Ranged Reprisal

feat 1

paladin cause

You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.

Weight of Guilt

feat 1

redeemer cause

Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.

Vicious Vengeance

feat 1

antipaladin cause

While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.

Agile Shield Grip◈

feat 1

Requirements You are wielding a shield with a shield boss or shield spikes in one hand.


You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.

Desperate Prayer◇

feat 1

Frequency once per day

Trigger You begin your turn and have no Focus Points in your pool.


You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.

Unimpeded Step

feat 1

liberator cause

With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.

Splinter Faith

feat 1

Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains.

Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect.

Deity's Domain

feat 1

You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.

Everstand Stance◈

feat 1

You are wielding a shield

Requirements You are wielding a shield.


You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction.

Stance: Everstand Stance

Iron Repercussions

feat 1

tyrant cause

Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal Persistent Mental Damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.

Ongoing Selfishness

feat 1

desecrator cause

Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.

Lightslayer Oath

feat 2

tenets of evil

You've sworn to rid the world of the self - righteousness of celestial beings. Add the following tenet to your code, after the other tenets. "You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it."

When you use your champion's reaction against a celestial, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level).

Shining Oath (Paladin)

feat 2

tenets of good, paladin cause

You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace."

Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used.

You don't consider undead to be legitimate authorities, even in nations ruled by undead.

Resilient Mind

feat 2

You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.

Dragonslayer Oath (Liberator)

feat 2

tenets of good, liberator cause

You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success.

If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

Effect: Liberating Step (vs. Dragon)

You don't consider evil dragons to be legitimate authorities, even in nations they rule.

Shining Oath (Liberator)

feat 2

tenets of good, liberator cause

You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace."

If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

Effect: Liberating Step (vs. Undead)

You don't consider undead to be legitimate authorities, even in nations ruled by undead.

Fiendsbane Oath (Redeemer)

feat 2

tenets of good, redeemer cause

You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it."

Your Glimpse of Redemption's resistance against damage from a fiend is 7 + your level.

You don't consider fiends to be legitimate authorities, even in nations ruled by fiends.

Fiendsbane Oath (Paladin)

feat 2

tenets of good, paladin cause

You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it."

Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used.

You don't consider fiends to be legitimate authorities, even in nations ruled by fiends.

Fiendsbane Oath (Liberator)

feat 2

tenets of good, liberator cause

You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it."

If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

Effect: Liberating Step (vs. Fiend)

You don't consider fiends to be legitimate authorities, even in nations ruled by fiends.

Conceited Mindset

feat 2

tenets of evil

Because you know your mind is superior, you scoff at anyone who would alter your mental state-but this hubris gets the better of you when you're wrong.

You gain a +2 circumstance bonus to saves against mental effects. If you succeed at a save against a mental effect, you critically succeed instead; similarly, if you fail at a save against a mental effect, you critically fail instead.

Reliable Squire

feat 2

You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to Aid. If you roll a critical failure on a check to Aid, you get a failure instead.

Esoteric Oath (Redeemer)

feat 2

tenets of good, redeemer cause

You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success."

The resistance you gain from Glimpse of Redemption against damage from an evil aberration is 7 + your level.

You don't consider evil aberrations to be legitimate authorities, even in nations they rule.

Shining Oath (Redeemer)

feat 2

tenets of good, redeemer cause

You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace."

Your Glimpse of Redemption's resistance against damage from an undead is 7 + your level.

You don't consider undead to be legitimate authorities, even in nations ruled by undead.

Vengeful Oath

feat 2

paladin cause

You've sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: "You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren't engaged in a mission that would prevent your doing so."

You can use Lay on Hands to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the good trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.

Esoteric Oath (Paladin)

feat 2

tenets of good, paladin cause

You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success."

Your Retributive Strike gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used.

You don't consider evil aberrations to be legitimate authorities, even in nations they rule.

Devoted Guardian

feat 2

Requirements Your last action was to Raise a Shield.


You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.

Divine Grace⤾

feat 2

Trigger You attempt a save against a spell, before you roll.


You call upon your deity's grace, gaining a +2 circumstance bonus to the save.

Esoteric Oath (Liberator)

feat 2

tenets of good, liberator cause

You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success."

If you use Liberating Step triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

Effect: Liberating Step (vs. Aberration)

You don't consider evil aberrations to be legitimate authorities, even in nations they rule.

Dragonslayer Oath (Redeemer)

feat 2

tenets of good, redeemer cause

You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success.

Your Glimpse of Redemption's resistance against damage from an evil dragon is 7 + your level.

You don't consider evil dragons to be legitimate authorities, even in nations they rule.

Dragonslayer Oath (Paladin)

feat 2

tenets of good, paladin cause

You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success.

Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used.

You don't consider evil dragons to be legitimate authorities, even in nations they rule.

Divine Health

feat 4

tenets of good

Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.

Mercy◈

feat 4

devotion spell (lay on hands)

Your touch relieves fear and restores movement.

If the next action you use is to cast Lay on Hands, you can attempt to counteract a fear effect or an effect imposing the Paralyzed condition on the target, in addition to the other benefits of lay on hands.

Sun Blade

feat 4

Access The following class feat is available to Knights of Lastwall.


You can unleash burning sunlight from your sword or spear.

You gain the Sun Blade devotion spell. Increase the number of Focus Points in your focus pool by 1.

Knock Sense◈

feat 4

You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a Confused ally. The Strike is nonlethal and doesn't take a -2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.

Light of Revelation

feat 4

You've learned to call upon light to reveal what is hidden. You gain the Light of Revelationdevotion spell. Increase the number of Focus Points in your focus pool by 1.

Accelerating Touch

feat 4

devotion spell (lay on hands)

Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your Lay on Hands gains a +10-foot status bonus to its Speed until the end of its next turn.

Spell Effect: Accelerating Touch

Inspiring Resilience⤾

feat 4

Trigger You and at least one other creature become the target of a spell or effect with the emotion, fear, or mental trait that allows a saving throw, and you haven't rolled the save yet.


You show defiance in times of hardship and inspire your companions to persevere. Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead.

Effect: Inspiring Resilience

Cruelty◈

feat 4

devotion spell (touch of corruption)

The harm you deal with your corrupting touch saps the strength from your enemy's body.

If your next action is to cast Touch of Corruption on a living creature, the target is also Enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails).

Sacral Lord

feat 4

trained in Occultism or Religion

By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast Detect Magic, Guidance, and Sigil as innate divine cantrips, and you gain a +1 circumstance bonus to Make an Impression on creatures that have the celestial, fiend, fey, monitor, or spirit traits.


Special You and your land are linked. Changes to one mirror themselves on the other-if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land.

Everstand Strike◈

feat 4

Everstand Stance

Requirements You are wielding a shield in two hands.


Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.

Aura of Courage

feat 4

tenets of good

You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

Aura Of Despair

feat 4

tenets of evil

Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near.

Enemies within 15 feet of you take a -1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its Frightened condition below 1.

Effect: Aura of Despair

Shield Warden (Fighter)

feat 6

shield block

You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Shield Warden (Champion)

feat 6

divine ally (shield), tenets of good

You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Shield Wall⤾

feat 6

Trigger Your shield is raised and an adjacent ally Raises a Shield.


You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have Standard Cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover. Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.

Corrupted Shield

feat 6

divine ally (shield), tenets of evil

Your shield ally is more than just a spirit of protection-it's a conduit for deadly divine magic.

When you use your shield ally to Shield Block a melee unarmed attack or a melee weapon Strike from an adjacent creature, the attacker takes [[/r 1d6[evil]]] damage or negative damage (your choice).

If the attack or Strike breaks or destroys your shield, double this additional damage.

The damage the attacker takes increases to [[/r {2d6}]]{2d6 damage} at 11th level and [[/r {3d6}]]{3d6 damage} at 16th level.

Smite Evil◈

feat 6

divine ally (blade), tenets of good

Your blade ally becomes an even more powerful tool against evildoers.

Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.

If the foe attacks one of your allies, the duration extends to the end of that foe's next turn. If the foe continues to attack your allies each turn, the duration continues to extend.

Effect: Smite Evil

Loyal Warhorse

feat 6

divine ally (steed)

You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.

Litany Against Wrath

feat 6

devotion spells, tenets of good

You excoriate a foe for its wrath against goodly creatures.

You can cast the Litany against Wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.

Smite Good◈

feat 6

divine ally (blade), tenets of evil

Your blade ally shares your lust for the blood of good creatures.

Select one enemy you can see. Until the start of your next turn, your Strikes against that foe using the weapon your blade ally inhabits deal an extra 4 evil damage, increasing to 6 if you have master proficiency with this weapon.

If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend.

Effect: Smite Good

Attack of Opportunity⤾

feat 6

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Invigorating Mercy

feat 6

Mercy

Your divine touch rejuvenates the weak and tired.

When you use Mercy, you can instead attempt a counteract check to remove the Clumsy or Enfeebled conditions, using the source of that condition to determine the counteract level and DC.

If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.

Sense Evil

feat 8

tenets of good

You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell.

An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.

Greater Mercy

feat 8

Mercy

Your faith enhances your ability to remove conditions.

When you use Mercy, you can instead attempt to counteract the Blinded, Deafened, Sickened, or Slowed conditions.

Impassable Wall Stance◈

feat 8

Attack of Opportunity

You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.

Advanced Deity's Domain

feat 8

Deity's Domain

Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with Deity's Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.

Second Ally

feat 8

divine ally

Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.

Greater Cruelty

feat 8

Cruelty

The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes.

When you use Cruelty, choose whether you want to make the creature enfeebled as normal, to make it Clumsy 1 on a failed save (clumsy 2 on a critical failure), or to make it Stupefied 1 on a failed save (stupefied 2 on a critical failure).

Quick Shield Block

feat 8

shield block

You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.

Heal Mount

feat 8

divine ally (steed), devotion spell (lay on hands)

Your devotion to your mount manifests as a surge of positive energy.

When you cast Lay on Hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.

Sacrifice Armor⤾

feat 8

Trigger You are hit by a Strike that deals physical damage.


With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes Broken, reducing its Hit Points to its Broken Threshold. If your armor was already damaged, it is destroyed instead.

Sense Good

feat 8

tenets of evil

The presence of goodness sickens you with its saccharine self-righteousness. When in the presence of an aura of good that is powerful or overwhelming, you detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell.

A good creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Good for 1 day.

Shield of Reckoning⤾

feat 10

champion's reaction, divine ally (shield), tenets of good, Shield Warden

Trigger A foe's attack against an ally matches the trigger for both your Shield Block reaction and your champion's reaction


When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion's reaction against the foe that attacked your ally.

Radiant Blade Spirit

feat 10

divine ally (blade)

Your divine ally radiates power, enhancing your chosen weapon.

When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: Effect: Blade Ally Flaming Rune and any aligned properties (Effect: Blade Ally Anarchic Rune, Effect: Blade Ally Axiomatic Rune, Effect: Blade Ally Holy Rune, or Effect: Blade Ally Unholy Rune) that match your cause's alignment.

Litany Against Sloth

feat 10

devotion spells, tenets of good

You rail against the sin of sloth, turning a foe's laziness against it. You can cast the Litany against Sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.

Devoted Focus

feat 10

devotion spells

Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Imposing Destrier

feat 10

divine ally (steed), Loyal Warhorse

Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike.

Elucidating Mercy

feat 10

Mercy

Your mercy grants clarity to those around you just when they need it most.

When you use Mercy, you can instead attempt a counteract check to remove the Confused or Stupefied conditions, using the source of that condition to determine the counteract level and DC.

If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.

Litany Of Self-Interest

feat 10

devotion spells, tenets of evil

You compel a creature to act toward its own ends rather than consider others. You can cast the Litany of Self-Interest devotion spell. Increase the number of Focus Points in your focus pool by 1.

Resilient Touch

feat 10

devotion spell (lay on hands)

Your healing energies create an aura of protection that defends your allies against more than just blades and arrows.

An ally that recovers Hit Points from your Lay on Hands gains a +1 status bonus to their saving throws until the end of their next turn.

Spell Effect: Resilient Touch

Holy Light◈◈

feat 10

you follow a good-aligned deity

You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a @Template[type:burst|distance:30]{30-foot-radius, 100-foot-high cylinder} centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a @Check[type:will|dc:resolve(@actor.attributes.classOrSpellDC.value)] save equal to your class DC or spell DC (whichever is higher) or become Dazzled for 1 round.

Lasting Doubt

feat 12

redeemer cause

When you cast doubt upon your foes, the effect lasts longer than usual.

After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute.

If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.

Necromantic Deflection

feat 12

You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.

Miraculous Intervention⤾

feat 12

Trigger An adjacent fiend or undead begins to use a reaction.


Through divine intervention or whispered prayers, you foil an enemy's response. If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction.

Pale Horse

feat 12

divine ally (steed), tenets of evil

Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh.

When you Mount your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes [[/r 1d6]] damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon Strike while adjacent to the steed.

This damage increases to [[/r 2d6]] at 16th level and [[/r 3d6]] at 20th level.

Enforce Oath◈

feat 12

You've sworn to an oath against a specific type of creature.

Frequency once per hour


You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath.

You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature.

However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a -1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.

You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are Unconscious or if the chosen creature goes Unnoticed by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action.

Aura of Faith

feat 12

tenets of good

You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power.

Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round.

Effect: Aura of Faith

Amplifying Touch

feat 12

devotion spell (lay on hands)

Your healing energies empower attacks.

An ally that recovers Hit Points from your Lay on Hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their Strikes until the end of their next turn.

Spell Effect: Amplifying Touch

Champion's Sacrifice

feat 12

tenets of good

You can suffer so that others might live. You can cast the Champion's Sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.

Gruesome Strike◈

feat 12

tenets of evil, champion's reaction that grants extra damage with your Strikes

Requirements Your Strikes currently deal extra damage from your champion's reaction.


Make a Strike against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be Drained 1.

Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.

Liberating Stride

feat 12

liberator cause

Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed.

Even if you have Exalt, only the triggering ally gains this benefit.

Divine Wall

feat 12

You are wielding a shield

Requirements You are wielding a shield.


You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.

Blade of Justice◈◈

feat 12

tenets of good

You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent.

The Strike deals two extra weapon damage dice if the target of your Strike is evil.

Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).

Affliction Mercy

feat 12

Mercy

The divine grace that flows through you grants reprieve from an affliction.

When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.

Litany Of Depravity

feat 14

tenets of evil

You undercut your enemy's vain moralism, opening their heart to evil. You can cast the Litany of Depravity focus spell. Increase the number of Focus Points in your focus pool by 1.

Aura of Righteousness

feat 14

tenets of good

Your righteous aura dampens evil's might. You and all allies within 15 feet gain evil resistance 5.

Effect: Aura of Righteousness

Sacral Monarch

feat 14

Sacral Lord, master in Occultism or Religion

You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast Banishment and Inevitable Disaster as innate divine spells, each once per day.

Wyrmbane Aura

feat 14

Requirements Dragonslayer Oath


Your aura protects against destructive energies and dragons' breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon's breath, increase the resistance to half your level.

Aura of Life

feat 14

Shining Oath

Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.

Effect: Aura of Life

Aura Of Preservation

feat 14

Esoteric Oath

Your aura protects against the twisting powers of aberrations. You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations.

You also gain a +1 status bonus to Fortitude saves against morph or polymorph effects and Will saves against mental effects; this bonus increases to +2 against aberrations' morph, polymorph, or mental effects.

Effect: Aura of Preservation

Aura of Vengeance

feat 14

Exalt, Vengeful Oath

When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a -2 penalty, instead of a -5 penalty.

Litany of Righteousness

feat 14

tenets of good

You call upon righteousness to expose an evil foe's weakness.

You can cast the Litany of Righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.

Divine Reflexes

feat 14

At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction.

Anchoring Aura

feat 14

Fiendsbane Oath

Requirements Fiendsbane Oath


Your aura hampers fiends' teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.

Greater Interpose

feat 14

Sacrifice Armor

Your divine grace empowers you to avoid hits when you otherwise could not.

You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead.

Auspicious Mount

feat 16

Divine Ally (Steed), Imposing Destrier

Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.

Instrument of Zeal

feat 16

divine ally (blade), tenets of good

Divine energy fills your weapon. Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.

Instrument Of Slaughter

feat 16

divine ally (blade), tenets of evil

Your blade ally thirsts for the blood of your foes.

Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes Persistent Bleed Damage equal to two of the weapon's damage dice.

Expand Aura◈

feat 16

You have at least one aura from a champion feat or feature.

You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as Aura of Courage or Aura of Life. The radius of the aura is doubled until the start of your next turn.

Shield of Grace

feat 16

Shield Warden

You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.

Fiendish Form

feat 18

tenets of evil

Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes.

You gain a fly Speed equal to your Speed. You gain Darkvision if you don't already have it, and you gain the fiend trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil).

Ultimate Mercy

feat 18

Mercy

Your mercy transcends the bounds of life and death.

When you use Mercy, you can cast Lay on Hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can't use Ultimate Mercy if the triggering effect was disintegrate or a death effect.

Rejuvenating Touch

feat 18

devotion spell (lay on hands)

Your healing energies linger after you cast, providing continual benefits.

An ally that recovers Hit Points from your Lay on Hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked Unconscious.

Spell Effect: Rejuvenating Touch

Celestial Form

feat 18

tenets of good

You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings.

You gain a fly Speed equal to your Speed. You gain Darkvision if you don't already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you've become (archon, angel, or azata, for example).

Sacred Defender

feat 20

You are a great warrior that can stand strong against the fiercest opponents to your cause.

You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on).

In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.

Radiant Blade Master

feat 20

divine ally (blade), Radiant Blade Spirit

Your divine ally turns your chosen weapon into a paragon of its type.

When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: Dancing, Effect: Blade Ally Disrupting Rune (Greater), and Effect: Blade Ally Keen Rune.

Fiendish Mount

feat 20

divine ally (steed), tenets of evil

Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity.

It gains Darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to good damage.

Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a Fly Speed equal to its Speed.

It gains the fiend trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil).

Celestial Mount

feat 20

Divine Ally (Steed), tenets of good

Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example).

Shield Paragon

feat 20

divine ally (shield)

Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity's realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired.