All clerics in a RAW game can either Turn Undead or Rebuke Undead. This doesn’t seem right to me because it seems to me that not all settings or religions would put enough emphasis on undead to make it relevant. Also, I don’t really like the way turning works — it either doesn’t work at all (the undead is too powerful and the cleric can’t affect it, or you rarely find undead) or it works very well (you find undead fairly often and the targeted undead are either turned or destroyed).
Either way, I want something better.
In my campaign, all clerics and paladins lose the class ability to Turn Undead or Rebuke Undead. Instead, they get the ability to channel divine power a number of times per day equal to base Will save + Charisma modifier. This ability does little on its own, it is mostly used to power divine powers. Divine powers are gained as domain powers or by taking feats.
A character can also gain the ability to channel, as a cleric, by taking the Channel Divine Power feat. The character need not choose a specific god, but may only take a Domain Feat if he has a patron god that grants access to the relevant domain.
Divine Feats
Divine feats depend on having the ability to channel divine power or manipulate how you channel divine power. They always require that you can channel divine power and usually require that you expend a channelling use to activate them. Many have variable prerequisites (often access to a specific domain or some other condition such as being of a particular alignment).
Channel Divine Power [Divine]
You can call on the power of the gods.
Prereqs: Will +2
Benefit: A number of times per day equal to your base Will plus your Charisma modifier you may channel divine power. This does little on its own, but is used to power other divine abilities gained as domain powers or through feats.
You may choose a patron god. Doing so lets you choose Domain feats for the god’s domains. You are not required to choose a patron god.
Extra Channeling [Divine]
You can channel divine power more often.
Prereqs: Will +2, Channel Divine Power
Benefit: You can channel four times more per day.
Special: You can take this feat more than once. Its effects stack.
Improved Channeling [Divine]
You may channel divine power a little more often and to greater effect.
Prereqs: Will +4, Channel Divine Power
Benefit: Your base Will is considered two points higher for all purposes related to channeling divine power (number of times per day, effect, and qualification for other Divine feats).
Lay on Hands [Divine]
You can heal wounds with a touch.
Prereqs: Will +2, Channel Divine Power, Healing domain or Good alignment.
Benefit: As a standard action that does not provoke an attack of opportunity, you may channel to heal damage to the touched creature equal to that regained by a good night’s sleep (creature’s HD + Con bonus IMC).
Special: This is the domain power of the Healing domain.
Notes: This replaces the paladin’s lay on hands ability in the RAW.
Restoring Touch [Divine]
Your touch heals deeper wounds.
Prereqs: Will +4, Channel Divine Power, Lay on Hands, Healing domain or Good alignment.
Benefit: As a standard action that does not provoke an attack of opportunity, you may channel to heal ability score damage to the touched creature. You restore a number of points equal to your Charisma bonus spread among the creature’s damaged ability scores as you see fit.
Divine Reserve Feats
These are divine feats that depend on having the ability to channel, and some number of channeling uses available, but do not themselves expend channeling uses. For instance, a paladin’s ability to detect evil might be a divine reserve feat — he can use it as often as he wants, as long as he has not expended all his channeling uses for the day.
Sense Evil [Divine, Divine Reserve]
You can sense the presence of evil.
Prereqs: Will +2, Channel Divine Power, Good alignment
Benefit: As long as you have at least one use of divine channelling available, you may detect evil as the spell at will.
Ward against Evil [Divine, Divine Reserve]
You can better resist evil magics.
Prereqs: Will +2, Channel Divine Power, Good alignment
Benefit: As long as you have uses of Channel Divine Power remaining, you have SR equal to 10 + twice your base Will save against spells with the [Evil] descriptor and spell-like abilities of creatures with the (Evil) subtype.
Special: This is the domain power of the Good domain.
Domain Feats
Domain feats grant access to domains or manipulate how you can use the domain. Divine and Divine Reserve feats that require access to specific domains are counted in this list.
Align Weapon [Divine, Domain]
Prereqs: Will +3, Channel Divine Power, alignment domain power
Benefit: As a swift action you may channel to give your weapon alignment qualities for the alignment domains you have chosen, for the purpose of defeating DR. This applies to all alignment domains you have chosen and lasts for a number of rounds equal to your base Will plus your Charisma modifier.
Improved Lay on Hands [Divine, Domain]
You’re better at Lay on Hands.
Prereqs: Will +4, Channel Divine Power, Lay on Hands, Healing domain
Benefit: As a standard action you may expend a number of uses of Channel Divine Power up to one-half your base Will to heal hit points as a number of nights’ rest for the recipient. That is, if your base Will is +6, you may expend up to three uses of Channel Divine Power to restore hit points as a like number of night’s rest for the recipient.
Improved Restoring Touch [Divine, Domain]
You can restore more ability damage, or ability drain.
Prereqs: Will +6, Channel Divine Power, Lay on Hands, Restoring Touch, Healing domain.
Benefit: When using Restoring Touch you may either restore drained ability points equal to your Charisma bonus, divided among the drained ability scores as you see fit, or you may restore ability damage points equal to your base Will plus your Charisma bonus.
Normal: You cannot restore drained ability scores, and you restore points of ability damage equal to your Charisma bonus.