Netbook of Feats
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EXPANDED DOMAINS [General: Magical]
COPYRIGHT 2001, Carl Cramér, Curtis Bennett
You can memorize domain-specific spells as if they were general cleric spells.
Prerequisite: Ability to cast clerical spells and domain spells.
Benefit: You can prepare domain spells from all of your chosen domains in your clerical spell slots. You may still only prepare domain spells in your domain spell slots.
Notes: If you wish, you can still substitute domain spells memorized in regular spell slots for cure wounds spells.
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
DOMAIN MASTERY [General: Magical]
COPYRIGHT 2001, Carl Cramér, Eric D. Harry
You can spontaneously cast domain spells.
Prerequisite: Expanded Domains, ability to substitute other spells for cure/inflict spells.
Benefit: You can substitute your prepared cleric spells for any spell from any of your clerical domains, just as if they were cure/inflict spells.
Balance: 4.65 (Purp 4.25, Pow 4.75, Port 5.00, Comp 4.75, Rule 4.50)
DIVINE FLAME [Divine]
COPYRIGHT 2001, Eric D. Harry
You can channel energy to sheath your weapon with sacred or profane flame.
Prerequisite: Ability to turn or rebuke undead, Cha 13+.
Benefit: By spending one of your turn or rebuke undead attempts, you can sheath your weapon with sacred or profane flame. If you channel positive energy, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponents for a number of rounds equal to your charisma bonus. If you channel negative energy, you weapon is sheathed in black flames that inflict +1d6 points of profane damage against good opponents instead. These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch. The sacred or profane damage inflicted by Divine Flame is unaffected by protection from elements and similar spells.
Balance: 4.20 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.50)
DIVINE WRATH [Divine]
COPYRIGHT 2001, Eric D. Harry
You are able to infuse your turn/rebuke attempts with sacred or profane energy, enabling you to deal additional damage to evil or good outsiders.
Prerequisite: Ability to turn/rebuke outsider.
Benefit: If you channel positive energy, you can spend one of your turn outsider attempts to add 2d6 points of divine damage against evil outsiders on every successful melee attack until the end of your next action. If you channel negative energy, you inflict 2d6 points of profane damage against good outsiders instead.
Balance: 4.50 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.50, Rule 4.25)