FeatsComplete Divine
ARCANE DISCIPLE [GENERAL]Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells. Prerequisites: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity’s alignment. Benefit: Add the chosen domain’s spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell’s level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level. Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn’t choose Protection, since that domain isn’t available to clerics of Heironeous. AUGMENT HEALING [GENERAL]Prerequisite: Heal 4 ranks. Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell). BOAR’S FEROCITY [WILD]You can continue fighting even at the brink of death. Prerequisite: Ability to wild shape. Benefit: If your hit points are reduced to 0 or less (but you aren’t killed), you can spend one wild shape as a free action (even if it isn’t your turn) to continue acting as if not disabled or dying. The effect lasts for one minute. Normal:When reduced to 0 hp, you are disabled and can take only a single move or standard action each round. When reduced to –1 to –9 hp, you are dying and drop unconscious. CHEETAH’S SPEED [WILD]You can run with the speed of the cheetah. Prerequisite: Ability to wild shape. Benefit: You can spend one wild shape to change your base land speed to 50 feet. You may also sprint as a cheetah: Once per hour you may move 10 times your normal speed as part of a charge. This effect lasts for one hour. CONSECRATE SPELL [METAMAGIC]You can imbue your spells with the raw energy of good. Prerequisite: Any good alignment. Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, a consecrated fire storm spell cast by a 16th- level cleric deals 16d6 points of damage, half of which is fire damage and half of which is sheer divine power. Thus, creatures immune to fire still take damage. The consecrated spell uses up a spell slot one level higher than the spell’s actual level. CORRUPT SPELL [METAMAGIC]You can transform one of your spells into an evil version of itself. Prerequisite: Any evil alignment. Benefit: This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. The corrupted spell uses up a spell slot one level higher than the spell’s actual level. DISCIPLE OF THE SUN [DIVINE]You can destroy undead instead of merely turning them. Prerequisites: Ability to turn or rebuke undead, good alignment. Benefit: You may spend two turn undead attempts when you turn undead instead of one. If you do then you get destroy the undead instead of turning them. DIVINE METAMAGIC [DIVINE]You can channel energy into some of your divine spells to make them more powerful. Prerequisite: Ability to turn undead or rebuke undead. Benefit:When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he’s casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it. DIVINE SPELL POWER [DIVINE]You can channel positive or negative energy to enhance your divine spellcasting ability. Prerequisites: Ability to turn or rebuke undead, able to cast 1st-level divine spells. Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a –1 penalty to his caster level for the next divine spell he cast in the round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability. DOMAIN FOCUS [GENERAL]You have mastered the subtle intricacies of the divine power you’ve devoted yourself to. Prerequisite: Access to relevant domain. Benefit: You can cast spells associated with one of your domains at +1 caster level. This benefit also applies to caster level checks to overcome a target’s spell resistance as well as other variables such as spell duration. If you cast a spell from one of your nondomain spell slots, this feat does not help you, even if the spell also happens to appear on your domain list. Special: You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain to which you have access. DOMAIN SPONTANEITY [DIVINE]You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain. Prerequisite: Ability to turn or rebuke undead. Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells. Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain. EAGLE’S WINGS [WILD]You can take wing and fly with the grace of an eagle. Prerequisite: Ability to wild shape. Benefit: You can spend one wild shape to grow feathery wings. These allow you to fly at a speed of 60 feet (average maneuverability). The wings remain for 1 hour. ELEMENTAL HEALING [DIVINE]You can channel elemental energy to heal creatures of a specific elemental subtype. Prerequisite: Ability to rebuke creatures with an elemental subtype. Benefit: You can spend a rebuke attempt as a standard action to send a burst of healing energy in a 60-foot burst. This affects all creatures with an elemental subtype that you could normally rebuke; such creatures are healed of 1d8 points of damage per two cleric levels. For example, a cleric with the Fire domain could use this feat to heal a fire elemental or any other creature with the fire subtype (since he would normally rebuke creatures with the fire subtype with his domain power). Special: You may only activate this feat by spending a rebuke attempt that would normally be used to rebuke creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat. ELEMENTAL SMITING [DIVINE]You can channel elemental energy to deal extra damage to creatures tied to a specific element. Prerequisite: Ability to turn creatures with an elemental subtype. Benefit: Once per round, you can spend a turn attempt as a free action when making a melee attack. If you successfully strike a creature that you could turn with that turn attempt because of its elemental subtype, you may add a bonus on your damage roll equal to your cleric level. If your attack misses, the turn attempt is lost to no effect. For example, a cleric with the Fire domain could use this feat to smite a water elemental or any other creature with the water subtype (since he would normally turn creatures with the water subtype with his domain power). Special: You may only activate this feat by spending a turn attempt that would normally be used to turn creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat. ELEPHANT’S HIDE [WILD]You can thicken your skin to the toughness of an elephant’s. Prerequisite: Ability to wild shape into a Large creature. Benefit: You can spend one wild shape to give yourself a natural armor bonus of 7. This does not stack with any natural armor you currently have. The effect lasts for 10 minutes. EMPOWER TURNING [GENERAL]You can turn or rebuke more undead with a single turning attempt. Prerequisite: Ability to turn or rebuke undead. Benefit: You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifier to your turning damage roll multiply it by 1.5. EXTRA WILD SHAPE [WILD]You can use wild shape more frequently than you normally could. Prerequisite: Ability to use wild shape. Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day. Special: You can take this feat multiple times, gaining the same benefit each time. FAST WILD SHAPE [WILD]You assume your wild shape faster and more easily than you otherwise could. Prerequisite: Dex 13, ability to use wild shape. Benefit: You gain the ability to use wild shape as a move- equivalent action. Normal: A druid uses wild shape as a standard action. GLORIOUS WEAPONS [DIVINE]You can channel positive or negative energy to imbue your allies’ weapons with an alignment. Prerequisite: Ability to turn or rebuke undead. Benefit: You can spend a turn or rebuke attempt as standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn. GRIZZLY’S CLAWS [WILD]You can grow claws as sharp as those of a bear. Prerequisite: Ability to wild shape. Benefit: You can spend one wild shape to gain two primary claw attacks (both at your base attack bonus and adding your Strength bonus). The claws deal piercing and slashing damage equal to a short sword appropriate to your size (1d6 for Medium, or 1d4 for Small). The claws remain for 1 hour. Special: If you already have a claw attack, this replaces those claws. IMPROVED SMITING [GENERAL]Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction. Prerequisites: Cha 13, smite ability. Benefit:Whenever you make a smite attack, your attack overcomes damage reduction as if had an alignment, and you deal an extra +1d6 points of damage to targets of a specific alignment. If the smite attack has an alignment associated with it, it deals its extra damage to foes of that alignment and it is treated as having the opposite alignment for overcoming damage reduction. For example, a paladin’s smite evil attacks are treated as having the good alignment and deal +1d6 damage to evil targets, while a blackguard’s smite good attacks are treated as having the evil alignment and deal +1d6 damage to good targets. If the smite attack has no alignment associated with it, you must choose an alignment component (chaotic, evil, good, or lawful) when you select the feat. Your smite attacks overcome damage reduction as if they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment. For example, a lawful neutral cleric of St. Cuthbert with the Destruction domain who selected this feat must choose for his smite attacks to be lawfully aligned (and these attacks would deal +1d6 points of damage to chaotic targets). A lawful evil cleric of Hextor with the Destruction domain could choose to have his smite attacks be lawfully or evilly aligned (and these attacks would deal +1d6 points of damage to chaotic targets or to good targets, respectively). You can’t choose an alignment component that isn’t part of your alignment, and once this choice is made, it can never be changed. If you later change alignment so that the chosen alignment component is no longer part of your alignment, you lose the benefits of this feat. Special: If you have the smite ability from more than one class, the effect of the feat applies to all your smite abilities, and it is possible to select different alignments for each (as long as the alignments chosen are legal selections). For example, a paladin/cleric with the Destruction domain must choose good for his smite good ability, but could choose law for his smite domain power. LION’S POUNCE [WILD]You can deliver a terrible attack at the end of a charge. Prerequisite: Ability to wild shape. Benefit:When you charge, you may spend a wild shape as a free action to make a full attack at the end of the charge. Normal:Without this feat, you may only make a single attack after a charge. OAKEN RESILIENCE [WILD]You can take on the sturdiness of the mighty oak. Prerequisite: Ability to wild shape into a plant. Benefit: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes. PRACTICED SPELLCASTER [GENERAL]Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. Prerequisite: Spellcraft 4 ranks. Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th- level caster and wizard spells as a 9th-level caster. PROFANE BOOST [DIVINE]You can channel negative energy to increase the power of inflict wounds spells cast near you. Prerequisite: Ability to rebuke undead. Benefit: You can spend a rebuke attempt as standard action to place an aura of negative energy upon each creature within a 60-ft. burst. Any inflict spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time. QUICKEN TURNING [GENERAL]You can turn or rebuke undead with a moment’s thought. Prerequisite: Ability to turn or rebuke undead. Benefit: You can turn or rebuke undead as a free action. You may still make only one turning attempt per round. RAPID SPELL [METAMAGIC]You can cast spells with long casting times more quickly. Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell’s actual level. Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. REACH SPELL [METAMAGIC]You can cast touch spells without touching the spell recipient. Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level. SACRED BOOST [DIVINE]You can channel positive energy to increase the power of cure wounds spells cast near you. Prerequisite: Ability to turn undead. Benefit: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time. SACRED HEALING [DIVINE]You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly. Prerequisites:Heal 8 ranks, ability to turn undead.73 Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round). SANCTIFY RELIC [ITEM CREATION]You can create magic items that are imbued with a connection to your deity. Prerequisite: Any other item creation feat. Benefit: Relics are magic items—often but not always wondrous items—that rely on a divine connection to a specific deity to function. They are described further in Chapter 4. SERPENT’S VENOM [WILD]You can deliver a toxic bite attack reminiscent of the viper. Prerequisite: Ability to wild shape. Benefit: You can spend a usage of wild shape to gain a secondary bite attack (at your base attack bonus –5 and adding 1/2 your Strength bonus) that deals bludgeoning, piercing and slashing damage equal to a dagger appropriate to your size (1d4 for Medium, or 1d3 for Small). In addition, the bite delivers a toxic venom (Fortitude save DC 10+ 1/2 your HD + your Con modifier; 1d6 Con/1d6 Con). Special: If you already have a bite attack, it just gains the toxic venom part of this feat. SPELL FOCUS (CHAOS, EVIL, GOOD, OR LAW) []Your spells with an alignment descriptor are more potent than normal. Prerequisite: Relevant alignment. Benefit: Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches your alignment. This bonus does not stack with any other bonus from Spell Focus feats. Special: This feat can be taken twice, choosing a different alignment descriptor each time. SPONTANEOUS HEALER [GENERAL]Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell. Benefit: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier. SPONTANEOUS SUMMONER [GENERAL]Prerequisites:Wis 13, Knowledge (nature) 4 ranks, any neutral alignment (NG, LN, N, CN, or NE), able to cast any summon nature’s ally spell. Benefit: You can spontaneously cast summon nature’s ally spells (from your class spell list) just as a druid can. You may use this ability a total number of times per day equal to your Wisdom modifier. SPONTANEOUS WOUNDER [GENERAL]Prerequisites:Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any inflict wounds spell. Benefit: You can use your spellcasting ability to spontaneously cast inflict spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier. SWIM LIKE A FISH [WILD]You can breathe and swim underwater with grace. Prerequisite: Ability to wild shape. Benefit: You can spend one wild shape to grow gills, enabling you to breathe underwater (while retaining your ability to breathe air). Webbing also grows between your fingers and between your toes, granting you a Swim speed of 40 ft. and a +8 bonus on your Swim checks. The effect lasts for one hour. TRANSDIMENSIONAL SPELL [METAMAGIC]You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell’s area. Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the spell’s area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell’s actual level. Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature. TRUE BELIEVER [GENERAL]Your deity rewards your unquestioning faith and dedication. Prerequisite:Must choose a single deity to worship. Must be within one step of that god’s alignment.74 Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw. This feat also allows you to use a relic (see relics, page 88) of the deity you worship. WOLVERINE’S RAGE [WILD]You can fly into a berserk rage when injured. Prerequisite:Wild shape. Benefit: If you have taken damage during the last round, you may spend a wild shape as a free action on your turn to enter a rage. While in this rage, you gain a +2 bonus to Strength, a +2 bonus to Constitution, and take a –2 penalty to AC. This rage lasts for 5 rounds and cannot be ended voluntarily. |