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Bullet Points: 7 Cure Light Wounds Feats (PFRPG) PDF

***** (based on 4 ratings)

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

#1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Feats that allow spellcasters using the classic and venerable cure light wounds spell (and, if the GM wishes, higher-level cure spells if additional feats are taken for them) to have as many options as characters who use feats to focus on skills or combat maneuvers.

The feats included are:

  • Bolstering Cure: You can turn extra healing into bonus vigor.
  • Cloak of Curing: You can hold a charge of cure light wounds in your aura, allowing allies to grab it when needed.
  • Lay on Cure: Like a paladin, you can heal yourself more quickly than you can heal others.
  • Lingering Cure: You can expand the healing you do by drawing out the time it takes to be effective.
  • Moderate Mastery: You’ve expanded your healing expertise to more advanced cure spells.
  • Shared Cure: You’ve learned that sometimes, the healer needs to be healed too.
  • Reinforced Cure: You can add a little extra magic to your cure effects.

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Product Reviews (4)

Average product rating:

***** (based on 4 ratings)

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Man Down! Medic!


This is a great addition to any game. With 7 (actually there are 9 if your GM allows two higher versions of Moderate Mastery for the other cure spells), you can create a versatile healer with just a little investment in feats. It's all about the options! What I really like about this is that you don't have to take all the feats to make your character good at curing. Only one of the feats uses any of the others as a prerequisite, which means you can build your character the way you want. If the GM allows for the two higher versions of moderate mastery, these feats can carry you into mid- and maybe even higher levels.


Following the standard 3 column approach with a landscape orientation that the Geniuses have turned into their signature look, 7 Cure Light Wounds Feats is another solid addition to the Bullet Points series. With two pieces of art from Mongoose this time, one line drawing and one B&W, both of decent quality, and if of excellent quality in regards to spelling and editing.

Our 7 new Feats this time are all about the Cure Light Wounds spell, and the classes that can utilize it, and how to turn this rather humdrum, but extremely necessary utility spell into something more interesting and efficient. So lets take a look and see how they did, shall we?

Bolstering Cure allows for a usage for those extra hps we all hate to see go to waste when your cleric rolls well enough to grant more hps then are needed to heal to max, always a good thing to have a few extra on hand. Cloak of Curing is easily my choice out of this one for favorite, You may hold the charge of a cure light woulds spell, allowing your comrades to receive its benefits through touching you, thereby freeing you up to do other actions during combat, but still being the emergency healing station. Lay on Cure seeks to rectify a gap between paladins and clerics, allowing you to heal yourself at a faster rate than normal. Lingering Cure is one of those that took me a second to fully grasp, but once the idea is there, it is solid, and really good. Instead of poof, here's your hps, it spreads out how many you are getting over a matter of rounds, granting a higher amount of hp's when its done. Basing its bonus hp's upon the level of the spell (which matters more if you are utilizing meta feats or are a ranger) it allows this very limited healing spell to kick back a much better ratio of hps, albeit at a slower pace. Moderate Mastery allows you to apply feats designed for cure light to cure go back and reread Lingering Cure and start to make that connection of how cool these two would be in conjunction with each other. Shared Cure allows you to split the total of hps from your roll between the healer and the healed. And Reinforced Cure lets you stack a 0 level spell on top of your healing, as long as it meets the prerequisites of the feat.

For the sheer amount of healing one can make happen if they chain Lingering Cure and Moderate Mastery with the right meta feats and spell mastery's this PDF is worth it, the fact that the rest of the feats are excellent and useful as well is gravy my friends. Yet another Bullet in the chamber, and another 5 stars to the Geniuses.

Solid feats to enhance the healing spell

****( )

This pdf is 7 pages long, 1 page front cover/introduction, 1 page editorial/SRD, 1 page content presenting 7 new feats that expand the usefulness of the cure light wounds"-spell, let's check this out!

The feats are:
-Bolstering Cure: If you heal more than the target's max hp, he retains the superfluous points as temporary HP. (No, they don't stack.)

-Cloak of Curing: This feat enables you to hold the charge of a cure light wounds spell for a limited number of rounds and do other things (like casting spells) without expending it. Neat!

-Lay on cure: Once a round, cast the spell as a move action instead of a standard action. I'd usually start ranting about double-casts, but the alignment-restriction of the feat as well as its limit to one 1st-level spell makes this an ok choice.

-Lingering Cure: When casting the spell modified by metamagic, the spell heals as if not penalized by the augmentation, but slower over multiple rounds.

-Moderate Mastery: Extends benefits from these feats to cure moderate wounds spells.

-Shared Cure: Lets you split the healing you deliver between yourself and the recipient. Neat!

-Reinforced Cure: Allows you to add a limited selection of beneficial 0-level spells to your cures.

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's no-frills bullet-points 3-column layout. The pdf has no bookmarks, but needs none at this length. I've said it before in my review of Misfit Studios' stellar "Superior Fantasy Synergy" and SGG's "Spiritual Weapon Feats" - I consider the idea of synergy between spells and feats a neat one, especially if a DM wants to reward players with a feat rather than loot. In contrast to the Spiritual Weapon-feats, though, these ones lose some of their appeal at higher levels - even with the expanded options. That being said, moderate mastery alleviates this gripe somewhat and reinforced cure, bolstering cure and Cloak of Curing are all rather cool feats. Due to being less useful in mid-to higher levels, though, I feel like I have to settle for a final verdict of "only" 4 stars for this neat little pdf.
Endzeitgeist out.

7 Cure Light Wounds Feats


I bought this last night and gave it a look. Like almost all of the Bullet Point series I was happily impressed. These feats let you use the iconic Cure Light Wounds spell in fun new ways.

Bolstering Cure: Allows you to over heal a target hit points healed over max HP become temporary hit points. Allowing you to use Cure Light Wound preemptively.

Cloak of Curing: Allows you to hold a Cure Light Wounds spell and have someone activate it by touching you. I can see all kinds of use for this.

Lay on Cure: Target your self with a Cure Light as a move action. YES PLEASE!

Lingering Cure: Heal more over time, there is nothing wrong with preemptive healing.

Moderate Mastery: Use any of these feats with Cure Moderate Wounds pure awesome!

Shared Cure: Heal them and you at the same time! Very good choice.

Reinforced Cure: Cast a useful 0 level spell along with Cure Light Wounds, You will see a lot more castings of guidance, resistance, vigor, and virtue with this feat.

Overall these are great and with the exception of Moderate Mastery all can be taken at first level. Most having a prerequisite of one rank in an appropriate skill and the ability to cast Cure Light Wounds.

Will these see use in my game? Yes they will.
Will they see use with Divine casters I build? Absolutely.

My over all Rating: 5 stars.
Awesome feats well worth the $1 price point. I want to see more spell based feats keep up the good work Geniuses! Gift Certificates
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