Divine feats are powered by a character’s ability to channel divinity or are otherwise directly tied to that ability. Each feat typically gives an additional way to use the divine power the character channels through faith. Activating a divine feat expends one or more uses of channel divinity, but it grants its own effect rather than the normal channel divinity effect.
Activating a divine feat is a supernatural ability which requires a standard action (unless the feat specifies otherwise) but does not provoke attacks of opportunity unless otherwise noted. Activating a divine feat is not considered an attack unless it directly targets or deals damage to another creature.
Divine feats do not normally grant additional uses of channel divinity.
Divine Feats | Benefit |
|---|---|
General | |
| Channel Heroism | Your heroic spirit bolsters your divine feats. |
| Divine Essence | You can channel divinity to imbue yourself with additional essence. |
| Divine Might | You can channel the power of your faith to increase your damage. |
| Divine Spell Access | You may channel divinity to access additional spells. |
Ability Focus (bonus to DCs, level checks, etc.) | |
| Divine Spell Power | Channel divinity to increase your caster level. |
| Improved Channeling | Channel divinity as if you were one level higher. |
Class Features (Extra Options or Uses) | |
| Additional Channel Divinity | Gain one additional Channel Divinity option. |
| Extra Channeling | You are able to use channel divinity more often each day. |
| Divine Vengeance | Your channel your ability to turn undead into your weapon. |
| Plant Defiance | You can turn plants like a cleric can turn undead. |
| Plant Control | You can rebuke and command plants as a cleric can undead. |
Healing | |
| Channeled Recovery | When you channel divinity, allies can regain an expended maneuver. |