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Cleric

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Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic granted through the grace of your deity, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield the weapon favored by your deity. Your spells might protect and heal your allies, or they might punish foes and lay waste to enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both thought and deed.

Key Ability Wisdom

Hit Points 8 plus your Constitution modifier

Proficiencies

Trained Perception

Saving Throws

Trained Reflex

Expert Fortitude, Will

Skills

Trained a number of skills equal to 5 plus your Intelligence modifier

Weapons

Trained all simple weapons and the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.

Armor

Trained light armor, medium armor, and shields

Spells

Trained divine spell rolls and DCs and in attack rolls for divine spells

Signature Skills

  • Diplomacy
  • Medicine
  • Performance
  • Religion
  • One skill determined by your deity

Playing a Cleric

Players of cleric characters might approach gameplay in the following ways.

  • During combat, you trade off between casting spells and attacking with weapons—typically the favored weapon of your deity. Most of your spells can boost, protect, or heal your allies. Your ability to channel energy lets you cast heal for your allies or harm on your enemies more often, depending on your deity.
  • During social encounters, you might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.
  • In exploration mode, you detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.
  • In downtime, you might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.

Roleplaying a Cleric

Clerics have an unmatched reputation for devotion to their deities.

If You’re a Cleric, You Likely…

  • Have an immediate affinity with other worshipers of your deity.
  • Visit the temples and holy places sacred to your faith.
  • Know the teachings of your religion’s holy texts and how they apply to a dilemma.
  • Cooperate with your allies, provided they don’t ask you to go against divine will.

Others Probably…

  • Assume you’re a fanatic in all things.
  • Expect you to heal their wounds.
  • Rely on you to interact with other religious figures.
Table 3–7: Cleric Advancement
Level Class Features
1 Anathema, ancestry feat, background, channel energy, deity and domain, divine spellcasting, initial proficiencies
2 Cleric feat, skill feat
3 2nd-level spells, general feat, skill increase
4 Cleric feat, skill feat
5 3rd-level spells, ability boosts, ancestry feat, skill increase
6 Cleric feat, skill feat
7 4th-level spells, general feat, skill increase
8 Cleric feat, skill feat
9 5th-level spells, ancestry feat, skill increase
10 Ability boosts, cleric feat, skill feat
11 6th-level spells, general feat, skill increase
12 Expert spellcaster, skill feat
12 7th-level spells, ancestry feat, skill increase
14 Cleric feat, skill feat
15 8th-level spells, ability boosts, general feat, skill increase
16 Master spellcaster, skill feat
17 9th-level spells, ancestry feat, skill increase
18 Cleric feat, skill feat
19 General feat, legendary spellcaster, skill increase
20 Ability boosts, cleric feat, skill feat

Class Features

You gain these abilities as a cleric. Abilities gained at higher levels list the requisite levels next to the features’ names.

Divine Spellcasting

You have the power to cast divine spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Spellcasting on page 195). Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol or a religious text) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. At 1st level, you can prepare two 1st-level spells and four cantrips each morning from the common spells on the divine spell list in this book (see page 200) or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots.

As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Cleric Spells per Day table on page 70.

Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier. See page 291 for details on calculating your spell rolls and spell DCs.

Heightening Spells

When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them. This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels (see page 192).

Table 3–8: Cleric Spells Per Day
Your Level Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 3 2
4 3 3
5 3 3 2
6 3 3 3
7 3 3 3 2
8 3 3 3 3
9 3 3 3 3 2
10 3 3 3 3 3
11 3 3 3 3 3 2
12 3 3 3 3 3 3
13 3 3 3 3 3 3 2
14 3 3 3 3 3 3 3
15 3 3 3 3 3 3 3 2
16 3 3 3 3 3 3 3 3
17 3 3 3 3 3 3 3 3 2
18 3 3 3 3 3 3 3 3 3
19 3 3 3 3 3 3 3 3 3
20 3 3 3 3 3 3 3 3 3

Deity and Domain

Choose one deity you revere above all others. The most common deities in Pathfinder appear on Table 3–9: Deities on pages 72–73. This table lists each deity’s name, areas of concern, and alignment, followed by the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in parentheses after the deity’s alignment. Your deity grants you a signature skill and the trained proficiency rank with the deity’s favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. When preparing spells, you can select from these in addition to the spells on the divine list once you can cast that level of spell.

Select one domain—a subject of particular interest to you within the traditions of your religion—from your deity’s list of domains. This domain grants you a special kind of spell called a domain power. Each domain’s theme and powers appear in Table 3–10: Domains on page 73.

By choosing a domain, you gain a pool of Spell Points you can spend to cast domain powers. You can cast domain powers only by spending Spell Points, not by using spell slots. Your maximum number of Spell Points equals your key ability modifier (minimum 0). You regain all your Spell Points when you prepare your spells. You gain the initial power tied to your domain when you select the domain. Your initial domain power costs 1 Spell Point to cast and is automatically heightened to the highest level of spell you can cast. Domain powers are available only to characters who’ve selected the domain and can’t be learned by others.

Some cleric feats grant you more domain powers, and such feats typically increase your pool of Spell Points.

You can learn additional powers, called advanced domain powers, by taking the Advanced Domain cleric feat. The Spell Point cost of this advanced domain power is listed in parentheses after its name in Table 3–10: Domains.

Anathema

Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. Committing acts, learning or casting spells, and using items that are anathema to your deity take you out of that deity’s good graces.

Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn’t limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level cleric, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.

Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to enhance your ability to lie would be anathema to a god or goddess of honesty, and casting one to create undead would be anathema to a god or goddess of life.

For borderline cases, you and your GM determine whether other acts count as anathema. For example, actions that work to destroy a close-knit community are typically anathema to a god of community.

However, if that god is also a god of dwarves, he might permit you to destroy a community of giants that is threatening to wipe out a dwarven settlement.

If you perform enough acts that are anathema to your deity or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include channel energy, domain powers, and divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual (see page 275).

Channel Energy

You gain a pool of positive or negative energy, depending on your deity, as shown on Table 3–9: Deities on pages 72–73. Some deities allow you to choose whether to channel negative or positive energy. Once you choose, you can’t change the type of energy you channel, short of an ethical shift or divine intervention.

This pool of energy allows you to cast either the heal spell (for positive energy) or the harm spell (for negative energy) a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance. All spells you cast in this way are heightened to the maximum spell level you can cast as a cleric. You can find heal on page 229 and harm on page 228.

Cleric Feats 2nd

At 2nd level, you gain a cleric class feat (see page 74).

You gain another at 4th, 6th, 8th, 10th, 14th, 18th, and 20th levels.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Expert Spellcaster 12th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for divine spells increases to expert.

Master Spellcaster 16th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for divine spells increases to master.

Legendary Spellcaster 19th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for divine spells increases to legendary.

Key Terms

You’ll see the following key terms in many cleric abilities.

Good or Evil: A feat with the good trait requires you to have a good alignment as a prerequisite, and one with the evil trait requires you to be evil.

Metamagic: Feats with the metamagic trait allow you to tweak the properties of your spells. These feats are triggered when you begin casting a spell and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.

Table 3–10: Domains
Domain Description Initial Domain Power Advanced Domain Power
Ambition You strive to keep up with and outpace the competition. Blind ambition Competitive edge (2)
Air You can control winds and the weather. Pushing gust Walk on air (1)
Cities You have powers over urban environments and denizens. Face in the crowd Watching the watchers (2)
Confidence You overcome your fear and project pride. Veil of confidence Delusional pride (2)
Creation You have divine abilities related to crafting and art. Fabricate Artistic flourish (2)
Darkness You operate in the darkness and take away the light. Touch of shadows Darkened eyes (2)
Death You have the power to end lives and destroy undead. Undead’s bane Death’s call (1)
Destruction You become a conduit for divine devastation. Destructive cry Destructive aura (2)
Dreams You have the power to enter and manipulate dreams. Sweet dreams Dreaming potential (3)
Earth You control soil and stone. Hurtling stone Localized quake (2)
Family You can aid and protect your family and community more effectively. Soothing words Unity (2)
Fate You see and understand hidden inevitabilities. Read fate Tempt fate (1)
Fire You control flame. Fire ray Flame barrier (1) Freedom You can liberate yourself and others from shackles and constraints. Unimpeded stride Word of freedom (3)
Healing Your healing magic is particularly potent. Healer’s blessing Healing font (2)
Indulgence You feast mightily and can shake off the effects of overindulging. Enhance victuals Take its course (2)
Knowledge You receive divine insights. Lorekeeper’s fortune Know the enemy (1)
Light You harness the power of the sun and other light sources and punish undead. Undead’s bane Dazzling flash (2)
Luck You’re unnaturally lucky and keep out of harm’s way. Bit of luck Lucky break (3)
Magic You perform the unexpected and inexplicable. Divine vessel Mystic beacon (1)
Might Your physical power is bolstered by divine strength. Athletic exploit Enduring strength (2)
Moon You command powers associated with the moon. Moonlight glow Moonbeam (2)
Nature You hold power over animals and plants. Skin of thorns Nature’s bounty (1)
Nightmares You fill minds with horror and dread. Waking nightmare Echoing nightmares (2)
Pain You punish those who displease you with the sharp sting of pain. Savor the sting Retributive pain (3)
Passion You can evoke passion, whether as love or lust. Charming touch Captivating adoration (2)
Perfection You strive to perfect your mind, body, and spirit. Perfected mind Perfected form (2)
Protection You hold the power to ward yourself and others. Divine ward Protective aura (2)
Secrecy You protect secrets and keep them hidden. Forced quiet Safeguard secret (3)
Travel You have power over movement and journeys. Agile feet Wanderer’s guide (3)
Trickery You delight in deceiving others and causing mischief. Sudden shift Master’s illusion (3)
Truth You can pierce lies and discover the truth. Word of truth Glimpse the truth (3)
Tyranny You wield power to rule and enslave others. Touch of obedience Commanding lash (2)
Undeath Your magic carries close ties to the undead. Unlife’s blessing Touch of undeath (2)
Water You control water and bodies of water. Tidal surge Downpour (2)
Wealth You hold power over wealth, trade, and treasure. Acquisitive’s fortune Money talks (1)
Zeal Your inner fire increases your combat prowess. Weapon surge Prepare for battle (3)

Cleric Feats

At every level that you gain a cleric feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level

Communal Healing Feat 1

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 your heal spell.

Deadly Simplicity Feat 1

Prerequisite(s): deity with a simple favored weapon, trained with your deity’s favored weapon

When you are wielding your deity’s favored weapon, increase the damage die of that weapon by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon already has a damage die of d12, you gain no benefit from this feat.

If your deity’s favored weapon has the unarmed trait and its damage die is lower than d6, this feat increases its damage die to d6.

Emblazon Symbol Feat 1

You can emblazon your religious symbol onto an item. You must spend 1 minute drawing or engraving a religious symbol of your deity onto a held item with the Interact action. Symbols are usually emblazoned onto a weapon or a shield.

This turns the item into a divine focus, allowing you to perform Material Casting and Somatic Casting actions without a free hand. The symbol functions only for you, and it functions even if the item is dented or broken (but not if it’s destroyed).

Expanded Domain Feat 1

Prerequisite(s): domain

Choose a domain that you don’t already have from your deity’s list and gain its initial domain power (see page 73). You use this additional domain power at a cost of 1 Spell Point per use. Increase your Spell Point pool by 1.

Special You can select this feat up to two times, each time selecting a domain you don’t already have.

Healing Hands Feat 1

Trigger You start to cast heal to heal a living creature or harm to heal an undead creature.

Add a Verbal Casting action to the casting of the triggering spell and increase the number of Hit Points the target regains by 1d8. If you are at least 10th level, you instead increase the number of Hit Points the target regains by 2d8, and at 20th level, you instead increase it by 3d8.

Holy Castigation Feat 1

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

Life Sapping Feat 1

You draw the life force out of your enemies to heal your own wounds.

When you cast a harm spell and damage a single 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.

Cleric Feats

If you need to look up a cleric feat by name instead of by level, use this table.

Feat Level

  • Advanced Domain 4
  • Align Armament 8
  • Cantrip Expansion 4
  • Cast Down 8
  • Channel Smite 4
  • Channeled Succor 8
  • Command Undead 4
  • Communal Healing 1
  • Conical Channel 4
  • Deadly Simplicity 1
  • Defensive Recovery 14
  • Deity’s Protection 14
  • Divine Will 8
  • Elemental Channel 8
  • Emblazon Symbol 1
  • Expanded Domain 1
  • Fast Channel 14
  • Healing Hands 1
  • Heroic Recovery 8
  • Holy Castigation 1
  • Improved Command Undead 8
  • Improved Communal Healing 4
  • Improved Elemental Channel 14
  • Irresistible Energy 4
  • Life Sapping 1
  • Metamagic Channeler 20
  • Miraculous Power 20
  • Necrotic Infusion 4
  • Reach Spell 1
  • Selective Energy 4
  • Steady Spellcasting 4
  • Turn Undead 1
  • Warrior Priest 14

Reach Spell Feat 1

Trigger You start to cast a spell that has a range. The spell must have a maximum of 2 spellcasting actions.

You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.

Turn Undead Feat 1

Undead harmed by your positive energy might flee from your holy might, compelled by an innate aversion to this supernatural force that opposes undeath at a fundamental level. When you use a heal spell to damage undead, each undead that critically fails its save or that you critically hit with your touch attack gains the fleeing condition for 1 round.

4th Level

Advanced Domain Feat 4

Prerequisite(s) domain

Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73).

Increase your Spell Point pool by the number of points this new domain power costs to cast.

Special You can select this feat once per domain for which you have the initial domain power. Each time, you gain an advanced domain power for a different domain.

Cantrip Expansion Feat 4

You can prepare two additional cantrips each day.

Channel Smite Feat 4

Prerequisite(s): channel energy

Cost Expend one of your daily harm or heal spells granted by channel energy.

Instead of casting harm or heal, you siphon the destructive energies you channel through a melee attack and into your foe. Make a melee Strike. This Strike has one of the following additional effects on a success.

  • If you channel positive energy and the target is undead, you deal extra positive damage equal to that of a single-target heal spell.
  • If you channel negative energy and the target is a living creature, you deal extra negative damage equal to that of a single-target harm spell.

If your Strike fails or hits a creature that isn’t affected by that energy type, the spell is expended with no effect.

If you channel positive energy, this action has the good and positive traits. If you channel negative energy, it has the evil and negative traits.

Controlling Undead

Controlled undead gain the minion trait. Minions can use 2 actions per turn and can’t use reactions. A minion acts on your turn in combat when you spend an action to issue it verbal commands (this action has the concentrate trait). If given no commands, undead minions use no actions except to defend themselves or to escape obvious harm. If left unattended for at least 1 minute, mindless undead minions don’t act, whereas intelligent ones act as they please. You can’t have more than four undead minions at a time.

Command Undead Feat 4

Prerequisite(s): channel energy (negative)

Trigger You begin casting harm using channel energy targeting one undead creature with a level equal to or less than your cleric level – 3.

You add a Verbal Casting action to the casting of the triggering spell to change its effects on the target. The harm spell gains a duration of 24 hours. Instead of being subject to harm’s normal effects, the target attempts a Will saving throw to resist being controlled by you. If the target is already controlled, the current controller also receives a saving throw, and the undead uses the better result.

Success No effect.

Critical Success No effect, and the undead is bolstered.

Failure You control the undead creature for 1 minute. The effect ends if you or an ally attacks the undead.

Critical Failure You control the undead creature for 1 hour. The effect ends if you or an ally attacks the undead.

Conical Channel Feat 4

Prerequisite(s): channel energy

You can make energy you channel flash out from you in a single direction, reaching farther and in a more directed fashion. When you cast the 3-action version of harm or heal, you can make its area a 60-foot cone instead of a 30-foot aura.

Improved Communal Healing Feat 4

Prerequisite(s): Communal Healing

You can grant the bonus healing from Communal Healing to any creature within the range of your heal spell instead of just yourself. You also get the benefit of Communal Healing when you target only yourself with a heal spell, though you must give the bonus healing to someone other than yourself.

Irresistible Energy Feat 4

You ablate the resistance some creatures have to positive or negative energy. If you cast heal, the target reduces any bonus it has on saves against positive energy by 1 for your spell, and it lowers any resistance it has to positive energy by an amount equal to your Charisma modifier for your spell. If you cast harm, the target reduces any bonus it has to saves against negative energy by 1 for your spell, and it lowers any resistance it has to negative energy by an amount equal to your Charisma modifier for your spell.

Necrotic Infusion Feat 4

Prerequisite(s): channel energy (negative)

Trigger You start to cast harm to heal a single undead creature.

You pour negative energy into your undead subject to empower its attacks. You add a Verbal Casting action to the casting of the triggering spell to infuse the target with negative energy. The target then deals 1d6 additional negative damage with its melee weapons and unarmed attacks until the end of its next turn.

If the harm spell was at least 5th level, this damage increases to 2d6, and if the harm spell was at least 9th level, the damage increases to 3d6.

Selective Energy Feat 4

You can prevent enemies and allies from gaining the benefit or facing the wrath of your divine power. When you cast the 3-action version of harm or heal, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.

Steady Spellcasting Feat 4

Your spells are disrupted by reactions (see page 196) only if you take damage equal to or greater than double your character level.

8th Level

Align Armament Feat 8

Prerequisite(s) deity with a chaotic, evil, good, or lawful alignment

Frequency once per round

When you select this feat, choose chaotic, evil, good, or lawful.

Your choice must match one of your deity’s alignments. This action has the trait corresponding to the chosen alignment.

You touch a weapon. That weapon deals 1d6 additional damage of the chosen type to creatures of the opposed alignment. For example, if you chose evil when you took this feat, the weapon would deal 1d6 evil damage to good creatures.

Special You can take this feat a second time, choosing one of your deity’s other alignments. When you Align an Armament, you can choose either alignment. If you Align the Armament again, the most recently applied alignment overrides the previous one, so you can’t use Align Armament to make the same weapon deal both 1d6 evil damage and 1d6 lawful damage simultaneously, for example.

Cast Down Feat 8

Prerequisite(s): channel energy

Trigger You start to cast harm or heal to damage a single creature.

You add a Verbal Casting action to the casting of the triggering spell. If the target takes any damage from your harm or heal spell, it’s knocked prone. If you critically hit the target or it critically fails its save, the target is also hampered 10 for 1 minute.

Channeled Succor Feat 8

Prerequisite(s): channel energy (positive)

You can channel energy to remove conditions. You can use your channel energy to cast any of the following spells you know (a single use of channel energy casts one spell): remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the highest level of spell you can cast.

Divine Will Feat 8

Prerequisite(s): expert in Will saving throws

Your faith grants you mastery of your own will. Your proficiency rank in Will saves increases to master. When you succeed at a Will save, treat the outcome as a critical success.

Elemental Channel Feat 8

Prerequisite(s): channel energy; air, earth, fire, or water domain

Your control over an element is great enough that you can focus your channeled energy to heal or damage elementals of that type. When you use your channel energy to cast harm or heal, you can name one domain you have: air, earth, fire, or water. You forgo the normal effect of the spell, and instead heal or damage elementals with a trait that matches the named domain. You choose whether to harm or heal the elementals regardless of what type of energy you channel. The spell has the positive trait if you choose to heal them or the negative trait if you choose to damage them.

Heroic Recovery Feat 8

Prerequisite(s): channel energy (positive)

Trigger You start to cast heal.

You add a Verbal Casting action to the casting of the triggering spell to make the spell’s target accelerated 5 and grant it a +1 conditional bonus to attack rolls and damage rolls until the end of its next turn.

Improved Command Undead Feat 8

Prerequisite(s): channel energy (negative), Command Undead

When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, you control it for 1 round.

If the undead fails its save, you control it for 10 minutes. If it critically fails, you control it for 24 hours.

14th Level

Defensive Recovery Feat 14

Prerequisite(s): channel energy

Trigger You start to cast harm or heal to heal a single creature.

You add a Verbal Casting action to the casting of the triggering spell to grant the target a +1 conditional bonus to AC and saving throws for 1 minute.

Deity’s Protection Feat 14

Prerequisite(s): channel energy, 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 power, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to your number of daily uses of channel energy.

Fast Channel Feat 14

Prerequisite(s): channel energy

Trigger You start to cast harm or heal using channel energy.

You can change one of the spellcasting actions of the triggering spell to a reaction instead of an action. The spell still requires a minimum of one Somatic Casting action to cast. For instance, you could target a creature at range by spending a Somatic Casting action and a Verbal Casting reaction. When you use Fast Channel, your harm or heal is heightened to your second-highest level spell, rather than your highest.

Improved Elemental Channel Feat 14

Prerequisite(s): Elemental Channel

When you use Elemental Channel, you can name any element, not just ones that match a domain you have. When affecting an area, you can choose one type of elemental to harm and one to heal. The effects are simultaneous.

Elementals you heal with Elemental Channel each gain a +1 conditional bonus to attack and damage rolls until the end of their next turn. Elementals you damage with Elemental Channel become sluggish 1 for 1 minute if they fail their saves (or automatically if you used a touch harm or heal).

Warrior Priest Feat 14

Prerequisite(s): trained or better with your deity’s favored weapon

You become an expert with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect.

20th level

Metamagic Channeler Feat 20

When you apply a metamagic feat to a harm or heal spell, you don’t have to add an action to the spell’s casting.

Miraculous Power Feat 20

Prerequisite(s): legendary in Religion

You gain a single 10th-level spell slot that you can use to cast 10th-level divine spells using your divine spellcasting class feature.

When you select this feat, add two 10th-level divine spells of common or uncommon rarity to your list of spells known.