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Cleric

Image used by permission of Yama Orce.

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.

Key Ability

Wisdom . At 1st level, your class gives you an ability boost to Wisdom .

Hit Points

8 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Cleric

During combat encounters…

  • 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.

During social encounters…

  • You might make diplomatic overtures or deliver impressive speeches. Because you’re wise, you also pick up on falsehoods others tell.

While exploring…

  • 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.

You might…

  • 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.

Others probably…

  • 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.

Perception

Saving Throws

Skills

  • 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

Attacks

  • 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

Defenses

Untrained in all armor, though your doctrine might alter this and unarmored defense

Spells

  • Trained in divine spell attacks
  • Trained in divine spell DCs
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 slot you have. 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): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
  • Fifth Doctrine (15th): 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): 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.

Premonition of Avoidance [reaction] Feat 1

Source PRG2:APG

Cleric

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

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

Reach Spell [one-action] 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.

Vile Desecration Feat 1

Source PRG2:APG

Cleric

Prerequisite(s) evil alignment

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

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.

Rapid Response [reaction] Feat 2

Source PRG2:APG

Cleric

Trigger An ally is reduced to 0 Hit Points.

You work quickly and efficiently in times of danger to deliver needed assistance. You Stride towards the triggering ally.

You gain a +10-foot circumstance bonus to your Speed during this movement.

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 [two-actions] 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 [one-action] 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 [one-action] 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.

Radiant Infusion [one-action] Feat 4

Source PRG2:APG

Cleric Concentrate Metamagic

Prerequisite(s) good alignment, healing font

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

6th Level


Cast Down [one-action] 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 [free-action] 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.

Magic Hands Feat 6

Source PRG2:APG

Cleric

Prerequisite(s) Healing Hands

The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.

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: 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 [one-action] 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).

Martyr [one-action] Feat 8

Source PRG2:APG

Cleric Metamagic

Prerequisite(s) divine font

You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per level of the spell, which can’t be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.

Surging Focus [free-action] Feat 8

Source PRG2:APG

Cleric

Frequency once per day

Trigger An ally you can see falls to 0 Hit Points.

When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity’s might within you. You instantly regain 1 Focus Point.

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 [one-action] 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.

Shared Avoidance Feat 10

Source PRG2:APG

Cleric

Prerequisite(s) Premonition of Avoidance

You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.

Shield of Faith Feat 10

Source PRG2:APG

Cleric

Prerequisite(s) Domain Initiate

Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.

Through Spell [one-action] Feat 10

Source PRG2:APG

Cleric Concentrate Metamagic

Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to Cast a Spell that requires a spell attack roll, your targets don’t benefit from cover provided by living or undead creatures.

12th Level


Defensive Recovery [one-action] 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.

Ebb and Flow [one-action] Feat 14

Source PRG2:APG

Cleric Concentrate Metamagic

Prerequisite(s) Versatile Font

You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies.

If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.

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).

Premonition of Clarity [reaction] Feat 14

Source PRG2:APG

Cleric Fortune

Frequency once per hour

Trigger You fail a saving throw against a mental effect.

Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse.

Swift Banishment [reaction] 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.

Remediate [free-action] Feat 16

Source PRG2:APG

Cleric Concentrate Metamagic

Prerequisite(s) harmful font or healing font

Frequency once per hour

If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your heal or harm spell to attempt to counteract one effect in the spell’s area with the chaotic, evil, good, or lawful trait. The chosen trait must oppose one component of your deity’s alignment; if your deity is neutral, you can choose any one trait.

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.

Echoing Channel [one-action] 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.

Miraculous Possibility Feat 18

Source PRG2:APG

Cleric

Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that’s at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it.

Shared Clarity Feat 18

Source PRG2:APG

Cleric

Prerequisite(s) Premonition of Clarity

You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.

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 [free-action] 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 domain spells by selecting the Domain Initiate or Advanced Domain feat.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Abomination Vaults Adventure Path © 2022, Paizo Inc.; Authors: Vanessa Hoskins, James Jacobs, and Stephen Radney-MacFarland, with Ron Lundeen

This is not the complete license attribution - see the full license for this page