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, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.
- If you’re a warpriest, you balance between casting spells and attacking with weapons— typically the favored weapon of your deity. If you’re a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.
- You might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.
- 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.
- 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.
- Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshipers of your deity.
- 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.
- Find your devotion impressive, even if they don’t understand it.
- Expect you to heal their wounds.
- Rely on you to interact with other religious figures.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Trained in Perception
Trained in Fortitude
Trained in Reflex
Expert in Will
Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of additional skills equal to 2 plus your Intelligence modifier
Trained in simple weapons
Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.
Trained in unarmed attacks
Untrained in all armor, though your doctrine might alter this and unarmored defense
Trained in divine spell attacks
Trained in divine spell DCs
Wisdom . At 1st level, your class gives you an ability boost to Wisdom .
8 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.
Table 3–8: Cleric Advancement
Level |
Class Features |
1 |
Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine |
2 |
Cleric feat, skill feat |
3 |
2nd-level spells, general feat, second doctrine, skill increase |
4 |
Cleric feat, skill feat |
5 |
3rd-level spells, ability boosts, alertness, ancestry feat, skill increase |
6 |
Cleric feat, skill feat |
7 |
4th-level spells, general feat, skill increase, third doctrine |
8 |
Cleric feat, skill feat |
9 |
5th-level spells, ancestry feat, resolve, skill increase |
10 |
Ability boosts, cleric feat, skill feat |
11 |
6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase |
12 |
Cleric feat, skill feat |
13 |
7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization |
14 |
Cleric feat, skill feat |
15 |
8th-level spells, ability boosts, fifth doctrine, general feat, skill increase |
16 |
Cleric feat, skill feat |
17 |
9th-level spells, ancestry feat, skill increase |
18 |
Cleric feat, skill feat |
19 |
Final doctrine, general feat, miraculous spell, skill increase |
20 |
Ability boosts, cleric feat, skill feat |
Class Features
You gain these abilities as a cleric. Abilities gained at higher levels list requisite levels next to their names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
Deity
As a cleric, you are a mortal servitor of a deity you revere above all others. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and 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. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric.
Some of these spells aren’t normally on the divine list, but they’re divine spells if you prepare them this way.
Anathema
Acts fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your 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. 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 create undead would be anathema to The Lady of Graves, the goddess of death. For borderline cases, you and your GM determine which acts are anathema.
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 your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.
Divine Spellcasting
Your deity bestows on you the power to cast divine spells.
You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.
At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book 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 is 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 in Table 3–9: Cleric Spells per Day.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells.
This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
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 half your level rounded up—this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.
Divine Font
Through your deity’s blessing, you gain additional spells that channel either the life force called Positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can’t change your choice short of an ethical shift or divine intervention.
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots.
You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
Harmful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
Doctrine
Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest.
Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine’s second, third, fourth, fifth, and final doctrines respectively.
Cloistered Cleric
You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency 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; use your divine spell DC if necessary.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
Warpriest
You have trained in the more militant doctrine of your church, focusing on both spells and battle.
First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is simple, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You’re trained in martial weapons.
Third Doctrine (7th): You gain expert proficiency 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; use your divine spell DC if necessary.
Fourth Doctrine (11th Level): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fifth Doctrine (15th Level): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
Final Doctrine (19th Level): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Cleric Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a cleric class feat.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats 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.
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.
You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a 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.
Table 3–9: Cleric Spells Per Day
Your Level |
Spell Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
10th |
1 |
5 |
2* |
— |
— |
— |
— |
— |
— |
— |
— |
— |
2 |
5 |
3* |
— |
— |
— |
— |
— |
— |
— |
— |
— |
3 |
5 |
3 |
2* |
— |
— |
— |
— |
— |
— |
— |
— |
4 |
5 |
3 |
3* |
— |
— |
— |
— |
— |
— |
— |
— |
5 |
5 |
3 |
3 |
2* |
— |
— |
— |
— |
— |
— |
— |
6 |
5 |
3 |
3 |
3* |
— |
— |
— |
— |
— |
— |
— |
7 |
5 |
3 |
3 |
3 |
2* |
— |
— |
— |
— |
— |
— |
8 |
5 |
3 |
3 |
3 |
3* |
— |
— |
— |
— |
— |
— |
9 |
5 |
3 |
3 |
3 |
3 |
2* |
— |
— |
— |
— |
— |
10 |
5 |
3 |
3 |
3 |
3 |
3* |
— |
— |
— |
— |
— |
11 |
5 |
3 |
3 |
3 |
3 |
3 |
2* |
— |
— |
— |
— |
12 |
5 |
3 |
3 |
3 |
3 |
3 |
3* |
— |
— |
— |
— |
13 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
2* |
— |
— |
— |
14 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3* |
— |
— |
— |
15 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2* |
— |
— |
16 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3* |
— |
— |
17 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2* |
— |
18 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3* |
— |
19 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
1*† |
20 |
5 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
1*† |
* Your divine font gives you additional heal or harm spells of this level. The number is equal to 1 + your Charisma modifier.
† The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
Alertness 5th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
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.
Resolve 9th
You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Lightning Reflexes 11th
Your reflexes are Lightning fast. Your proficiency rank for Reflex saves increases to expert.
Divine Defense 13th
Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization 13th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Miraculous Spell 19th
You’re exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting.
You don’t gain more 10th-level spells as you level up, though you can take the Maker of Miracles feat to gain a second slot.
Cleric Feats
At each level that you gain a cleric feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
If you need to look up a cleric feat by name instead of by level, use this table.
Feat |
Level |
Advanced Domain |
8 |
Align Armament |
8 |
Avatar’s Audience |
20 |
Cantrip Expansion |
2 |
Cast Down |
6 |
Castigating Weapon |
10 |
Channel Smite |
4 |
Channeled Succor |
8 |
Command Undead |
4 |
Communal Healing |
2 |
Cremate Undead |
8 |
Deadly Simplicity |
1 |
Defensive Recovery |
12 |
Deity’s Protection |
14 |
Directed Channel |
4 |
Divine Weapon |
6 |
Domain Focus |
12 |
Domain Initiate |
1 |
Domain Wellspring |
16 |
Echoing Channel |
18 |
Emblazon Antimagic |
12 |
Emblazon Armament |
2 |
Emblazon Energy |
8 |
Eternal Bane |
16 |
Eternal Blessing |
16 |
Extend Armament Alignment |
14 |
Fast Channel |
14 |
Harming Hands |
1 |
Healing Hands |
1 |
Heroic Recovery |
10 |
Holy Castigation |
1 |
Improved Command Undead |
10 |
Improved Communal Healing |
4 |
Improved Swift Banishment |
18 |
Maker of Miracles |
20 |
Metamagic Channel |
20 |
Necrotic Infusion |
4 |
Reach Spell |
1 |
Replenishment of War |
10 |
Resurrectionist |
16 |
Sap Life |
2 |
Selective Energy |
6 |
Shared Replenishment |
12 |
Steady Spellcasting |
6 |
Swift Banishment |
14 |
Turn Undead |
2 |
Versatile Font |
2 |
1st Level
Deadly Simplicity Feat 1
Cleric
Prerequisite(s) deity with a simple 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 The God of Enlightenment, Self-Perfection, Knowledge, Healing, and Inner Strength) and its damage die is smaller than d6, instead increase its damage die size to d6.
Domain Initiate Feat 1
Cleric
Your deity bestows a special spell related to their powers.
Select one domain—a subject of particular interest to you within your religion—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. Each domain’s theme and domain spells appear in Table 8–2: Domains.
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.
Harming Hands Feat 1
Cleric
Prerequisite(s) harmful font
The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s.
Healing Hands Feat 1
Cleric
Prerequisite(s) Healing font
Your Positive energy is even more vibrant and restorative.
When you cast heal, you roll d10s instead of d8s.
Holy Castigation Feat 1
Cleric
Prerequisite(s) 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.
Reach Spell Feat 1
Cleric Concentrate Metamagic
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.
2nd Level
Cantrip Expansion Feat 2
Cleric
You study a wider range of simple spells. You can prepare two additional cantrips each day.
Communal Healing Feat 2
Cleric Healing Positive
You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.
Emblazon Armament Feat 2
Cleric Exploration
Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.
Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
Weapon The wielder gains a +1 status bonus to damage rolls.
Sap Life Feat 2
Cleric Healing
You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.
Turn Undead Feat 2
Cleric
Undead harmed by your Positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.
Versatile Font Feat 2
Cleric
Prerequisite(s) harmful font or Healing font, deity that allows clerics to have both fonts
As you explore your deity’s aspects, you move beyond restrictions on Healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or Healing font.
4th Level
Channel Smite Feat 4
Cleric Divine Necromancy
Prerequisite(s) 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).
Command Undead Feat 4
Cleric Concentrate Metamagic
Prerequisite(s) harmful font, evil alignment
You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.
Success The target is unaffected.
Failure The undead creature becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead.
Critical Failure As failure, but the duration is 1 hour.
Directed Channel Feat 4
Cleric
You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
Improved Communal Healing Feat 4
Cleric
Prerequisite(s) 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.
Necrotic Infusion Feat 4
Cleric Concentrate Metamagic
Prerequisite(s) 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.
6th Level
Cast Down Feat 6
Cleric Concentrate Metamagic
Prerequisite(s) 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.
Divine Weapon Feat 6
Cleric
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. 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.
Selective Energy Feat 6
Cleric
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.
Steady Spellcasting Feat 6
Cleric
Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
8th Level
Advanced Domain Feat 8
Cleric
Prerequisite(s) 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 (as listed in Table 8–2: 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.
Align Armament Feat 8
Cleric Divine Evocation
Prerequisite(s) 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.
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.
Channeled Succor Feat 8
Cleric
Prerequisite(s) 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.
Cremate Undead Feat 8
Cleric
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.
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 auditory and concentrate traits). 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, and intelligent ones act as they please. You can’t have more than four undead minions at a time.
Emblazon Energy Feat 8
Cleric
Prerequisite(s) 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).
10th Level
Castigating Weapon Feat 10
Cleric
Prerequisite(s) 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).
Heroic Recovery Feat 10
Cleric Concentrate Metamagic
Prerequisite(s) 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.
Improved Command Undead Feat 10
Cleric
Prerequisite(s) 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.
Replenishment of WAR Feat 10
Cleric
Prerequisite(s) expert in your deity’s favored 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.
12th Level
Defensive Recovery Feat 12
Cleric Concentrate Metamagic
Prerequisite(s) 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.
Domain Focus Feat 12
Cleric
Prerequisite(s) 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.
Emblazon Antimagic Feat 12
Cleric
Prerequisite(s) 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 their level as the counteract level. If they attempt to do so, the emblazoned symbol immediately disappears.
Shared Replenishment Feat 12
Cleric
Prerequisite(s) 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.
14th Level
Deity’s Protection Feat 14
Cleric
Prerequisite(s) 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.
Extend Armament Alignment Feat 14
Cleric
Prerequisite(s) Align Armament
The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.
Fast Channel Feat 14
Cleric
Prerequisite(s) 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).
Swift Banishment Feat 14
Cleric
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.
16th Level
Eternal Bane Feat 16
Cleric
Prerequisite(s) 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.
Eternal Blessing Feat 16
Cleric
Prerequisite(s) 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.
Resurrectionist Feat 16
Cleric
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.
18th Level
Domain Wellspring Feat 18
Cleric
Prerequisite(s) 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.
Life and Death
You respect the sanctity of both life and death.
Prioritize Wisdom, with Charisma second to maximize your Healing and help you spread the word of your faith.
Diplomacy, Medicine, Occultism, Religion
Deity
The Lady of Graves (alignment: N; divine font: heal)
Doctrine
Cloistered cleric (death domain)
Turn Undead (2nd), Selective Energy (6th)
Prepared Spells
1st fear, mindlink, heal spells from divine font
Cantrips detect magic,disrupt undead, daze, light, stabilize
Echoing Channel Feat 18
Cleric Concentrate Metamagic
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.
Improved Swift Banishment Feat 18
Cleric
Prerequisite(s) 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.
20th Level
Avatar’s Audience Feat 20
Cleric
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.
Maker of Miracles Feat 20
Cleric
Prerequisite(s) miraculous spell
You are a conduit for truly deific power. You gain an additional 10th-level spell slot.
Metamagic Channel Feat 20
Cleric Concentrate
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.
Cleric Domain Spells
Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat.
Agile Feet Focus 1
Uncommon Cleric Transmutation
Domain travel
Cast somatic; Duration until the end of the current turn
The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.
Appearance of Wealth Focus 1
Uncommon Cleric Illusion
Domain wealth
Cast material, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You create a brief vision of immense wealth filling the spell’s area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.
Critical Success The creature disbelieves the illusion and is unaffected by it.
Success The creature is fascinated by the wealth until it has completed its first action on its next turn.
Failure The creature is fascinated by the illusion.
Artistic Flourish Focus 4
Uncommon Cleric Transmutation
Domain creation
Cast material, somatic
Range 15 feet; Targets 1 item or work of art that fits entirely within the range; Duration 10 minutes
You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it’s a weapon or skill checks if it’s a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn’t change.
When you cast this spell, any previous artistic flourish you had cast ends.
Heightened (7th) If you have master proficiency in Crafting, the item grants a +2 item bonus instead.
Heightened (10th) If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead.
Athletic Rush Focus 1
Uncommon Cleric Transmutation
Domain might
Cast somatic; Duration 1 round
Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell’s bonuses apply during that action.
Bit of Luck Focus 1
Uncommon Cleric Divination Fortune
Domain luck
Cast somatic, verbal
Range 30 feet; Targets 1 willing creature; Duration 1 minute
You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends.
If you cast bit of luck again, any previous bit of luck you cast that’s still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.
Blind Ambition Focus 1
Uncommon Cleric Emotion Enchantment Mental
Domain ambition
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 10 minutes
You strengthen a target’s ambition, increase its resentment of allies, and make its allegiances more susceptible to change.
The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes a –1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.
Failure As success, but the penalty is –2.
Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.
Captivating Adoration Focus 4
Uncommon Cleric Emotion Enchantment Mental Visual
Domain passion
Cast somatic, verbal
Area 15-foot emanation
Saving Throw Will; Duration 1 minute
You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects.
When a creature enters the area for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save.
Critical Success The creature is unaffected and temporarily immune for 1 hour.
Success The creature is fascinated with you for its next action, then is temporarily immune for 1 hour.
Failure The creature is fascinated with you.
Critical Failure The creature is fascinated with you, and its attitude toward you improves by one step.
Heightened (+1) Increase the size of the emanation by 15 feet.
Charming Touch Focus 1
Uncommon Cleric Emotion Enchantment Incapacitation Mental
Domain passion
Cast somatic
Range touch; Targets 1 humanoid creature that could find you attractive
Saving Throw Will; Duration 10 minutes
You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (usually with Identify Magic).
Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.
Critical Failure The target is helpful and can’t use hostile actions against you.
You can dismiss the spell. If you use hostile actions against the target, the spell ends. After the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.
Heightened (4th) You can target any type of creature, not just humanoids, as long as it could find you attractive.
Cloak of Shadow Focus 1
Uncommon Cleric Darkness Evocation Shadow
Domain darkness
Cast somatic
Range touch; Targets 1 willing creature; Duration 1 minute
You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical Light or attempt to counteract magical Light.
The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing Light for the rest of the spell’s duration. If anyone picks up the cloak after it’s been removed by the original target, the cloak evaporates and the spell ends.
Commanding Lash Focus 4
Uncommon Cleric Enchantment Incapacitation Mental
Domain tyranny
Cast verbal
Requirements Your most recent action dealt damage to a target.
Range 100 feet; Targets A creature you dealt damage to on your most recent action.
Saving Throw Will; Duration until the end of the target’s next turn
With the threat of more pain, you compel a creature you’ve recently harmed. You issue a command to the target, with the effects of the spell command.
Competitive Edge Focus 4
Uncommon Cleric Emotion Enchantment Mental
Domain ambition
Cast verbal; Duration sustained up to 1 minute
Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.
Heightened (7th) Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4.
Cry of Destruction Focus 1
Uncommon Cleric Evocation Sonic
Domain destruction
Cast somatic, verbal
Area 15-foot cone
Saving Throw basic Fortitude
Your voice booms, smashing what’s in front of you. Each creature and unattended object in the area takes 1d8 Sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.
Heightened (+1) The damage increases by 1d8.
Darkened Eyes Focus 4
Uncommon Cleric Darkness Transmutation
Domain darkness
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You infuse a creature’s vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The target’s darkvision or Low-light vision is suppressed for 1 round.
Failure As success, but the duration is 1 minute.
Critical Failure As success, but the duration is 1 minute, and the target is also blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it’s no longer blinded, but its darkvision or Low-light vision remains suppressed.
Dazzling Flash Focus 1
Uncommon Cleric Evocation Light Visual
Domain sun
Cast material, verbal
Area 15-foot cone
Saving Throw Fortitude
You raise your religious symbol and create a blinding flash of Light. Each creature in the area must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.
Heightened (3rd) The area increases to a 30-foot cone.
Death’s Call Focus 1
Uncommon Cleric Necromancy
Domain death
Cast verbal
Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.
Duration 1 minute
Seeing another pass from this world to the next invigorates you.
You gain temporary Hit Points equal to the triggering creature’s level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain .
These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
Delusional Pride Focus 4
Uncommon Cleric Emotion Enchantment Mental
Domain confidence
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. The duration depends on the target’s Will save. After attempting its save, the creature becomes temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The duration is 1 round.
Failure The duration is 10 minutes.
Critical Failure The duration is 24 hours.
Destructive Aura Focus 4
Uncommon Cleric Evocation
Domain destruction
Cast somatic, verbal
Area 15-foot emanation; Duration 1 minute
Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2.
Heightened (+2) Reduce the resistances by an additional 2.
Disperse Into Air Focus 4
Uncommon Air Cleric Polymorph Transmutation
Domain air
Cast somatic
Trigger You take damage from an enemy or a hazard.
After taking the triggering damage, you transform into air. Until the end of the current turn, you can’t be attacked or targeted, you don’t take up space, you can’t act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn’t run out while you were dispersed.
Downpour Focus 4
Uncommon Cleric Evocation Water
Domain water Cast somatic, verbal
Range 120 feet; Area 30-foot burst; Duration 1 minute
You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside the area are concealed to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness.
Heightened (+1) The fire resistance increases by 2.
Dreamer’s Call Focus 4
Uncommon Cleric Enchantment Incapacitation Mental
Domain dreams
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration until the end of the target’s next turn
The target becomes distracted and suggestible, inundated by vivid daydreams.
Critical Success The target is unaffected.
Success The target’s attention wavers. It becomes flat-footed and fascinated by its daydreams.
Failure As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the fleeing condition), Release what it’s holding, Drop Prone, or stand in place. The creature follows this course of action as its first action after you Cast the Spell.
Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell’s duration, and it does nothing else.
Enduring Might Focus 4
Uncommon Abjuration Cleric
Domain might
Cast somatic
Trigger An attack or effect would deal damage to you.
Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.
Heightened (+1) The resistance increases by 2.
Eradicate Undeath Focus 4
Uncommon Cleric Necromancy Positive
Domain death
Cast somatic, verbal
Area 30-foot cone
Saving Throw basic Fortitude
A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 Positive damage.
Heightened (+1) The damage increases by 1d12.
Face In The Crowd Focus 1
Uncommon Cleric Illusion Visual
Domain cities
Cast somatic; Duration 1 minute
While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd.
Heightened (3rd) The spell gains a range of 10 feet and can target up to 10 creatures.
Fire Ray Focus 1
Uncommon Attack Cleric Evocation Fire
Domain fire
Cast somatic, verbal
Range 60 feet; Targets 1 creature or object
A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.
Critical Success The ray deals double damage and 1d4 persistent fire damage.
Success The ray deals full damage.
Heightened (+1) The ray’s initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.
Flame Barrier Focus 4
Uncommon Abjuration Cleric
Domain fire
Cast verbal
Trigger An effect would deal fire damage to either you or an ally within range.
Range 60 feet; Targets the creature that would take fire damage
You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect.
Heightened (+2) The resistance increases by 5.
Forced Quiet Focus 1
Uncommon Abjuration Cleric
Domain secrecy
Cast material, somatic
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You quiet the target’s voice, preventing it from giving away valuable secrets. This doesn’t prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell’s duration depends on the target’s Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours.
Critical Success The target is unaffected.
Success The duration is 1 round.
Failure The duration is 1 minute.
Critical Failure The duration is 10 minutes.
Glimpse the Truth Focus 4
Uncommon Cleric Divination Revelation
Domain truth
Cast somatic
Area 30-foot emanation; Duration 1 round
Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature’s true form but illusory disguise doesn’t end).
The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area.
Heightened (7th) You can allow everyone to see through illusions you succeed against, not just yourself.
Healer’s Blessing Focus 1
Uncommon Cleric Necromancy
Domain Healing Cast verbal
Range 30 feet; Targets 1 willing living creature; Duration 1 minute
Your words bless a creature with an enhanced connection to Positive energy. When the target regains Hit Points from a Healing spell, it regains 1 additional Hit Point.
The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given Healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.
Heightened (+1) The additional Healing increases by 2 HP.
Hurtling Stone Focus 1
Uncommon Attack Cleric Earth Evocation
Domain earth
Cast somatic
Range 60 feet; Targets 1 creature
You evoke a magical stone and throw it, with your god’s presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to 1d6 plus your Strength modifier.
Critical Success The stone deals double damage.
Success The stone deals full damage.
Heightened (+1) The stone’s damage increases by 1d6.
Know the Enemy Focus 4
Uncommon Cleric Divination Fortune
Domain knowledge
Cast somatic
Trigger You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells.
Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. You can roll your check twice and use the better result.
Localized Quake Focus 4
Uncommon Cleric Earth Transmutation
Domain earth
Cast somatic, verbal
Area 15-foot emanation or 15-foot cone
Saving Throw Reflex
You shake the earth, toppling nearby creatures. Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and falls prone.
Critical Failure The creature takes double damage and falls prone.
Heightened (+1) Increase the damage by 2d6.
Lucky Break Focus 4
Uncommon Cleric Divination Fortune
Domain luck
Cast verbal
Trigger You fail (but don’t critically fail) a saving throw.
Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes.
Magic’s Vessel Focus 1
Uncommon Cleric Enchantment
Domain magic
Cast somatic
Range touch; Targets 1 creature; Duration sustained up to 1 minute
A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast.
Malignant Sustenance Focus 4
Uncommon Cleric Necromancy Negative
Domain undeath
Cast somatic, verbal
Range touch; Targets 1 willing undead creature; Duration 1 minute
You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast Healing 7.
This Healing comes from negative energy, so it heals the undead rather than damaging it.
Heightened (+1) The fast Healing increases by 2.
Moonbeam Focus 1
Uncommon Attack Cleric Evocation Fire Light
Domain moon
Cast somatic, verbal
Range 120 feet; Targets 1 creature or object
You shine a ray of moonlight. Make a spell attack roll. The beam of Light deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The beam deals double damage, and the target is dazzled for 1 minute.
Success The beam deals full damage, and the target is dazzled for 1 round.
Heightened (+1) The ray’s damage increases by 1d6.
Mystic Beacon Focus 4
Uncommon Cleric Evocation
Domain magic
Cast somatic
Range 30 feet; Targets 1 willing creature; Duration until the start of your next turn
The next damaging or Healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends.
Nature’s Bounty Focus 4
Uncommon Cleric Conjuration Plant Positive
Domain nature
Cast somatic
Requirements You have a free hand.
A palm-sized raw fruit or vegetable appears in your open hand.
You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute.
Heightened (+1) The Hit Points restored increase by 6.
Overstuff Focus 1
Uncommon Cleric Transmutation
Domain indulgence
Cast somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw Fortitude
Huge amounts of food and drink fill the target. It receives a full meal’s worth of nourishment and must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically.
Failure The target is sickened 1.
Critical Failure The target is sickened 2.
A target sickened by this spell takes a –10-foot status penalty to its Speed until it’s no longer sickened.
Perfected Form Focus 4
Uncommon Abjuration Cleric Fortune
Domain perfection
Cast somatic
Trigger You fail a saving throw against a morph, petrification, or polymorph effect.
Reroll the saving throw and use the better result.
Perfected Mind Focus 1
Uncommon Abjuration Cleric
Domain perfection
Cast verbal
You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once.
Positive Luminance Focus 4
Uncommon Cleric Light Necromancy Positive
Domain sun
Cast somatic; Duration 1 minute
Drawing life force into yourself, you become a beacon of Positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of Light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your Light increases by 10 feet.
If an undead creature damages you with an attack or spell while it’s within the area of your light, that creature takes positive damage equal to half your luminance reservoir value.
It takes this damage only the first time it damages you in a round.
You can dismiss this Spell. When you do, you can target a creature within your Light and direct the Positive energy into it. The target must be a willing living creature or an 394 undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir’s value.
When you cast Positive luminance, any other Positive luminance spell you already had in effect ends.
Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1.
Precious Metals Focus 4
Uncommon Cleric Transmutation
Domain wealth
Cast material
Range touch; Targets 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins); Duration 1 minute
Your deity blesses base metals to transform them into Precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron.
This change is clearly magical and temporary, so the item’s monetary value doesn’t change; you couldn’t transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.
Heightened (8th) Add adamantine and mithral to the list of metals you can transform the item into.
Protector’s Sacrifice Focus 1
Uncommon Abjuration Cleric
Domain protection
Cast somatic
Trigger An ally within 30 feet takes damage.
Range 30 feet
You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.
You aren’t subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.
Heightened (+1) The damage you redirect increases by 3.
Protector’s Sphere Focus 4
Uncommon Abjuration Cleric
Domain protection
Cast somatic, verbal
Area 15-foot emanation; Duration sustained up to 1 minute
A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area.
Heightened (+1) The resistance increases by 1.
Pulse of the City Focus 4
Uncommon Cleric Divination Scrying
Domain cities
Cast material, somatic, verbal
Range 25 miles
You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about.
- Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials)
- Titles nobles and politicians (high society weddings, elite soirées, political rallies)
- Masses common folk and merchants (gathering mobs, major sales)
When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell.
Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection).
Heightened (5th) The range increases to 100 miles.
Pushing Gust Focus 1
Uncommon Air Cleric Conjuration
Domain air
Cast somatic, verbal
Range 500 feet; Targets 1 creature
Saving Throw Fortitude
Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is pushed 5 feet away from you.
Failure The target is pushed 10 feet away from you.
Critical Failure The target is pushed 10 feet away from you and knocked prone.
Read Fate Focus 1
Uncommon Cleric Divination Prediction
Domain fate
Cast 1 minute (material, somatic, verbal)
Range 10 feet; Targets 1 creature other than you
You attempt to learn more about the target’s fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.
You learn a single enigmatic word connected to the creature’s fate in that time frame. Fate is notoriously inscrutable, and the word isn’t necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature’s fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 hours.
Rebuke Death Focus 4
Uncommon Cleric Healing Necromancy Positive
Domain Healing Cast to (somatic)
Area 20-foot emanation; Targets 1 living creature per action spent to cast this spell
You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this Healing doesn’t increase its wounded condition.
Heightened (+1) Increase the Healing by 1d6.
Retributive Pain Focus 4
Uncommon Abjuration Cleric Mental Nonlethal
Domain pain
Cast somatic
Trigger A creature in range damages you.
Range 30 feet; Targets the triggering creature
Saving Throw basic Fortitude
You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell.
Safeguard Secret Focus 4
Uncommon Abjuration Cleric Mental
Domain secrecy
Cast 1 minute (somatic, verbal)
Range 10 feet; Targets you and any number of willing allies; Duration 1 hour
You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it.
If you Cast this spell again, any previous safeguard secret you had cast ends.
Savor the Sting Focus 1
Uncommon Attack Cleric Enchantment Mental Nonlethal
Domain pain
Cast somatic
Range touch; Targets 1 creature
Saving Throw Will
You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.
Critical Success The target is unaffected.
Success The target takes half damage and no persistent damage.
Failure The target takes full initial and persistent damage.
Critical Failure The target takes double initial and persistent damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent damage increases by 1d4.
Scholarly Recollection Focus 1
Uncommon Cleric Divination Fortune
Domain knowledge
Cast verbal
Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in.
Speaking a short prayer as you gather your thoughts, you’re blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Shared Nightmare Focus 4
Uncommon Cleric Emotion Enchantment Incapacitation Mental
Domain nightmares
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
Merging minds with the target, you swap disorienting visions from one another’s nightmares. One of you will become confused, but which it’ll be depends on the target’s Will save.
Critical Success You are confused for 1 round.
Success At the start of your next turn, you spend your first action with the confused condition, then act normally.
Failure As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute.
Critical Failure The target is confused for 1 minute.
Soothing Words Focus 1
Uncommon Cleric Emotion Enchantment Mental
Domain family
Cast verbal
Range 30 feet; Targets 1 ally; Duration 1 round
You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.
In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.
Splash of Art Focus 1
Uncommon Cleric Illusion Visual
Domain creation
Cast somatic, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will; Duration varies
A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.
1d4 Color Failure Critical Failure 1 White Dazzled 1 round Dazzled 1 minute
2Red Enfeebled 1 for 1 round Enfeebled 2 for 1 round3Yellow Frightened 1 Frightened24Blue Sluggish 1 for 1 round Sluggish 2 for 1 round
Sudden Shift Focus 1
Uncommon Abjuration Cleric Illusion
Domain trickery
Cast somatic
Trigger An enemy misses you with a melee attack.
Duration until the end of your next turn
You swiftly move from a dangerous spot and veil yourself. You Step and become concealed.
Sweet Dream Focus 1
Uncommon Auditory Cleric Enchantment Linguistic Mental Sleep
Domain dreams
Cast material, somatic, verbal
Range 30 feet; Targets 1 willing creature; Duration 10 minutes
With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls unconscious if it wasn’t already. While unconscious, it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell’s duration.
- Dream of Insight +1 status bonus to Intelligence -based skill checks
- Dream of Glamour +1 status bonus to Charisma-based skill checks
- Dream of Voyaging +5-foot status bonus to Speed If you Cast this spell again, the effects of any previous sweet dream you cast end.
Take Its Course Focus 4
Uncommon Cleric Necromancy
Domain indulgence
Cast somatic, verbal
Range touch; Targets 1 creature
When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery.
This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target.
If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course.
The effect of this spell depends on whether you’re attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target’s recovery.
- Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction.
- Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.
Heightened (7th) You can attempt to progress any number of the target’s eligible afflictions and persistent poison damage.
Tempt Fate Focus 4
Uncommon Cleric Divination Fortune
Domain fate
Cast somatic
Trigger You or an ally within range attempts a saving throw.
Range 120 feet; Targets the triggering creature
You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw’s result is a success, it becomes a critical success. If it’s a failure, it becomes a critical failure, and the critical failure can’t be reduced by abilities that usually reduce critical failure, such as improved evasion.
If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don’t expend the Focus Point for Casting this Spell.
Heightened (8th) The bonus on the saving throw is +2.
Tidal Surge Focus 1
Uncommon Cleric Evocation Water
Domain water Cast somatic
Range 60 feet; Targets 1 creature
Saving Throw Fortitude
You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save.
Failure You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.
Critical Failure You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.
Touch of Obedience Focus 1
Uncommon Cleric Enchantment Mental
Domain tyranny
Cast somatic
Range touch; Targets 1 living creature
Saving Throw Will; Duration varies
Your imperious touch erodes the target’s willpower, making it easier to control. The target attempts a Will save.
Critical Success The target is unaffected.
Success The target is stupefied 1 until the end of your current turn.
Failure The target is stupefied 1 until the end of your next turn.
Critical Failure The target is stupefied 1 for 1 minute.
Touch of the Moon Focus 4
Uncommon Cleric Enchantment Light
Domain moon
Cast somatic
Range touch; Target 1 creature; Duration 1 minute
When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns.
- New Moon The target receives no benefit.
- Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls.
- Full Moon The target gains a +1 status bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls.
- Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon.
Touch of Undeath Focus 1
Uncommon Attack Cleric Necromancy Negative
Domain undeath
Cast somatic
Range touch; Targets 1 living creature
Saving Throw Fortitude
You attack the target’s life force with undeath, dealing 1d6 negative damage. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, and Positive effects heal it only half as much as normal for 1 round.
Critical Failure The target takes double damage, and Positive effects heal it only half as much as normal for 1 minute.
Heightened (+1) The damage increases by 1d6.
Traveler’s Transit Focus 4
Uncommon Cleric Evocation
Domain travel
Cast somatic, verbal; Duration 1 minute
You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.
Heightened (5th) You can choose to gain a fly Speed.
Trickster’s Twin Focus 4
Uncommon Cleric Illusion Visual
Domain trickery
Cast material, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target believes you’re in the designated location and can’t see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn’t make sense in the illusion’s position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends.
Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.
Critical Failure As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.
Unimpeded Stride Focus 1
Uncommon Cleric Transmutation
Domain freedom
Cast somatic
Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell.
You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed.
Unity Focus 4
Uncommon Abjuration Cleric Fortune
Domain family
Cast verbal
Trigger You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.
Range 30 feet; Targets each ally targeted by the triggering spell
You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell.
Each ally decides individually which modifier to use.
Veil of Confidence Focus 1
Uncommon Cleric Enchantment Mental
Domain confidence
Cast verbal; Duration 1 minute
You surround yourself in a veil of confidence. You reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1.
If you critically fail a save against fear, veil of confidence ends immediately, and you increase any frightened condition you gain from the critical failure by 1 instead of decreasing it.
Vibrant Thorns Focus 1
Uncommon Cleric Morph Plant Transmutation
Domain nature
Cast somatic; Duration 1 minute
Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a Positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.
Heightened (+1) The damage increases by 1, or 1d6 after you cast a Positive spell.
Waking Nightmare Focus 1
Uncommon Cleric Emotion Enchantment Fear Mental
Domain nightmares
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You fill the creature’s mind with a terrifying vision out of its nightmares. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3.
If the target is unconscious when you Cast this spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above.
Weapon Surge Focus 1
Uncommon Cleric Evocation
Domain zeal
Cast somatic
Range touch; Targets 1 weapon you’re wielding Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a Striking Rune, this instead increases the number of dice from the Striking Rune by 1 (to a maximum of 3 extra weapon dice).
If the target weapon leaves your possession, weapon surge immediately ends.
Word of Freedom Focus 4
Uncommon Cleric Enchantment Mental
Domain freedom
Cast verbal
Range 30 feet; Targets 1 creature; Duration 1 round
You utter a liberating word of power that frees a creature.
You suppress one of the following conditions of your choice: confused, frightened, grabbed, or paralyzed. The target isn’t affected by the chosen condition, and if you suppress the grabbed condition, the target automatically breaks free from any grab affecting it when you Cast the Spell.
If you don’t remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward.
Word of Truth Focus 1
Uncommon Cleric Divination
Domain truth
Cast verbal; Duration sustained up to 1 minute
You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true.
Each time you Sustain this Spell, you can repeat this effect.
Zeal for Battle Focus 4
Uncommon Cleric Emotion Enchantment Fortune Mental
Domain zeal
Cast verbal
Trigger You and at least 1 ally are about to roll initiative.
Range 10 feet; Targets you and the triggering ally
You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own Perception modifier or other statistic to determine your results.