Class Feats (Cleric)

## List Of Class Feats

Channel Divinity I -LCF-

*Prerequisites: 3rd Level, Intelligence/Wisdom/Charisma Of 13 Or Higher, Spellcasting I/Pact Spellcasting I*

When you get this class feat, you take a Godly Domain Passive Effect. You also now have a pool of divinity points which can hold a maximum of 1 point.

And when you get this class feat, you choose a 1st level spell from any spell list. The chosen spell becomes a divine spell for you.

You can now cast your divine spell by spending 1 divinity point. You can also spend additional divinity points to cast your divine spell at a higher level. Each additional divinity point that you spend increases the level of that spell by 1, up to a maximum of 5th level.

If you gain a level in this class, you can replace your divine spell with a 1st level spell from any spell list.

You regain all of your spent divinity points when you finish a long rest. You can also now use a holy symbol as a spellcasting focus for your spells.

*Restrictions: You must not have [Wild Magic Soul], [Gigantic Soul], or [Draconic Soul].*

Channel Divinity II -LCF-

*Prerequisites: 5th Level, Channel Divinity I*

The maximum for your pool of divinity points increases to 2 points.

Channel Divinity III -LCF-

*Prerequisites: 9th Level, Channel Divinity II*

The maximum for your pool of divinity points increases to 3 points.

Channel Divinity IV -LCF-

*Prerequisites: 22nd Level, Intelligence/Wisdom/Charisma Of 15 Or Higher, Channel Divinity III*

The maximum for your pool of divinity points increases to 5 points.

Sacred Health -LCF-

*Prerequisites: 9th Level, Channel Divinity I*

You now have immunity to disease and the poisoned condition.

Turn Undead -LCF-

*Prerequisites: 3rd Level, Channel Divinity I*

You can now spend 1 divinity point with your action to have every undead within 30 feet of you make a Wisdom saving throw against your spell save DC. On a failure, an undead is turned by you for 1 minute or until they receive damage. If an undead has a challenge rating equal to or lower than your proficiency bonus, they are instantly destroyed instead.

## List Of Godly Domain Passive Effects

Antipathetic Mind

Your thoughts can no longer be read unless you allow them to be. And if another creature attempts to read your thoughts, you can have them make an Intelligence saving throw against your spell save DC. On a failure, they gain a short-term madness effect.

Blessings Of Air

You can use your bonus action to lift yourself up from the ground. Until the end of your turn, you have a flying speed of 30 feet, and you can hover. But if you already have a flying speed due to another source, your flying speed increases by 30 feet instead.

*Restrictions: If you are using the Custom Race option, you must not have [Heart Of The Sky].*

Blessings Of Earth

You can now move along walls and ceilings, without requiring both of your empty hands.

*Restrictions: If you are using the Custom Race option, you must not have [Heart Of The Land].*

Blessings Of Life

If you roll for making a creature regain hit points, you can reroll all of those dice, using either set of rolls.

*Restrictions: If you are using the Custom Race option, you must not have [Marvelous Healing].*

Blessings Of Protection

When you get this Godly Domain Passive Effect, you choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You now have resistance to the chosen damage type. And if the damage type that you had chosen was poison, you also now have advantage on saving throws against being poisoned.

*Restrictions: If you are using the Custom Race option, you must not have [Elemental Resistance].*

Blessings Of Water

You can now breathe underwater. You also now have immunity to damage from water pressure.

*Restrictions: If you are using the Custom Race option, you must not have [Heart Of The Sea].*

Digital Link

You can now manually use any electronic devices that you can see within 120 feet of you as if you were within 5 feet of each of them. If you manually use any electronic devices in this way, holographic copies of each of their displays appear before you to manipulate them with.

Ethereal Sight

You can now see into the Ethereal Plane from other planes which border it.

Sympathetic Mind

You now have telepathy with a range of 60 feet. But if you already have telepathy due to another source, its range increases by 60 feet instead. You are also no longer prevented from telepathically communicating with creatures who do not understand any languages, but you can only exchange sensory messages with them.

Umbral Sight

You now have darkvision with a range of 60 feet. But if you already have darkvision due to another source, its range increases by 60 feet instead. Your darkvision is also no longer impeded by magical darkness.