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CHANNEL FEATS

Alignment Channel

Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prerequisite: Ability to channel energy.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

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Channel Life

Prerequisites: Life sphere, channel energy class feature.

Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend the normal spell point cost of the ability, but may target any creature that is affected by your channel energy, even if they would normally be out of range of your ability. If combined with Mass Healing, you may affect every creature affected by your channel energy.

Channel Ray

You can focus your channeled energy on a single target.
Prerequisite: Channel energy class feature.
Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.

Channel Resolve

Prerequisite: Channel energy class feature.

Benefit: When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.

Channel Smite [Combat]

You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Channeled Blast   
You have learned to shape the divine energies of your channeling, unleashing them, if you desire as a cone instead of a burst.
Prerequisites: Channel energy class feature
Benefits: You can, when you channel energy, unleash the energy as a cone instead of a burst. The cone begins from the point of your divine focus and extends to a length equal to twice the radius of your channeling range, with a final width equal to half the length of the cone.

Channeled Detonation

You can overcharge your connection with your undead using your channel energy ability.

Prerequisites: Death sphere, ability to channel negative energy, caster level 5th.

Benefit: You can spend a use of your channel energy ability as a standard action to detonate a mindless undead you control within 30 feet, destroying it, but causing your channel energy to burst outwards from its location; your channel deals (or heals, as appropriate) 1 additional point of damage per Hit Die of the undead sacrificed. You can activate this ability as an immediate action whenever a mindless undead you control is reduced to 0 hit points by spending a spell point (and a use of channel energy, as normal).

Channeled Revival

You can expend a large portion of your channeling power to reverse death itself.
Prerequisite: Channel energy 6d6 (positive energy).
Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell.

Combat Domain Channeling   
You have learned to use your channeled energies to affect the flow of combat, according to the teachings of your domain.
 Prerequisites: 3rd level; channel energy class feature; access to at least one divine domain.  
Benefits: You are able to use Combat Channeling Effects according to the domain you possess.

Command Undead

Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisite: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Disrupting Smite[Combat]

Your divine power can reduce undead foes to dust.
Prerequisites: Channel Smite, base attack bonus +9, channel positive energy 4d6.
Benefit: When using channel smite against an undead creature, if you confirm a critical hit, you can expend an additional use of your channel energy ability as a swift action to destroy that undead creature. The undead creature can negate this effect with a successful Will saving throw (DC = 10 + your base attack bonus).

Elemental Channel

Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Prerequisite: Channel energy class feature.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.

Empowered Channel

Prerequisite: Channel energy class feature.

Benefit: When you channel energy to harm creatures, you deal +1 damage per die.

Improved Channel

Your channeled energy is harder to resist.
Prerequisite: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Major Domain Channeling    
You have learned to use your channeled energies to further the doctrines of your faith, according to the teachings of your domain.
Prerequisites: 5th level, channel energy class feature, access to at least one divine domain, Combat Channeling  
Benefits: You are able to use Major Channeling Effects according to the domain you possess.

Powerful Channel
Your channeled energy is more potent, but its use exacts a physical toll.
Prerequisites: Cha 13, Improved Channel.
Benefit: You can expend one of your daily uses of channel energy as a full-round action that provokes attacks of opportunity. The dice rolled to determine damage dealt or healed become d10s instead of d6s. You are then fatigued for a number of rounds equal to the number of dice rolled. You can’t use Powerful Channel while you are fatigued or exhausted.

Quick Channel

Your divine energies flash with dazzling speed.
Prerequisites: Channel energy class feature, caster level 5th.
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

Reactive Healing

You can channel healing energy in response to an attack that would knock you unconscious.
Prerequisites: Quick Channel or Quicken Spell; channel energy class feature.
Benefit: When the damage from an attack or an effect would reduce you to 0 or fewer hit points, you can expend one use of channel energy (of a form that would heal you) as an immediate action to heal yourself. The healing affects only you, even if it would normally affect others.

Reviving Channel

You can target an unconscious ally to gain additional benefit from your channeled energy.
Prerequisite: Channel energy 3d6.
Benefit: When you use channel energy, you can focus on one creature within range that would be healed by your channel energy whose hit points are below 0. When you do so, no other creatures are healed, but the target creature is restored to 0 hit points before the normal healing takes effect.

Selective Channeling

You can choose whom to affect when you channel energy.
Prerequisites: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Turn Undead

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisite: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Versatile Channeler

You can choose to channel positive and negative energy.
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite.
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity — characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.

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