Ancestry Feats Orc Ferocity: 1/day Reaction Trigger, when reduced to 0 HP but not outright killed.
You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Orc Sight: You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Class Feats Channel Smite:
Two actions, Cleric, Divine, Necromancy
Make a melee Strike and add the spell’s damage to the Strike’s damage. This is positive damage with the expenditure of a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by a heal spell (i.e. non-undead).
Emblazon Armament:
You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.
(Currently applied to Shield, granting +1 Hardness)
General Feats Shield Block: Reaction Trigger, while you have your shield raised, you would take damage from a physical attack.
Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Skill Feats Battle Medicine:
One action, General, Healing, Manipulate, Skill
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Quick Identification:
General, Skill
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
Student Of The Canon:
General, Skill
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Other Abilities Anathema: abandon a companion in need, dishonor yourself, refuse a challenge from an equal
Deity
Divine font (heal): You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
Divine spellcasting
Doctrine
First doctrine
Second doctrine
Warpriest