Domains: Difference between revisions
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===Law Domain=== | ===Law Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Clarity (2), Hold Monster (5) | |||
'''Abilities''' | |||
Turn Outsiders | |||
===Knowledge Domain=== | ===Knowledge Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6) | |||
'''Abilities:''' | |||
--- | |||
===Magic Domain=== | ===Magic Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5) | |||
'''Abilities''' | |||
--- | |||
===Destruction Domain=== | ===Destruction Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Stinking Cloud (3), Acid Fog (6) | |||
'''Abilities''' | |||
Turn Constructs | |||
===Drow Domain=== | ===Drow Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5) | |||
'''Abilities''' | |||
Racial Power | |||
===Elf Domain=== | ===Elf Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
True Strike (1), Cat's Grace (2) | |||
'''Abilities''' | |||
Racial Power | |||
===Dwarf Domain=== | ===Dwarf Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Glyph of Warding (2), Greater Magic Weapon (3) | |||
'''Abilities''' | |||
Racial Power | |||
===Halfling Domain=== | ===Halfling Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Cat's Grace (2), Freedom of Movement (3) | |||
'''Abilities''' | |||
Racial Power | |||
===Gnome Domain=== | ===Gnome Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Color Spray (1), Displacement (3) | |||
'''Abilities''' | |||
Racial Power | |||
===Orc Domain=== | ===Orc Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Prayer (2), Blood Frenzy (3), War Cry (5) | |||
'''Abilities''' | |||
Racial Power | |||
==Secondary Domains== | ==Secondary Domains== | ||
===Animal Domain=== | ===Animal Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Cavern Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Charm Domain=== | ||
Spells | |||
Abilities: --- | '''Spells''' | ||
Charm person (1), Aura of Glory (2), Charm Monster (3) | |||
'''Abilities:''' | |||
--- | |||
===Darkness Domain=== | ===Darkness Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4) | |||
'''Abilities''' | |||
Ultravision 1/day | |||
"Associated Deities" | "Associated Deities" | ||
===Fate Domain=== | ===Fate Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3) | |||
'''Abilities''' | |||
Bonus Feat - Uncanny Dodge | |||
===Fungus Domain=== | ===Fungus Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5) | |||
'''Abilities:''' | |||
--- | |||
===Hatred Domain=== | ===Hatred Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Healing Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Cure Serious Wounds (2), Heal (5) | |||
'''Abilities''' | |||
Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds | |||
===Illusion Domain=== | ===Illusion Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Invisibility (2), Displacement (3), Phantasmal Killer (4) | |||
'''Abilities:''' | |||
--- | |||
===Luck Domain=== | ===Luck Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
True Strike (1), Bestow Curse (2), Protection from Spells (6) | |||
'''Abilities''' | |||
Bonus Feat - Defensive Roll | |||
===Metal Domain=== | ===Metal Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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. This should stack with Darkfire. | |||
===Nobility Domain=== | ===Nobility Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Rallying Cry (1), Charm Person (2), See Invisibility (3) | |||
'''Abilities:''' | |||
--- | |||
===Ooze Domain=== | ===Ooze Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4) | |||
'''Abilities''' | |||
Command Slimes | |||
===Planning Domain=== | ===Planning Domain=== | ||
Spells | '''Spells''' | ||
Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3) | |||
'''Abilities''' | |||
--- | |||
===Plant Domain=== | ===Plant Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Barkskin (2), Creeping Doom (7) | |||
'''Abilities''' | |||
Turn Vermin | |||
===Portal Domain=== | ===Portal Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Summon creature III (2), Dismissal (3), Displacement (4) | |||
'''Abilities''' | |||
Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom | |||
===Protection Domain=== | ===Protection Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Renewal Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Cure Moderate Wounds (1), Remove disease (2), Restoration (3) | |||
'''Abilities:''' | |||
--- | |||
===Repose Domain=== | ===Repose Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Remove disease (2), Death ward (3), Undeath to Death (5) | |||
'''Abilities''' | |||
Bonus Feat - Favored Enemy (Undead) | |||
===Reptilian Domain=== | ===Reptilian Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Magic Fang (1), Greater Magic Fang (2), Poison (3) | |||
'''Abilities''' | |||
Command Lizards | |||
===Retribution Domain=== | ===Retribution Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Death Armor (2), Death ward (3), Elemental Shield (4) | |||
'''Abilities''' | |||
Bonus Feat - Divine Might | |||
===Rune Domain=== | ===Rune Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4) | |||
'''Abilities''' | |||
Bonus Feat - Scribe Scroll | |||
===Sea Caves Domain=== | ===Sea Caves Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Ironguts (1), Drown (5) | |||
'''Abilities''' | |||
Underwater Breathing - boosts the length of time which you can stay underwater before drowning | |||
===Spells Domain=== | ===Spells Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6) | |||
'''Abilities:''' | |||
--- | |||
===Spider Domain=== | ===Spider Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Web (1), Poison (3) | |||
'''Abilities''' | |||
Command Spiders | |||
===Strength Domain=== | ===Strength Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Storm Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Gust of Wind (2), Call Lightning (3), Ice Storm (5) | |||
'''Abilities''' | |||
Bonus Feat - Resist Energy (Electricity) | |||
===Suffering Domain=== | ===Suffering Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Ray of Enfeeblement (1), Death Armor (2), Enervation (5) | |||
'''Abilities''' | |||
--- | |||
===Sun Domain=== | ===Sun Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Searing Light (2), Sunbeam (7) | |||
'''Abilities''' | |||
Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned. | |||
===Trade Domain=== | ===Trade Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Identify (1), Knock (2), See Invisibility (3) | |||
'''Abilities''' | |||
Bonus Feat - Skill Focus (Appraise) | |||
===Travel Domain=== | ===Travel Domain=== | ||
Spells | '''Spells''' | ||
Abilities: --- | |||
Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5) | |||
'''Abilities:''' | |||
--- | |||
===Trickery Domain=== | ===Trickery Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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=== | ===Undeath Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
Stone Bones (1), Negative Energy Burst (3) | |||
'''Abilities''' | |||
Turning Boost - same as Sun domain | |||
===War Domain=== | ===War Domain=== | ||
Spells | '''Spells''' | ||
Abilities | |||
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== | ==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. | 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. |
Revision as of 06:28, 18 January 2019
Primary Domains
Air Domain
Spells
Call Lightning (3), Chain Lightning (6)
Abilities
Turn Elementals
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
Turn Elementals
Evil Domain
Spells
Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
Abilities
Turn Outsiders
Fire Domain
Spells
Wall of Fire (4), Energy Buffer (5)
Abilities
Turn Elementals
Good Domain
Spells
Stoneskin (4), Lesser Planar Binding (5)
Abilities
Turn Outsiders
Water Domain
Spells
Poison (3), Ice Storm (5)
Abilities
Turn Elementals
Chaos Domain
Spells
Cloud of Bewilderment (3), Confusion (5)
Abilities
Turn Outsiders
Law Domain
Spells
Clarity (2), Hold Monster (5)
Abilities
Turn Outsiders
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
Turn Constructs
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 minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds
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. 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
Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.
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
Turning Boost - same as Sun domain
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.