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Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds. | Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds. | ||
Cure Minor Wounds, when casting as a spell, is not affected | Cure Minor Wounds, when casting as a spell, is not affected. Healing spells cast via trinkets are also amplified as if cast with empower (1.5x). | ||
===Illusion Domain=== | ===Illusion Domain=== |
Revision as of 18:27, 27 February 2020
Primary Domains
Air Domain
Spells
Call Lightning (3), Chain Lightning (6)
Abilities
Death Domain
Spells
Phantasmal Killer (4), Enervation (5)
Abilities
Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.
Earth Domain
Spells
Stoneskin (4), Energy Buffer (5)
Abilities
Evil Domain
Spells
Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
Abilities
Fire Domain
Spells
Wall of Fire (4), Energy Buffer (5)
Abilities
Good Domain
Spells
Stoneskin (4), Lesser Planar Binding (5)
Abilities
Water Domain
Spells
Poison (3), Ice Storm (5)
Abilities
Chaos Domain
Spells
Cloud of Bewilderment (3), Confusion (5)
Abilities
Law Domain
Spells
Clarity (2), Hold Monster (5)
Abilities
Knowledge Domain
Spells
Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)
Abilities:
Magic Domain
Spells
Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)
Abilities
Destruction Domain
Spells
Stinking Cloud (3), Acid Fog (6)
Abilities
Drow Domain
Spells
Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)
Abilities
Racial Power
Elf Domain
Spells
True Strike (1), Cat's Grace (2)
Abilities
Racial Power
Dwarf Domain
Spells
Glyph of Warding (2), Greater Magic Weapon (3)
Abilities
Racial Power
Halfling Domain
Spells
Cat's Grace (2), Freedom of Movement (3)
Abilities
Racial Power
Gnome Domain
Spells
Color Spray (1), Displacement (3)
Abilities
Racial Power
Orc Domain
Spells
Prayer (2), Blood Frenzy (3), War Cry (5)
Abilities
Racial Power
Secondary Domains
Animal Domain
Spells
Cat's Grace (2), True Seeing (3), Polymorph Self (5)
Abilities
Summon Creature spell is cast as if it were the next spell level higher
Cavern Domain
Spells
Darkness (1), One with the Land (2), Call Lightning (4)
Abilities
1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
Charm Domain
Spells
Charm person (1), Aura of Glory (2), Charm Monster (3)
Abilities:
---
Darkness Domain
Spells
Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
Abilities
Ultravision 1/day
"Associated Deities"
Fate Domain
Spells
True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities
Bonus Feat - Uncanny Dodge
Fungus Domain
Spells
Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
Abilities:
---
Hatred Domain
Spells
Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
Abilities
1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level
Healing Domain
Spells
Cure Serious Wounds (2), Heal (5)
Abilities
Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.
Cure Minor Wounds, when casting as a spell, is not affected. Healing spells cast via trinkets are also amplified as if cast with empower (1.5x).
Illusion Domain
Spells
Invisibility (2), Displacement (3), Phantasmal Killer (4)
Abilities:
---
Luck Domain
Spells
True Strike (1), Bestow Curse (2), Protection from Spells (6)
Abilities
Bonus Feat - Defensive Roll
Metal Domain
Spells
Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
Abilities
1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers and great mauls. This should stack with Darkfire.
Nobility Domain
Spells
Rallying Cry (1), Charm Person (2), See Invisibility (3)
Abilities:
---
Ooze Domain
Spells
Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
Abilities
Command Slimes
Planning Domain
Spells
Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities
---
Plant Domain
Spells
Barkskin (2), Creeping Doom (7)
Abilities
Turn Vermin
Portal Domain
Spells
Summon creature III (2), Dismissal (3), Displacement (4)
Abilities
Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom
Protection Domain
Spells
Minor Globe of Invulnerability (4), Energy Buffer (5)
Abilities
Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric's Charisma modifier
Renewal Domain
Spells
Cure Moderate Wounds (1), Remove disease (2), Restoration (3)
Abilities:
---
Repose Domain
Spells
Remove disease (2), Death ward (3), Undeath to Death (5)
Abilities
Bonus Feat - Favored Enemy (Undead)
Reptilian Domain
Spells
Magic Fang (1), Greater Magic Fang (2), Poison (3)
Abilities
Command Lizards
Retribution Domain
Spells
Death Armor (2), Death ward (3), Elemental Shield (4)
Abilities
Bonus Feat - Divine Might
Rune Domain
Spells
Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)
Abilities
Bonus Feat - Scribe Scroll
Sea Caves Domain
Spells
Ironguts (1), Drown (5)
Abilities
Underwater Breathing - boosts the length of time which you can stay underwater before drowning
Spells Domain
Spells
Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
Abilities:
---
Spider Domain
Spells
Web (1), Poison (3)
Abilities
Command Spiders
Strength Domain
Spells
Divine Power (3), Stoneskin (5)
Abilities
Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric's Charisma modifier
Storm Domain
Spells
Gust of Wind (2), Call Lightning (3), Ice Storm (5)
Abilities
Bonus Feat - Resist Energy (Electricity)
Suffering Domain
Spells
Ray of Enfeeblement (1), Death Armor (2), Enervation (5)
Abilities
---
Sun Domain
Spells
Searing Light (2), Sunbeam (7)
Abilities
---
Trade Domain
Spells
Identify (1), Knock (2), See Invisibility (3)
Abilities
Bonus Feat - Skill Focus (Appraise)
Travel Domain
Spells
Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)
Abilities:
---
Trickery Domain
Spells
Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)
Abilities
Divine Trickery - Bonus to hide, bluff, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the cleric's charisma modifier
Undeath Domain
Spells
Stone Bones (1), Negative Energy Burst (3)
Abilities
---
War Domain
Spells
Cat's Grace (2), Aura of Vitality (7)
Abilities
Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifier
Racial Powers
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.