Defenders of the Faith: A Guidebook to Clerics and Paladins Feats

Divine Cleansing
(  Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 19)

[ Divine]

You can channel energy to improve you and your allies' ability to resist poison and curses.

Prerequisite
Extra Turning (PH), CHA 13, Ability to turn or rebuke undead,

Benefit
Spend one of your turn/rebuke undead attempts to grant all allies within a 60-foot burst (including yourself ) a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier

Divine Vengeance
 (  Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[ Divine ]

You can channel energy to deal additional damage against undead in melee.

Prerequisite
Extra Turning (PH), Ability to turn undead,

Benefit
Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action

Divine Vigor
 (  Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[ Divine ]

You can channel energy to increase your speed and Constitution.

Prerequisite
Extra Turning (PH), CHA 13, Ability to turn or rebuke undead,

Benefit
Spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier

Empower Turning
 (  Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[ General ]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can turn or rebuke more undead with a single turning attempt.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Extra Turning (PH), Ability to turn or rebuke undead, Charisma 13+,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can turn or rebuke more undead than usual, but have a harder time affecting undead with a larger number of Hit Dice. If you take a -2 penalty on your turning check roll, you can add +2d6 to your turning damage roll

Extra Smiting (Smite Anything)
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> (  Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[ Special ]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can make more smite attacks.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Class level 4+, smite ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or a cleric with the Destruction domain). You can take this feat multiple times

Extra Smiting (Smite Good)
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[Special]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can make more smite attacks.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Class level 4+, smite ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or a cleric with the Destruction domain). You can take this feat multiple times

Extra Smiting (Smite Mortals)
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[Special]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can make more smite attacks.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Class level 4+, smite ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or a cleric with the Destruction domain). You can take this feat multiple times

Heighten Turning
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[Divine]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can affect more powerful undead with your turning or rebuking attempts.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Extra Turning (PH), CHA 13,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll. If you're not a cleric, you may choose a number no higher than your effective cleric level (for instance, a paladin could choose a number up to two less than his paladin level). If a prestige class increases your effective turning level, use your effective turning level

Quicken Turning
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can turn or rebuke undead with a moment's thought.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Extra Turning (PH), Ability to turn or rebuke undead, Charisma 13+,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can turn or rebuke undead as a free action, but with a -4 penalty on both your turning check and turning damage roll. You may still only make one turning attempt per round. You may use this feat only when you actually attempt to turn or rebuke undead. You may not use it when you power a divine feat

Reach Spell
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[Metamagic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can cast touch spells without touching the spell recipient.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You may cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level

Sacred Spell
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[Metamagic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your damaging spells are imbued with divine power.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells

Shield Charge
( Defenders of the Faith: A Guidebook to Clerics and Paladins, p. 20)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You deal extra damage if you use your shield as a weapon when charging.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Power Attack (PH) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you attack with your shield as part of a charge action, you inflict double normal damage