divine ally (steed)

Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.

Quick Block
Level 8 Champion

You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.

Second Ally
Level 8 Champion

Prerequisites: divine ally

Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.

Sense Evil
Level 8 Champion

Prerequisites: tenets of good

You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.

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 Cleric Divine Evocation

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).

Ferocious Shape
Level 8 Druid

Prerequisites: Wild Shape

You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.