Found 1515 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.

Channel Smite
Level 4 Necromancy Cleric Divine

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 Concentrate Metamagic Cleric

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.