Feat/List/Theme/Divine

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Armor of Faith

→ Armor of Faith

Your faith in your deity is strong and unwavering, and it grants you protection from physical harm. When you are threatened or attacked, your faith becomes a shield that absorbs the damage.

  • When you are not wearing any armor, your AL equals 10 + your Divine Spellcasting modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Blade of Zeal

→ Blade of Zeal

You wield your weaponry with holy devotion, bringing down monumental punishment.

  • Whenever you make an attack roll with advantage, you score a critical hit if both dice show the same result except if both results are a 1. This critical hit deals maximum damage on all dice.

Channel Divinity

→ Channel Divinity

You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.


Channel Divinity Enhancement

→ Channel Divinity Enhancement

Your gain increased flexibility of divine measures and abilities. You gain the following benefits:

  • You learn one Channel Divinity options of your choice.
  • You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.

You can select this feat multiple times.


Cleansing Touch

→ Cleansing Touch

You have the ability to purify and cleanse living creatures with a touch, removing harmful effects and magic. Your touch can also neutralize poisons and diseases.

You gain the following benefits:

  • You can use your action to touch a creature and cure it of any non-magical disease or poison.
  • You can use your action to end one spell on yourself or on one willing creature that you touch.

Defended by Faith

→ Defended by Faith

With faith you walk securely, unworried of the dangers that lurk about.

  • You can add half of your proficiency bonus, rounded up, to any contested check that you don't already add your proficiency bonus to.

Divine Cantrip Adept

→ Divine Cantrip Adept

You have honed your ability to cast cantrips, and can now use them with greater ease and power.


Divine Cantrip Master

→ Divine Cantrip Master

You have honed your ability to cast cantrips, and can now use them with excellence and perfection.

  • You learn two cantrips of your choice from the Divine Domains.
  • When you cast a divine cantrip, you may cast it as one tier higher instead (At 5th, 9th, 13th and 17th).



Divine Health

→ Divine Health

Your faith in your deity is strong, and you are blessed with divine health and vitality. You are immune to diseases and poison, and have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Divine Ritual Casting

→ Divine Ritual Casting

  • You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.

Divine Sense

→ Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

  • As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Proficiency bonus. When you finish a long rest, you regain all expended uses.


Holy Warrior

→ Holy Warrior

You wield heavy weapons with an ease and grace that terrifies your foes.

  • You can use your Divine spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls of all weapons.

Inner Prayer

→ Inner Prayer


Lay On Hands

→ Lay On Hands

Your blessed touch can heal wounds.

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to character level × 5.

  • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feat, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Prayer Zeal

→ Prayer Zeal


Sacred Studies

→ Sacred Studies

You gain two tiers of proficiency in the Religion skill.

In addition, your study of esoteric texts has required you to learn some unusual languages. You gain proficiency in languages. The languages chosen when you gain this tier must be of the following languages:

  • Abyssal
  • Celestial
  • Infernal
  • Primordial
  • Sylvan

Other languages may be picked, but consult with the GM.


True Conviction

→ True Conviction

Your devotion outweighs all other motivations.