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.
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.
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.
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.
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.
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.
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.
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).
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.