Feats & abilities

3,651–3,700 of 4,473Page 74 of 90
Feats & abilities ↓Description
Chaos FlareChaos Flare deals 20d12 damage to all targets within a 60 foot cone. Half the damage is fire damage, but the other half results directly from divine power and is therefore not…
Chaos DomainYour touch infuses life and weapons with chaos, and you revel in all things anarchic. Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next…
Chaos BladeAt 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain.…
ChannelPositiveAllowed
ChannelNegativeAllowed
Channeler's RodThis rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat.
Channel Resistance +4Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.
Channel Positive Energy — Heal LivingChanneling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage…
Channel Positive Energy — Heal LivingChanneling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the paladin. The amount of damage healed is equal to 1d6 points of…
Channel Positive Energy — Heal LivingChanneling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the sorcerer. The amount of damage healed is equal to 3d6 points of…
Channel Positive Energy — Heal LivingChanneling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the hospitaler. The amount of damage healed is equal to 1d6 points of…
Channel Positive Energy — Damage UndeadChanneling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the sorcerer. The amount of damage inflicted is equal to 3d6 points of…
Channel Positive Energy — Damage UndeadChanneling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the hospitaler. The amount of damage inflicted is equal to 1d6 points…
Channel Positive Energy — Damage UndeadChanneling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the paladin. The amount of damage inflicted is equal to 1d6 points of…
Channel Positive Energy — Damage UndeadChanneling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of…
Channel Positive EnergyWhen a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability.…
Channel Positive EnergyWhen a hospitaler reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. She can use this ability a number of times per day equal to 3 +…
Channel Positive EnergyA good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling…
Channel Positive EnergyAt 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day. This energy can be used to cause or heal damage, depending on…
Channel Negative Energy — Heal UndeadChanneling negative energy causes a burst that heals all undead creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage…
Channel Negative Energy — Damage LivingChanneling negative energy causes a burst that damages all living creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of…
Channel Negative Energy — Damage
Channel Negative Energy
Channel Negative Energy
Channel Negative EnergyAn evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling…
Channel Negative Energy
Channel EnergyRegardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or…
Channel DestructionA graveknight's weapon always seethes with energy, and deals an additional 1d6 points of damage for every 4 of the graveknight's Hit Dice.
ChangestaffAt 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at…
Change Shape (Small Water Elemental)You become a small water elemental. You gain a +2 size bonus to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is…
Change Shape (Small Fire Elemental)You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is…
Change Shape (Small Earth Elemental)You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You…
Change Shape (Small Air Elemental)You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is…
Change Shape (Medium Water Elemental)You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is…
Change Shape (Medium Fire Elemental)You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is…
Change Shape (Medium Earth Elemental)You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You…
Change Shape (Medium Air Elemental)You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is…
Change Shape (Leopard)You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack.
Change Shape (Bear)You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You…
Change ShapeTwice per day, as a swift action, a dweomerlion can increase its size to Large. This functions as enlarge person spell, and it lasts for 10 minutes or until the dweomerlion ends…
Chain Lightning
Chain Lightning
CephalLorentusFeatureList
Centipede FamiliarA familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2 bonus on Will saves and a +2 bonus on Perception checks.
Centipede FamiliarA familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2 bonus on Will saves and a +2 bonus on Perception checks.
CentaurMediumSizeWeaponFeature
Celestial ResistancesAt 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Celestial ResistancesAt 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Celestial ResistancesAt 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Celestial ResistanceAasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.