Cleric Feats
Deadly Simplicity Feat 1
Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Divine Castigation Feat 1
Prerequisites holy or unholy trait
Your deity's grace doesn't extend to your sworn enemies. When you cast a Harm or Heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn't normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Domain Initiate Feat 1
Your deity bestows a special spell related to their powers. Select one domainβa subject of particular interest to you within your religionβfrom 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.
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, much like cantrips. Focus spells don't require spell slots, and can't be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
False Faith Feat 1
Prerequisites worshipper of Droskar
Droskar knows you may need to disguise yourself in societies that oppose your faith. After spending 1 hour in prayer to Droskar, you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. Droskar intercepts your prayers and answers them without the named god knowing.
This ability applies to the religious symbol of only one god at a time-making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of Droskar without affecting this ability.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Harming Hands Feat 1
Prerequisites harmful font
The mordant power of your void energy grows. When you cast Harm, you roll d10s instead of d8s.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Healing Hands Feat 1
Prerequisites healing font
Your vitality is even more vibrant and restorative. When you cast Heal, you roll d10s instead of d8s.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Premonition of Avoidance
Feat 1
Trigger You are about to roll a saving throw against a hazard.
Your deity grants you a moment's foresight. You gain a +2 circumstance bonus to the triggering saving throw.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Reach Spell
Feat 1
Source Pathfinder Player Core
You can extend your spells' range. 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Splinter Faith Feat 1
Source Pathfinder Lost Omens Divine Mysteries
Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 rank lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains.
Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect.
At the GM's discretion, you can take this feat with other classes or archetypes that gain access to domains through a deity.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Syncretism Feat 1
Prerequisites you follow a deity
You have come to see the overlap between two deities' teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity's domains, gaining the benefits of the Expanded Domain Initiate feat with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity's favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM's discretion, add a benefit from the second deity more closely tied to your doctrine.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Cantrip Expansion Feat 2
Source Pathfinder Player Core
Bard, Oracle, Sorcerer Study broadens your range of simple spells.
Cleric You study a wider range of simple spells.
Magus, Wizard Dedicated study allows you to prepare a wider range of simple spells for every situation.
Psychic You expand what your mind can accomplish.
Witch Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.
Prepared You can prepare two additional cantrips each day.
Spontaneous Add two additional cantrips from your spell list to your repertoire.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
MagusThis indicates abilities from the magus class.
OracleThis indicates abilities from the oracle class.
PsychicThis indicates abilities from the psychic class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Communal Healing Feat 2
Source Pathfinder Player Core
You're an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you cast the Heal spell to heal a single creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell's rank.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
VitalityEffects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
Emblazon Armament Feat 2
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 emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally.
- 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 with the weapon.
Effect: Emblazon Armament
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Panic the Dead Feat 2
Source Pathfinder Player Core
Vitality strikes terror in the undead. When you use a Heal spell to damage undead, any undead that fails its saving throw is also Frightened 1. If it critically failed, the creature also gains the Fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Rapid Response
Feat 2
Trigger An ally is reduced to 0 Hit Points.
You work quickly and efficiently in times of danger to deliver needed assistance. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Resilient Mind Feat 2
Source Pathfinder Lost Omens Knights of Lastwall
You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Sap Life Feat 2
Source Pathfinder Player Core
You draw the life force out of your enemies. When you cast a Harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren't a living creature, you gain no benefit from this feat.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Versatile Font Feat 2
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Warpriest's Armor Feat 2
Prerequisites warpriest doctrine
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Channel Smite
Feat 4
Source Pathfinder Player Core
Cost Expend a Harm or Heal spell.
You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way.
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).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Command Undead
Feat 4
Source Pathfinder Core Rulebook
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Directed Channel Feat 4
You can shape the energy you channel in a single direction. 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Divine Infusion
Feat 4
Source Pathfinder Player Core
You pour energy into the subject of your healing to empower its attacks. If the next action you use is to cast Harm or Heal to restore Hit Points to a single creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal.
If the spell cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Expanded Domain Initiate Feat 4
Prerequisites Domain Initiate
You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Prayer-Touched Weapon
Feat 4
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites divine spells, you follow a good-aligned deity
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip divine spell.
You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra 1d6 vitality damage. As usual for vitality damage, this damage harms only undead and creatures with void healing.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
Raise Symbol
Feat 4
Requirements You are wielding a religious symbol.
You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it's raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you're raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Restorative Strike
Feat 4
Requirements You have a Harm or Heal spell you can cast.
You balance both sides of the scales, restoring yourself while striking a foe. Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity's favored weapon, you gain a +1 status bonus to the attack roll.
If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell's range, provided it's adjacent to the enemy you hit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Sacred Ground Feat 4
Source Pathfinder Player Core
Prerequisites harmful font or healing font
Frequency once per 10 minutes
You pray continuously for 1 minute to call a subtle shadow of your deity's realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level. If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can't damage creatures in any case.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConsecrationA consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Undying Conviction Feat 4
Source Pathfinder Book of the Dead
Prerequisites able to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist vitality damage and to Will saving throws to resist effects that would make them controlled.
Effect: Under Control
Effect: Undying Conviction
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AuraAn aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
WizardThis indicates abilities from the wizard class.
Cast Down
Feat 6
Source Pathfinder Player Core
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 β10-foot status penalty to its Speed for 1 minute.
Effect: Cast Down
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Detonating Spell
Feat 6
Source Pathfinder Lost Omens Knights of Lastwall
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Divine Rebuttal
Feat 6
Source Pathfinder Player Core
Trigger Your ally is about to roll a saving throw against a magical ability of a creature you're adjacent to.
Requirements You are wielding your deity's favored weapon.
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity's favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
Effect: Divine Rebuttal
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Divine Weapon
Feat 6
Frequency once per turn
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 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Magic Hands Feat 6
Prerequisites Healing Hands
The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Selective Energy Feat 6
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 up to 5 creatures in the area. They are not targeted by the spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Steady Spellcasting Feat 6
Source Pathfinder Player Core
Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
DruidThis indicates abilities from the druid class.
MagusThis indicates abilities from the magus class.
NecromancerThis indicates abilities from the necromancer class.
OracleThis indicates abilities from the oracle class.
PsychicThis indicates abilities from the psychic class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Advanced Domain Feat 8
Prerequisites Domain Initiate
Your prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one of your domains for which you have an initial domain spell.
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Cremate Undead Feat 8
Your overwhelming vitality 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 rank.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Emblazon Energy Feat 8
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 gains 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 Ray).
- 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 ray).
Effect: Emblazon Energy
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Martyr
Feat 8
Prerequisites divine font
You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast Harm or Heal to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Restorative Channel Feat 8
Prerequisites healing font
You can remove conditions with divine grace. You can sacrifice one Heal spell you've prepared in your extra slots from your healing font to cast one of the following spells instead: Cleanse Affliction, Clear Mind, Sound Body, or Sure Footing. The spell is heightened to the same rank as the spell you sacrificed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Sanctify Armament
Feat 8
Source Pathfinder Player Core
Prerequisites holy or unholy trait
You touch a weapon and bring it into concordance with your deity. For 1 round, that weapon gains your holy or unholy trait. It also deals an additional 2d6 spirit damage to creatures of the opposed trait. For example, if you are holy, the weapon would deal an extra 2d6 spirit damage to unholy creatures.
If you use Sanctify Armament again, any previous use of it expires.
Effect: Sanctify Armament
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Surging Focus
Feat 8
Frequency once per day
Trigger An ally you can see falls to 0 Hit Points.
When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain 1 Focus Point.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Void Siphon Feat 8
The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a Harm spell you cast is Drained 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Zealous Rush
Feat 8
Trigger You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment.
You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more actions, you can Stride up to your full Speed instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Castigating Weapon Feat 10
Prerequisites Divine Castigation
The force of your deity's castigation strengthens your body so you can strike down the enemy and its allies. After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. The spirit damage is equal to the rank of harm or heal you dealt spirit damage with, and is in addition to any spirit damage the weapon already deals (such as from a holy rune).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Consecrate Spell
Feat 10
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites ability to cast focus spells, divine spells
You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional spirit or vitality damage (your choice) equal to the rank of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Heroic Recovery
Feat 10
Source Pathfinder Player Core
Prerequisites healing font
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, the target 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. In addition, if the target is Prone, it can immediately Stand as a free action that doesn't trigger reactions.
Effect: Heroic Recovery
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Holy Light
Feat 10
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites you follow a good-aligned deity
You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a will save equal to your class DC or spell DC (whichever is higher) or become Dazzled for 1 round.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
LightLight effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Improved Command Undead Feat 10
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Replenishment of War Feat 10
Prerequisites expert in your deity's favoured 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.
Effect: Replenishment of War
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Shared Avoidance Feat 10
Prerequisites Premonition of Avoidance
You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.
Effect: Shared Avoidance
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Shield of Faith Feat 10
Prerequisites Domain Initiate
Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.
Effect: Shield of Faith
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Through Spell
Feat 10
Source Pathfinder Advanced Player's Guide
Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects.
If the next action you use is to Cast a Spell that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Defensive Recovery
Feat 12
Source Pathfinder Player Core
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.
Effect: Defensive Recovery
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Domain Focus Feat 12
Prerequisites one or more domain spells
Your devotion to your deity's domains grows greater, and so does the power granted to you. Whenever you Refocus, completely refill your focus pool.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Emblazon Antimagic Feat 12
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 half their level, rounded up, as the counteract rank. If they attempt to do so, the emblazoned symbol immediately disappears.
Effect: Emblazon Antimagic
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Fortunate Relief Feat 12
Source Pathfinder Player Core
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract an effect, you can roll the counteract check twice and take the higher value.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
FortuneA fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Miraculous Intervention
Feat 12
Source Pathfinder Lost Omens Knights of Lastwall
Trigger An adjacent fiend or undead begins to use a reaction.
Through divine intervention or whispered prayers, you foil an enemy's response. If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ChampionThis indicates abilities from the champion class.
ClericThis indicates abilities from the cleric class.
Necromancer's Visage Feat 12
Source Pathfinder Book of the Dead
Prerequisites ability to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which).
Critical Success The creature is permanently immune to your Necromancer's Visage.
Success The creature can attempt its attack and any other attacks against you this turn.
Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn.
Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists.
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
WizardThis indicates abilities from the wizard class.
Sapping Symbol
Feat 12
Source Pathfinder Player Core
Prerequisites Raise Symbol
Trigger While you have your symbol raised, you are about to take damage from a melee attack.
Your religious symbol glows with sacred energy, turning the attacker's strength to weakness. Attempt a religion check against the triggering creature's Will DC. Regardless of the result, the creature is temporarily immune for 1 minute.
Critical Success The creature is Enfeebled 2 until it spends at least 1 action moving away from you.
Success As critical success, but Enfeebled 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Shared Replenishment Feat 12
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Channeling Block Feat 14
Prerequisites Shield Block
You pour divine energy into a desperate block. When you Shield Block, you can expend a Harm or Heal spell. Roll 1d8 for each rank of the spell, and increase the shield's Hardness by the total for this block.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Deity's Protection Feat 14
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 rank of the domain spell you cast.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Ebb and Flow
Feat 14
Source Pathfinder Player Core
Prerequisites Versatile Font
You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action Heal or Harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Fast Channel Feat 14
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).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Lasting Armament Feat 14
Prerequisites Sanctify Armament
When you sanctify a weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to 1 hour, but it still ends if you use Sanctify Armament on another weapon.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Premonition of Clarity
Feat 14
Source Pathfinder Player Core
Frequency once per hour
Trigger You fail a saving throw against a mental effect.
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
FortuneA fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Purifying Breeze
Feat 14
Source Pathfinder Lost Omens Knights of Lastwall
Prerequisites divine spells
Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.
You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.
Effect: Purifying Breeze
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
Sepulchral Sublimation
Feat 14
Source Pathfinder Book of the Dead
Prerequisites ability to permanently create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard
Requirements You have at least one undead minion that you permanently control.
You repurpose the void energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's rank must be half the destroyed minion's level or lower and the spell can't have a duration.
Special This feat has the trait matching your spellcasting tradition.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
OracleThis indicates abilities from the oracle class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WizardThis indicates abilities from the wizard class.
Swift Banishment
Feat 14
Trigger You critically hit a creature that is not on its home plane.
Requirements You have a Banishment spell prepared.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Eternal Bane Feat 16
Prerequisites unholy
Your life has made you a nexus for your deity's vile power. You're continuously surrounded by a Bane spell, with a spell rank 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Eternal Blessing Feat 16
Prerequisites holy
Your deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a Bless spell, with a spell rank 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Rebounding Smite
Feat 16
Prerequisites Channel Smite
Trigger You miss with your Strike during Channel Smite.
The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the 1-action version of the Harm or Heal spell you expended, targeting a creature other than the target of your Strike.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Remediate
Feat 16
Source Pathfinder Player Core
Frequency once per hour
If your next action is to use your divine font to cast a 3-action Heal or Harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell's area.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Resurrectionist Feat 16
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.
Effect: Resurrectionist
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Divine Apex Feat 18
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn't have the apex trait. It gains the apex trait until your next preparations, and you choose one of your deity's divine attributes. The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Echoing Channel
Feat 18
Source Pathfinder Player Core
Prerequisites Embodiment of Balance or Cleric
Animist When you channel the powers of life and death, your apparition absorbs and enhances the spiritual energy, carrying it to a nearby ally.
Cleric When you pull forth vitality or void 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 in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn't cost another spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimistThis indicates abilities from the animist class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Improved Swift Banishment Feat 18
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 rank or higher remaining, even if you don't have Banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a β2 circumstance penalty to its save as though you'd paid the extra cost for banishment.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Inviolable Feat 18
Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 spirit damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Miraculous Possibility Feat 18
Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don't have any particular spell prepared in that slot until you cast it.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Shared Clarity Feat 18
Prerequisites Premonition of Clarity
You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.
Effect: Shared Clarity
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Avatar's Audience Feat 20
Your extensive service affords you certain divine 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 Interplanar Teleport 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 planar key 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Avatar's Protection
Feat 20
Trigger You are critically hit by an enemy.
Requirements You have an Avatar spell prepared.
In moments of danger, you can call upon your god's form in an instant. You cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell's temporary Hit Points.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Dance of Intercession
Feat 20
Prerequisites expert in Performance
Frequency three times a day
You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power. You Stride in a dance up to half your Speed, attempting a DC 35 performance check. You can perform this dance up to three times per day. The second time you do so in the same day, use the degree of success one worse than your actual roll on the Performance check. The third time in a day, use the degree of success two lower than your actual roll.
Critical Success You perform the movements of the Dance of Intercession so gracefully that you evoke a glimmer of the memory of the Celestial Dragon's awesome power. You cast the 3-action version of either 9th-rank Harm or Heal at any point during your Stride. This does not use any spell slots.
Success As critical success, but the spell is 7th rank instead of 9th as you stumble through the movements.
Failure As critical success, but the spell is 5th rank instead of 9th as you stumble through the movements.
Critical Failure You fail to remember the steps of the dance. You gain no additional effect beyond Striding half your Speed, and you can't attempt the Dance of Intercession again until your next daily preparations.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
Denier of Destruction
Feat 20
Prerequisites healing font
Requirements You have a Heal spell prepared and you aren't Off-Guard to the source of the damage.
Trigger Any ally within 30 feet that you can heal with your heal spell would take damage from an attack or effect from a source you can observe.
You can manipulate the same energies that the aeon orbs use to sustain life. You cast heal on the triggering target. Instead of its normal effects, the heal spell reduces the triggering damage by an amount equal to the Hit Points a 1-action heal spell of that rank would have recovered. As usual, if this reduces the damage to 0, it might also remove additional effects of the triggering attack, such as injury poisons.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
Emblazon Divinity Feat 20
Prerequisites Emblazon Armament
Your sacred etchings imbue objects with power. It takes you only 1 minute to emblazon a symbol using Emblazon Armament, and you can have up to four symbols emblazoned at a time. Each item can still have only one symbol emblazoned upon it, and if you exceed the limit of four, the oldest symbol disappears. These symbols can benefit even those who don't follow the deity, provided they aren't directly opposed (as determined by the GM).
You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as Emblazon Energy or Emblazon Antimagic.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
Maker of Miracles Feat 20
Prerequisites miraculous spell
You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
Spellshape Channel
Feat 20
Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.