Legendary Cleric

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**Role:** Clerics fulfill supportive roles in adventuring parties. Their magic is naturally suited towards spells that heal, empower, and protect. That isn’t to say that clerics cannot take more proactive, offensive, or violent routes; the wide variety of training and powers they can derive from their faith allow a wide variety of clerics in the world with many approaches, including self-empowered warriors, explosive battle mages, and masters of battlefield control. Regardless of their chosen specialty, very few parties will reject a cleric seeking to join them.

**Legendary Class:** The legendary cleric’s component elements are similar in nature to the base version of the class, but have been heavily adjusted to offer advancements at every level beyond spellcasting, give domains more prominence as a feature, and offer more choices throughout character progression.

**Alignment:** Any (see Faith)

**Hit Die:** d8

**Starting Wealth:** 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills:** The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

**Skill Ranks Per Level:** 4 + Int Modifier

### **Weapon and Armor Proficiencies**

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with one weapon based on their faith, typically the favored weapon of a deity or a thematically appropriate weapon to their nontheistic beliefs.

### **Faith (Su)**

A cleric’s power is drawn from their faith, a deep and powerful belief in a greater power or meaning. This may take the form of a deity or pantheon, spirits, ancestor worship, a deep reverence of nature, or any other religious or spiritual belief. A cleric’s alignment must be appropriate to their religion; if they worship a deity, their alignment must be within one step of that deity’s. Otherwise, they should choose an alignment which reflects the values of their faith.

At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to 1/2 their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.

### **Aura (Ex)**

A cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see *detect evil* for details).

### **Spellcasting**

A cleric casts divine spells which are drawn from the cleric spell list. They cannot cast spells whose alignments oppose theirs or their faith’s. A cleric must choose and prepare their spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on **Table 1-1: Legendary Cleric Class Features.** In addition, they receive bonus spells per day if they have a high Wisdom score (see **Table: Ability Modifiers and Bonus Spells**).

Clerics must meditate, pray, or otherwise focus to gain their spells. A cleric must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells, but they must wait at least 24 hours to regain their spells again.

### **Orisons**

Clerics can prepare a number of orisons, or 0-level spells, each day as noted on **Table 1-1: Legendary Cleric Class Features** under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

### **Knowledge of the Faith (Ex)**

A cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.

### **Channel Energy (Su)**

A cleric can release a wave of energy by channeling the power of their faith through a divine focus, typically a holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. At 1st level, the cleric must choose whether they channel positive or negative energy.

A cleric who channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. Channeling energy creates a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites).

The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Wisdom modifier. A cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themselves in this effect.

### **Domains**

The power of a given faith is not all-encompassing. Regardless of how powerful a deity is or how wide-reaching a faith may be, a cleric can only contain so much of that power and scope within themselves. At 1st level, the cleric chooses one domain based on their faith; though the setting may include set domains for a deity or religion, at the GM’s discretion the cleric may choose any domain that is appropriate.

Each domain has an associated skill known as a divine skill. When a domain is selected, the cleric immediately gains that skill as a class skills.

At 10th level, the cleric gains a secondary domain, treating their cleric level as 10 lower when determining what abilities they gain from it (minimum 1). They still may use Wisdom as their ability score for that skill.

At 12th level, the cleric selects one of two doctrines for their primary domain. The chosen doctrine determines the abilities which the cleric gains at 12th and 16th levels.

([Domains can be found here Legendary Cleric Domains])

### **Spontaneous Casting**

Each domain has one spell at each spell level. A cleric can channel stored spell energy to cast these spells any time. The cleric can “lose” any prepared spell that is not an orison in order to cast any domain spell of the same spell level or lower.

### **Blessing of the Faith (Su)**

At 2nd level, the cleric gains the following benefit (This was changed for our server):

Legendary clerics may choose to receive a +1 sacred bonus to skill checks with a single skill at 2nd level. This bonus improves by 1 at 6th level and every 4 levels thereafter. At 6th level, 10th level, and 14th level, the cleric chooses one of the following types of rolls for this sacred bonus to also apply to: concentration checks, caster level checks, or skill checks with a different skill.

### **Devoted Skill (Ex)**

At 5th level, the cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.

### **True Faith (Su)**

At 20th level, the cleric chooses a third domain. They gain the benefits of all domain powers offered by all of their domains as if they had selected them as primary domains, although they only gain the benefit of one doctrine per domain.

## **Ex-Clerics**

A cleric who violates the tenets of their faith or their domain, or whose alignment is no longer appropriate to their faith, loses all spells and class features, except for armor, shield and weapon proficiencies. They cannot thereafter gain levels as a cleric of that faith until they atone for their deeds (see the *atonement* spell description). They can, however, join a new faith that supports the actions that made them lose their powers or exchange their cleric levels for levels in cleric with the faithless archetype, in which case they cease to be an ex-cleric.

## **Favored Class Options**

The following favored class bonuses are available to all characters, regardless of race:

* **Any:** +1/2 faith point
* **Any:** +1/2 damage and healing whenever you use channel energy
* **Any:** +1 on Knowledge (religion or planes) checks
* **Any:** +1/4 caster level on domain spells
* **Any:** +1/5 saving throw DC of domain abilities and domain spells
* **Any:** +1 bonus on caster level checks made to overcome the spell resistance of outsiders
* **Any:** +1 bonus on concentration checks made to cast a cleric spell

## **Archetypes**

### **Channeling Adept**

Channeling Adepts specialize in harnessing the powers of positive or negative energy, employing their intense faith to draw the most from these esoteric energies.

#### **Abundant Channeling (Su)**

A channeling adept’s channel energy is usable a number of times per day equal to 5 + their Wisdom modifier. At 2nd level and every 2 levels thereafter, the channeling adept gains an additional use per day of channel energy.

This replaces the domain ability gained at 1st level.

#### **Amplified Channeling (Su)**

In place of a domain ability at 4th, 8th, 10th, 12th, 14th, 16th, or 18th levels, a channeling adept can select a paladin mercy (if they channel positive energy) or an antipaladin cruelty (if they channel negative energy), using their cleric level as their paladin or antipaladin level for the purpose of meeting prerequisites. By spending a faith point or an additional use of channel energy, the channeling adept may apply one mercy or cruelty to all creatures which are affected by channel energy. Any creature which fails its saving throw against channel energy is considered to have failed its saving throw against the mercy or cruelty.

Alternatively, in place of a mercy or domain ability, the channeling adept may select a single Channeling feat, ignoring any ability score or worship prerequisites for the feat.

### **Cloistered Cleric**

Not all disciples of the faith can be seen on the front lines. Perhaps more valuable to a doctrine are the scholars, scribes, and librarians, individuals referred to as cloistered clerics who manage the more theoretical and literary elements of belief.

#### **Martial Distance**

A cloistered cleric gains base attack bonus equal to a wizard of his class level.

This modifies base attack bonus.

#### **Hit Dice**

A cloistered cleric uses d6 for his Hit Die.

This alters a Legendary Cleric's hit dice.

#### **Theologian**

A cloistered cleric gains two additional skill points per level and treats all Intelligence-based skills as class skills.

This alters a Legendary Cleric's skill points and class skills.

### **Embodiment**

The Embodiment is a being directly connected to some primordial force of existence, a mage-warrior who channels the fundamental aspects of being in a variety of ways to achieve victory over their foes. Their connection may take any number of forms but is often deep and overwhelming.

#### **Proficiencies**

Embodiments are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is their first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

#### **Casting**

The embodiment may combine spheres and talents to create magical effects. The embodiment is considered a High-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells and orisons

#### **Spell Pool**

An embodiment gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their class level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

#### **Blended Training**

An embodiment gains a combat or magic talent at every even level. This does not stack with caster levels gained from other sources. An embodiment uses their casting ability modifier as their practitioner modifier.

#### **Flexible Manifestation**

The DCs and effects of all of the embodiment’s class abilities are based on the embodiment’s casting ability modifier rather than Wisdom.

#### **Esoteric Romance (Su)**

In place of the benefits of Blessing of the Faith, an embodiment may choose to gain an additional magic or combat talent at 2nd, 6th, 10th, and 14th levels. This does not render the archetype incompatible with others which replace Blessing of the Faith so long as the embodiment does not choose to replace the class feature with these talents.

#### **Domain Connection (Su)**

An embodiment gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level and every odd level thereafter, chosen from the spheres associated with their selected domains (see Table Below: Domains and Associated Spheres).

This replaces domain spells but can be replaced as if it were domain spells.

### **Evangelist**

The power of faith, according to some, lies not in miracles but rather in the inspiration and guidance of the masses. Evangelists embody this approach with their honeyed words and awesome performances, rallying allies and cowing enemies.

#### **Public Speaker (Ex)**

An evangelist gains Perform as a class skill. In addition, they are trained to project their voice with great skill and effect; the DC to hear them speak in difficult conditions is reduced by an amount equal to their class level plus their Wisdom modifier (minimum 0).

#### **Evangelist’s Performance (Su)**

An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using the evangelist’s Wisdom modifier in place of Charisma for all purposes. An evangelist does not gain a pool of faith points but can spend three rounds of performance in place of a faith point for any effect.

At 1st level, the evangelist can use the following bardic performances: countersong, distraction, fascinate, and inspire courage

At 4th level, the evangelist gains the ability to use inspire competence

At 8th level, the evangelist gains the ability to use suggestion and dirge of doom

At 12th level, the evangelist gains the ability to use inspire greatness and soothing performance

At 16th level, the evangelist gains the ability to use frightening tune and inspire heroics

This modifies faith and replaces the domain gained at 1st level

#### **Songs of the Faith**

An evangelist can cast the following spells as domain spells of the corresponding levels. If the evangelist possesses the embodiment archetype, they instead gain a talent from the War sphere or Warleader sphere at 1st level and every even level thereafter.

1st-saving finale 2nd-allegro 3rd-purging finale 4th-exquisite accompaniment 5th-virtuoso performance 6th-heroic finale 7th-shadowbard 8th-deadly finale 9th-pied piping

### **Faithless**

It is possible for skilled or lucky spellcasters to draw upon divine powers even when they lack faith in their doctrine. Some draw this power from dead divinities whose energies still echo across the cosmos, while others leech of the faith of others to fulfill their own intentions.

#### **Beholden to Nothing (Su)**

A faithless cannot lose their cleric spellcasting ability as a result of violating the tenets of their doctrine or changing their alignment.

#### **Obscured Aura (Su)**

A faithless never radiates an alignment aura, as if under the effect of a permanent undetectable alignment spell.

This replaces the cleric’s aura.

#### **Ruinous Channel (Su)**

The perverse powers of a faithless offer only capacity for destruction. A faithless can channel ruin as a cleric channels negative or positive energy, releasing a wave of twisting void that harms creatures in the area of effect. The amount of damage dealt is equal to that an evil cleric of their level would deal by channeling negative energy, except it affects living, unliving, and undead creatures alike. This functions in all other ways as a cleric’s channel energy class feature, including benefiting from feats that affect channel energy (such as Selective Channeling).

This alters channel energy.

#### **Hollow Faith (Su)**

A faithless does not possess any faith points and does not gain them when they would regain spells as a normal cleric. However, a faithless may expend a use of channel energy or a prepared spell as a free action to gain temporary faith points which last for 1 minute. The number of faith points gained is equal to half the level of the expended spell (minimum 1) or 1 if a use of channel energy is expended. A faithless cannot expend cantrips to gain temporary faith. A faithless with the embodiment archetype may spend a spell point to gain 1 temporary faith point.

This alters faith.

#### **Magic Sink (Su)**

At 2nd level, the faithless’ form behaves in such a way that miracles around them are negated. The faithless gains spell resistance equal to 6 + their faithless level. They may lower this spell resistance for one round as a move action.

At 6th level, whenever a creature fails to overcome the faithless’ spell resistance, the faithless gains a single temporary faith point that lasts for one round.

At 10th level, the faithless’ spell resistance improves to 11 + their character level.

At 14th level, whenever a creature fails to overcome the faithless’ spell resistance, the faithless can forgo gaining a faith point to gain the ability to use the spell negated by their spell resistance once within the next round. The effect uses the faithless’ caster level and Wisdom score to determine the save DC.

This replaces blessing of the faith.

### **Primordial Disciple**

The energies of the elements are nigh-infinite, and some among the faithful have learned how to harness them to their own ends. Be they worshippers of mighty elemental entities or esoteric channelers of raw untamed forces, primordial disciples harness the might of creation itself in battle.

#### **Elemental Focus**

The primordial disciple must select one of the following domains at 1st level: Air, Earth, Fire, Plant, Void, or Water. For the purpose of their domain abilities, a primordial disciple’s effective kineticist level is always equal to their effective cleric level.

This modifies domains.

#### **Infusions (Su)**

At 1st level and every odd level thereafter, the primordial disciple gains an infusion wild talent or utility wild talent from the list of options available based on their elemental focus, treating their cleric level as their effective kineticist level and being able to spend faith points in place of taking burn. At 5th, 11th, and 17th levels, a primordial disciple can replace one of their infusions or wild talents with another infusion or wild talent of the same effective spell level or lower. They can’t replace an infusion that they used to qualify for another of their wild talents.

This replaces channel energy.

#### **Elemental Fortifications**

At 2nd level, the primordial disciple gains the elemental defense corresponding to the element from their 1st-level domain.

At 6th, 10th, and 14th levels, the primordial disciple selects a new utility wild talent from the list of options available to them. A primordial can select only universal wild talents or those that match their element from their domain. As with their domain abilities, a primordial disciple can spend faith in place of suffering burn to fuel these abilities.

This replaces blessing of the faith

### **Prophet**

Employing a smaller variety of miracles, prophets are tenacious disciples of their faith who harness specific magical tools to accomplish great feats. Some may be lay priests who lack the formal tutelage of most clerics, while others could be chosen suddenly from the masses by a higher power.

#### **Prophet Spellcasting**

A prophet must prepare their spells ahead of time, but unlike a normal cleric, their spells are not expended when they’re cast. Instead, they can cast any spell that they have prepared, consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level. The number of spell slots per day a prophet has is equal to that of a normal cleric, including gaining bonus spell slots if they have a high Wisdom score.

The number of spells a prophet can prepare each day is limited. At 1st level, they can prepare four 0-level spells and two 1st-level spells each day. At each new cleric level, the number of spells they can prepare each day increases, adding new spell levels as indicated on the table below. Unlike the number of spells they can cast per day, the number of spells a prophet can prepare each day is not affected by their Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a prophet can prepare.

A prophet must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour praying or meditating. While doing this, the prophet decides what spells to prepare and refreshes their available spell slots for the day.

Like a sorcerer, a prophet can choose to apply any metamagic feats they know to a prepared spell as they cast it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, they may also prepare a spell with any metamagic feats they know and cast it without increasing casting time like a wizard. They cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.

A prophet is always considered to have their domain spells prepared.

Lastly a Prophet can cast 1 less spell per level. (Diminished Spellcasting)

This modifies spellcasting.

### **Undead Lord**

Among clerics, there are those who employ the power of the divine to twist the cycle of life to their own ends, reanimating the dead to serve them or pushing themselves further towards undeath.

#### **Necromantic Adept (Su)**

At 1st level, the undead lord gains Command Undead as a bonus feat, using their Wisdom modifier in place of their Charisma modifier. With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed their cleric level. This corpse companion automatically follows their commands and does not need to be controlled by them. The undead lord cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. At 8th level, the undead lord can use this ability to create a variant skeleton such as a bloody or burning skeleton can dismiss her companion as a standard action, which destroys it.

At 4th level, the undead lord gains darkvision out to 60 feet and may spend a faith point to gain a profane bonus to a saving throw against a channeled energy effect, mind-affecting effect, death effect, disease, paralysis, poison, sleep effect, fatigue, exhaustion, or stunning effect. This profane bonus is equal to half their cleric level.

At 8th level, when using the animate dead spell, a necromantic adept can control 6 HD worth of undead creatures per caster level rather than 4 HD.

At 12th level, The undead lord may expend a faith point as a swift action to exude an aura of negative energy in a 30-foot radius for 1 minute. This aura functions as the spell desecrate and uses the undead lord as an altar of sorts to double the effects granted. The undead lord gains the benefits of this effect as if they were undead (but does not gain bonus hit points). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the undead lord’s cleric level + the undead lord’s Wisdom modifier. If the character fails, the effect is expended but does not function.

At 16th level, the undead lord may spend a faith point when casting animate dead, lesser animate dead, create undead, or create greater undead to ignore any material components for the spell.

At 20th level, the undead lord becomes immune to mind-affecting effects, death effects, disease, paralysis, poison, fatigue, exhaustion, sleep effects, and stunning.

This replaces the domain gained at 1st level and true faith. An undead lord with the embodiment archetype may exchange any of these abilities for a bonus talent from the death sphere.

#### **Necromantic Channel (Su)**

The undead lord must choose to channel negative energy at 1st level. The undead lord is healed by negative energy and harmed by positive energy regardless of creature type.

#### **Dominion of Undeath**

The undead lord treats the following spells as domain spells of the corresponding levels. If the undead lord possesses the embodiment archetype, they instead select a talent from the death sphere at 1st level and every odd level thereafter.

1st-command undead 2nd-lesser animate dead 3rd-animate dead 4th-torpid reanimation 5th-flesh puppet horde 6th-create undead 7th-control undead 8th-create greater undead 9th-soul bind

## New Feats

### **Bonded Holy Symbol**

Your holy symbol is imbued with special magics that bind your essence to it.

Prerequisites: Ability to cast divine spells

Benefit: You form a powerful bond with a holy symbol, which functions identically to a wizard’s bonded object except it can be used to cast spells of your divine casting class (instead of wizard spells) and you can grant your bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, you can add additional magic abilities to your bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided you meet the feat’s level prerequisites. The magic properties of a bonded holy symbol, including any magic abilities added to the object, function only for you. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements added using this ability.

### **Expanded Domain Magic**

You have learned to easily access a wider variety of spells on command.

Prerequisites: Legendary cleric, domain spells or equivalent ability

Benefit: Choose up to three spells on the cleric spell list. You may treat these spells as if they were also domain spells.

Special: You may take this feat multiple times, each time selecting three different spells.

### **Extra Faith**

Your passion is such that you can invoke many miracles.

Prerequisites: Legendary cleric, faith class feature

Benefit: You gain 2 additional points of faith per day.

Special: You may take this feat multiple times.

### **False Arcanist**

You can disguise your miracles as arcane machinations.

Prerequisite: Ability to cast divine spells

Benefit: You are able to disguise your divine spellcasting, presenting it as arcane or magic of some other kind. Typically, this is as an alchemist, bard, sorcerer, or wizard magic, although other classes can be mimicked as well.

You must make a skill check (DC 10 + twice the level of the spell) to disguise this casting and successfully cast the spell. The type of skill check depends on the type of

caster you pretend to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard, and Knowledge (planes) for psychic or occultist

are some examples. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, they don’t suspect the source of the

magic is divine.

You must still provide any divine focus components for the spells you cast. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture.

### **Passionate Preacher**

Your energy and commitment are the source of your divine power.

Prerequisite: Legendary cleric 1st.

Benefit: You may use your Charisma instead of Wisdom for any legendary cleric ability you gain, such as spells, faith, channel energy, or domain abilities. In

addition, select 1 Charisma based skill; you gain a +2 bonus to skill checks made with that skill.

Normal: A legendary cleric uses Wisdom to determine their class features.

Special: This feat must be selected at 1st level, or before your 1st level of legendary cleric.

Special: This feat cannot be combined with the Student of the Canon feat.

### **Repairing Channel (Channeling)**

Your magic affects artificial structures as well as it does life forms.

Prerequisite: Channel energy class feature

Benefit: When you channel energy to heal or harm living or undead creatures, you may instead choose to heal or harm constructs and unattended objects within range.

#### **Split Channel (Channeling)**

You call upon healing and harming magics simultaneously.

Prerequisites: Channel energy 3d6

Benefit: You can channel energy to heal and harm simultaneously. When you do so, you restore only 1/2 the usual amount of hit points and deal only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw).

#### **Student of the Canon**

Your knowledge of doctrine allows to you to perform a variety of miracles.

Prerequisite: Legendary cleric 1st.

Benefit: You may use your Intelligence instead of Wisdom for any legendary cleric ability you gain, such as spells, faith, channel energy, or domain abilities. In

addition, select 1 Intelligence-based skill; you gain a +2 bonus to skill checks made with that skill.

Normal: A legendary cleric uses Wisdom to determine their class features.

Special: This feat must be selected at 1st level, or before your 1st level of legendary cleric.

Special: This feat cannot be combined with the Passionate Preacher feat.

> Legendary Clerics. Copyright 2020, Legendary Games; Authors Matt Daley and Nathan Reinecke
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