πŸ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Ranger Rogue Sorcerer Summoner Swashbuckler Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Ratfolk Shisk Shoony Sprite Strix Suli Sylph Tengu Tiefling Undine

Cleric Feats


Deadly Simplicity Feat 1


Cleric​
Source Pathfinder Core Rulebook
Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon

Your deity's weapon is especially powerful in your hands. 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Domain Initiate Feat 1


Cleric​
Source Pathfinder Core Rulebook

Your deity bestows a special spell related to their powers. Select one domainβ€”a subject of particular interest to you within your religionβ€”from 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.

Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.


Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

False Faith Feat 1


Cleric​
Source Pathfinder #148: Fires of the Haunted City
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Harming Hands Feat 1


Cleric​
Source Pathfinder Core Rulebook
Prerequisites harmful font

The mordant power of your negative energy grows. When you cast Harm, you roll d10s instead of d8s.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Healing Hands Feat 1


Cleric​
Source Pathfinder Core Rulebook
Prerequisites healing font

Your positive energy is even more vibrant and restorative. When you cast Heal, you roll d10s instead of d8s.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Holy Castigation Feat 1


Cleric​
Source Pathfinder Core Rulebook
Prerequisites good alignment

You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Premonition Of Avoidance ReactionFeat 1


Cleric​
Source Pathfinder Advanced Player's Guide

Trigger You attempt a saving throw against a hazard, but you haven't rolled yet.


Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Reach Spell One ActionFeat 1


Bard​Cleric​Concentrate​Druid​Metamagic​Oracle​Sorcerer​Witch​Wizard​
Source Pathfinder Advanced Player's Guide

You can extend the range of your spells. 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

Common

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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Druid

This indicates abilities from the druid class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Splinter Faith Feat 1


Champion​Cleric​
Source Pathfinder Lost Omens: Gods & Magic

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 level 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.


Traits

Common

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.

Champion

This indicates abilities from the champion class.

Cleric

This indicates abilities from the cleric class.

Syncretism Feat 1


Cleric​
Source Pathfinder Lost Omens: Gods & Magic
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Vile Desecration Feat 1


Cleric​
Source Pathfinder Advanced Player's Guide
Prerequisites evil alignment

You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a Harm spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Cantrip Expansion (Prepared Caster) Feat 2


Cleric​Witch​Wizard​

A greater understanding of your magic broadens your range of simple spells.

You can prepare two additional cantrips each day.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Communal Healing Feat 2


Cleric​Healing​Positive​
Source Pathfinder Core Rulebook

You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries.

When you cast the Heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.

Emblazon Armament Feat 2


Cleric​Exploration​
Source Pathfinder Core Rulebook

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn't fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

  • Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
  • Weapon The wielder gains a +1 status bonus to damage rolls.

Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Exploration

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Rapid Response ReactionFeat 2


Cleric​
Source Pathfinder Advanced Player's Guide

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

Common

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.

Cleric

This indicates abilities from the cleric class.

Sap Life Feat 2


Cleric​Healing​
Source Pathfinder Core Rulebook

You draw the life force out of your enemies to heal your own wounds. When you cast a Harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren't a living creature, you gain no benefit from this feat.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Turn Undead Feat 2


Cleric​
Source Pathfinder Core Rulebook

Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a Heal spell to damage undead, each undead of your level or lower that critically fails its save gains the Fleeing condition for 1 round.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Versatile Font Feat 2


Cleric​
Source Pathfinder Core Rulebook
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 Healin the spell slots gained from the harmful font or healing font.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Channel Smite Two ActionsFeat 4


Cleric​Divine​Necromancy​
Source Pathfinder Core Rulebook
Prerequisites harmful font or healing font

Cost Expend a Harm or Heal spell.


You siphon the destructive energies of positive or negative energy through a melee attack and into your foe.

Make a melee Strike and add the spell's damage to the Strike's damage.

This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell).


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Command Undead One ActionFeat 4


Concentrate​Cleric​Metamagic​
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

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Directed Channel Feat 4


Cleric​
Source Pathfinder Core Rulebook

You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of Harm or Heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Expanded Domain Initiate Feat 4


Cleric​
Source Pathfinder Lost Omens: Gods & Magic
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Improved Communal Healing Feat 4


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Communal Healing

You can direct excess channeled energy outward to benefit an ally.

You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Necrotic Infusion One ActionFeat 4


Concentrate​Cleric​Metamagic​
Source Pathfinder Core Rulebook
Prerequisites harmful font, evil alignment

You pour negative energy into your undead subject to empower its attacks.

If the next action you use is to cast Harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.

Effect: Necrotic Infusion


Traits

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Radiant Infusion One ActionFeat 4


Cleric​Concentrate​Metamagic​
Source Pathfinder Advanced Player's Guide
Prerequisites good alignment, healing font

You pour invigorating positive energy into a living ally.

If the next action you use is to cast Heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level.

Effect: Radiant Infusion


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Undying Conviction Feat 4


Uncommon​Aura​Cleric​Necromancy​Oracle​Wizard​
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 positive damage and to Will saving throws to resist effects that would make them controlled.

Effect: Undying Conviction

Special This feat has the trait matching your spellcasting tradition.


Traits

Uncommon

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.

Aura

An aura is an emanation that continually ebbs out from you, af ecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment.

Cleric

This indicates abilities from the cleric class.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Cast Down One ActionFeat 6


Concentrate​Cleric​Metamagic​
Source Pathfinder Core Rulebook
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 -10-foot status penalty to its Speed for 1 minute.


Traits

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Divine Weapon Free ActionFeat 6


Cleric​
Source Pathfinder Core Rulebook

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 force damage.

Effect: Divine Weapon (Force)

You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity's alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.

Effect: Divine Weapon (Chaotic)

Effect: Divine Weapon (Evil)

Effect: Divine Weapon (Good)

Effect: Divine Weapon (Lawful)


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Magic Hands Feat 6


Cleric​
Source Pathfinder Advanced Player's Guide
Prerequisites Healing Hands

The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic.

When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Selective Energy Feat 6


Cleric​
Source Pathfinder Core Rulebook

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 a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Steady Spellcasting Feat 6


Bard​Cleric​Druid​Oracle​Sorcerer​Witch​Wizard​
Source Pathfinder Advanced Player's Guide

Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.


Traits

Common

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.

Bard

This indicates abilities from the bard class.

Cleric

This indicates abilities from the cleric class.

Druid

This indicates abilities from the druid class.

Oracle

This indicates abilities from the oracle class.

Sorcerer

This indicates abilities from the sorcerer class.

Witch

This indicates abilities from the witch class.

Wizard

This indicates abilities from the wizard class.

Advanced Domain Feat 8


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Domain Initiate

Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one of your domains. Increase the number of Focus Points in your focus pool by 1.


Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Align Armament One ActionFeat 8


Cleric​Divine​Evocation​
Source Pathfinder Core Rulebook
Prerequisites chaotic, evil, good, or lawful deity

Frequency once per round


You bring a weapon into metaphysical concordance with your deity's beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity's alignment components. This action has the trait corresponding to the chosen alignment component.

When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.

Effect: Align Armament (Chaotic)

Effect: Align Armament (Evil)

Effect: Align Armament (Good)

Effect: Align Armament (Lawful)


Special You can select this feat a second time, choosing your deity's other alignment component. When you Align an Armament, you can choose either alignment component.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Channeled Succor Feat 8


Cleric​
Source Pathfinder Core Rulebook
Prerequisites healing font

You can remove conditions with divine grace.

You can sacrifice one Heal spell you've prepared in your extra slots from healing font to cast one of the following spells instead: Remove Curse, Remove Disease, Remove Paralysis, or Restoration. The spell is heightened to the same level as the heal spell you sacrificed.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Cremate Undead Feat 8


Cleric​
Source Pathfinder Core Rulebook

Your positive energy sets undead alight. When you use a Heal spell to damage undead, each undead that takes damage also takes Persistent Fire Damage equal to the spell's level.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Emblazon Energy Feat 8


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Emblazon Armament

With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire).
  • Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire).

Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Martyr One ActionFeat 8


Cleric​Metamagic​
Source Pathfinder Advanced Player's Guide
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 from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Surging Focus Free ActionFeat 8


Cleric​
Source Pathfinder Advanced Player's Guide

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 fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Castigating Weapon Feat 10


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Holy Castigation

The force of your deity's castigation strengthens your body so you can strike down the wicked.

After you damage a fiend using a Heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Heroic Recovery One ActionFeat 10


Concentrate​Cleric​Metamagic​
Source Pathfinder Core Rulebook
Prerequisites healing font, good alignment

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, it 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.

Effect: Heroic Recovery


Traits

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Improved Command Undead Feat 10


Cleric​
Source Pathfinder Core Rulebook
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Replenishment of War Feat 10


Cleric​
Source Pathfinder Core Rulebook
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.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Shared Avoidance Feat 10


Cleric​
Source Pathfinder Advanced Player's Guide
Prerequisites Premonition of Avoidance

You can project your premonitions of danger to your allies.

When you use Premonition Of Avoidance, allies within 15 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Shield Of Faith Feat 10


Cleric​
Source Pathfinder Advanced Player's Guide
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.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Through Spell One ActionFeat 10


Cleric​Concentrate​Metamagic​
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Defensive Recovery One ActionFeat 12


Concentrate​Cleric​Metamagic​
Source Pathfinder Core Rulebook
Prerequisites harmful font or healing font

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

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Domain Focus Feat 12


Cleric​
Source Pathfinder Core Rulebook
Prerequisites one or more domain spells

Your devotion to your deity's domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Emblazon Antimagic Feat 12


Cleric​
Source Pathfinder Core Rulebook
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 level. If they attempt to do so, the emblazoned symbol immediately disappears.

Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Necromancer's Visage Feat 12


Uncommon​Cleric​Necromancy​Oracle​Wizard​
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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Shared Replenishment Feat 12


Cleric​
Source Pathfinder Core Rulebook
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Deity's Protection Feat 14


Cleric​
Source Pathfinder Core Rulebook
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 level of the domain spell you cast.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Ebb And Flow One ActionFeat 14


Cleric​Concentrate​Metamagic​
Source Pathfinder Advanced Player's Guide
Prerequisites Versatile Font

You can pull forth both positive and negative energy 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Extend Armament Alignment Feat 14


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Align Armament

The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Fast Channel Feat 14


Cleric​
Source Pathfinder Core Rulebook
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Premonition Of Clarity ReactionFeat 14


Cleric​Fortune​
Source Pathfinder Advanced Player's Guide

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

Common

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.

Cleric

This indicates abilities from the cleric class.

Fortune

A 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.

Sepulchral Sublimation One ActionFeat 14


Uncommon​Cleric​Concentrate​Metamagic​Necromancy​Oracle​Wizard​
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 negative 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 level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Oracle

This indicates abilities from the oracle class.

Wizard

This indicates abilities from the wizard class.

Swift Banishment ReactionFeat 14


Cleric​
Source Pathfinder Core Rulebook

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

Common

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.

Cleric

This indicates abilities from the cleric class.

Eternal Bane Feat 16


Cleric​
Source Pathfinder Core Rulebook
Prerequisites evil alignment

A life of evil has made you a nexus for your deity's vile power. You're continuously surrounded by a Bane spell with a spell level 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Eternal Blessing Feat 16


Cleric​
Source Pathfinder Core Rulebook
Prerequisites good alignment

Your good deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a Bless spell with a spell level 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Remediate Free ActionFeat 16


Cleric​Concentrate​Metamagic​
Source Pathfinder Advanced Player's Guide
Prerequisites harmful font or healing font

Frequency once per hour


If your next action is to use your divine font to cast a 3-action Heal or Harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces.

You use your heal or harm spell to attempt to counteract one effect in the spell's area with the chaotic, evil, good, or lawful trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Resurrectionist Feat 16


Cleric​
Source Pathfinder Core Rulebook

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.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Domain Wellspring Feat 18


Cleric​
Source Pathfinder Core Rulebook
Prerequisites Domain Focus

The intensity of your focus grows from the investment you've placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Echoing Channel One ActionFeat 18


Concentrate​Cleric​Metamagic​
Source Pathfinder Core Rulebook

When you pull forth positive or negative 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 adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn't cost another spell slot.


Traits

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.

Metamagic

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.

Improved Swift Banishment Feat 18


Cleric​
Source Pathfinder Core Rulebook
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 level or higher remaining, even if you don't have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the -2 penalty to its save against any banishment you cast using Swift Banishment.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Miraculous Possibility Feat 18


Cleric​
Source Pathfinder Advanced Player's Guide

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 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower.

You don't have any particular spell prepared in that slot until you cast it.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Shared Clarity Feat 18


Cleric​
Source Pathfinder Advanced Player's Guide
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

Common

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.

Cleric

This indicates abilities from the cleric class.

Avatar's Audience Feat 20


Cleric​
Source Pathfinder Core Rulebook

Your extensive service has made you a lesser herald of your deity, which affords you certain 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 plane shift 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 tuning fork 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

Common

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.

Cleric

This indicates abilities from the cleric class.

Dance of Intercession Three ActionsFeat 20


Uncommon​Cleric​
Source Pathfinder #168: King of the Mountain
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-level 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 level instead of 9th as you stumble through the movements.

Failure As critical success, but the spell is 5th level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Denier of Destruction ReactionFeat 20


Uncommon​Cleric​
Source Pathfinder #156: The Apocalypse Prophet
Prerequisites healing font

Requirements You have a Heal spell prepared and you aren't Flat-Footed 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 level 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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Emblazon Divinity Feat 20


Uncommon​Cleric​
Source Pathfinder #150: Broken Promises
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

Uncommon

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.

Cleric

This indicates abilities from the cleric class.

Maker of Miracles Feat 20


Cleric​
Source Pathfinder Core Rulebook
Prerequisites miraculous spell

You are a conduit for truly deific power. You gain an additional 10th-level spell slot.


Traits

Common

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.

Cleric

This indicates abilities from the cleric class.

Metamagic Channel Free ActionFeat 20


Concentrate​Cleric​
Source Pathfinder Core Rulebook

Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy.

Use 1 metamagic action that 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

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Cleric

This indicates abilities from the cleric class.