Defenders of the Faith introduced a new kind of feat to Dungeons & Dragons: the divine feat. The Epic Level Handbook expands the list of divine feats available to clerics and paladins by three (Negative Energy Burst, Undead Mastery, and Zone of Animation), but unfortunately these three feats aren't particularly attractive to non-evil characters. This month, we present numerous additional epic divine feats for your high-level cleric or paladin.
Divine Infusion [Divine] [Epic]
You can channel divine energy into your body and mind to temporarily transform yourself into a half-celestial or half-fiend. This means you gain wings that allow you to fly at twice your land speed (good maneuverability), receive a +1 to natural armor, can cast daylight or darkness at will, and can smite evil or good once each day.
Prerequisites: Con 21, Knowledge (the planes) 30 ranks, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to infuse your mind and body with potent energies pulled directly from the realm of your deity. You use a standard action to channel your energy, during which time you transform. For a number of rounds equal to your Charisma modifier (minimum of 1 round), you gain either the half-celestial (if you channel positive energy) or the half-fiend (if you channel negative energy) template. You gain the native subtype while you're an outsider. The spell-like abilities of the half-celestial or half-fiend are based on your Intelligence and Hit Dice. Daily use limits apply per day, not per use of this feat.
Enhance Turning [Epic]
You affect more Hit Dice of undead than normal when you channel energy.
Prerequisites: Cha 19, Extra Turning, Heighten Turning, ability to turn or rebuke creatures.
Benefit: When you channel energy to turn, rebuke, command, or destroy undead, you roll turning damage twice and add the results together to determine the total number of Hit Dice of undead you affect. Using Enhance Turning is a full-round action.
Epic Divine Might [Divine] [Epic]
You can channel energy to greatly increase the damage you deal in combat.
Prerequisites: Cha 21, Str 21, Divine Might, Power Attack, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat stack with those granted by Divine Might.
Epic Divine Resistance [Divine] [Epic]
You can channel energy to temporarily reduce damage you and your allies take from energy sources.
Prerequisite: Divine Cleansing, Divine Resistance, Extra Turning, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with fire resistance 30, cold resistance 30, and electricity resistance 30. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. This protection lasts for a number of rounds equal to your Charisma modifier (minimum of 1 round).
Epic Divine Vengeance [Divine] [Epic]
You can channel energy to gain an additional attack against undead in melee.
Prerequisites: Dex 21, Divine Vengeance, Extra Turning, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to gain the ability to make one additional attack each round at your highest base attack bonus with any melee or ranged weapon. This additional attack must be directed at an undead creature. The effects of this feat last for a number of rounds equal to your Charisma modifier (with a minimum of 1 round with the extra attack).
Epic Divine Vigor [Divine] [Epic]
You impart amazing Constitution and enhanced speed to a number of allies.
Prerequisites: Cha 19, Divine Vigor, Extra Turning, Great Constitution, ability to turn or rebuke creatures.
Benefit: Spend one of your turn/rebuke undead attempts to increase your base land speed by 30 feet and gain a +6 sacred bonus to your Constitution. You can impart these bonuses to a number of creatures you are touching, as long as the total number of creatures enhanced does not exceed your Charisma modifier. These enhancements last for a number of minutes equal to your Charisma modifier.
Ignore Turn Resistance [Epic]
Your ability to affect undead with channeled energy is powerful enough to penetrate resistance to turning.
Prerequisites: Cha 19, Empower Turning, Extra Turning, ability to turn or rebuke creatures.
Benefit: Whenever you attempt to turn, rebuke, control, or destroy undead, their turn resistance (if any) is effectively reduced by a number equal to your Charisma modifier (to a minimum turn resistance of +0) for that attempt only.
Intensify Turning [Epic]
You turn or rebuke undead with exceptionally great strength.
Prerequisites: Knowledge (religion) 30 ranks, Empower Turning, Extra Turning, Heighten Turning, ability to turn or rebuke creatures.
Benefit: When you make a turning check to turn or rebuke undead, you determine the result of the turning check by consulting the following table.
|Turning Check Result
||Most Powerful Undead Affected (Maximum Hit Dice)
|0 or lower
||Cleric's level +1
||Cleric's level +2
||Cleric's level +3
||Cleric's level +4
||Cleric's level +5
||Cleric's level +6
||Cleric's level +7
|22 or higher
||Cleric's level +8
You automatically get a result of double normal maximum for turning damage.
Normal: You determine the effect of your turning check according to Table 8-9 on page 159 of the Player's Handbook and roll turning damage normally.
Invoke Divine Wrath [Divine] [Epic]
You can channel energy directly from your deity to cause devastating damage to your enemies.
Prerequisites: Knowledge (religion) 26 ranks, Extra Turning, ability to cast gate, ability to turn or rebuke creatures, ability to smite.
Benefit: As a full-round action, you can spend one of your turn/rebuke undead attempts to blast a single creature within 60 feet with divine energies channeled directly from your deity. The targeted creature must make a successful Fortitude saving throw (DC = 10 + half your turning class level + your Charisma modifier) or take 1d8 points of damage per two class levels. Although damage done by Invoke Divine Wrath looks like a blast of fire in a color associated with your deity, the damage itself is divine in nature and penetrates all forms of damage reduction and energy resistance.
You may turn undead more than once per round.
Prerequisites: Cha 19, Extra Turning, Quicken Turning, ability to turn or rebuke creatures.
Benefit: You can attempt to turn or rebuke undead one additional time each round, as long as you use Quicken Turning or Reactive Turning for any additional attempts. You can use this feat only when you attempt to turn or rebuke undead. You cannot use it when you attempt to power another feat.
Normal: You can turn undead only once per round, even if you have the Quicken Turning feat.
Special: The benefits of this feat stack. The number of times you can turn undead in a round increases by +1 each time you take this feat.
Spellchanneling [Divine] [Epic]
You can imbue spells you cast with additional power by channeling energy.
Prerequisites: Concentration 24 ranks, ability to turn or rebuke creatures, ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefits: You can spend one of your turn/rebuke undead attempts any time you cast a divine spell. If you use this on a spontaneous spell, it takes a full-round action to cast (and an extra full-round action if the spell already has a casting time of a full round or longer). If you choose to use this feat, make a turning check. The result indicates the actual caster level that the spell resolves at. If the turning check indicates that the spell resolves at a caster level lower than your actual caster level, the spell instead resolves at your caster level.
Spell Siphoning [Divine] [Epic]
You can cast spells using your ability to channel energy.
Prerequisites: Knowledge (arcana) 24 ranks, Spellcraft 24 ranks, ability to turn or rebuke creatures, ability to cast 9th-level divine spells.
Benefits: You can spend one of your turn/rebuke undead attempts to cast spontaneously any divine spell you can normally prepare. When you attempt to spell siphon a spell, make a turning check and consult the following table to determine the maximum spell level you can attempt to spell siphon.
|Turning Check Result
||Highest Level Spell Possible
|1 or lower
|26 or higher
Once you determine the highest level spell you can spontaneously cast and have selected which spell you wish to cast, you can cast the spell just as if you had prepared it. You must supply any material components or foci the spell normally requires. Spell Siphoning is at least full-round action. If the spell you siphon has a casting time of a full-round action or longer, it takes an extra full-round action to cast the spell. You can apply metamagic feats to this spell, as long as the spell's effective level is not greater than the highest level spell possible set by the turning check. Each metamagic feat you apply, however, adds another full-round action to the casting time for the spell.