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===Law Domain===
===Law Domain===
Spells: Clarity (2), Hold Monster (5)
'''Spells'''
Abilities: Turn Outsiders
 
Clarity (2), Hold Monster (5)
 
'''Abilities'''
 
Turn Outsiders


===Knowledge Domain===
===Knowledge Domain===
Spells: Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)
'''Spells'''
Abilities: ---
 
Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)
 
'''Abilities:'''
 
---


===Magic Domain===
===Magic Domain===
Spells: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)
'''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: Stinking Cloud (3), Acid Fog (6)
'''Spells'''
Abilities: Turn Constructs
 
Stinking Cloud (3), Acid Fog (6)
 
'''Abilities'''
 
Turn Constructs


===Drow Domain===
===Drow Domain===
Spells: Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)
'''Spells'''
Abilities: Racial Power
 
Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)
 
'''Abilities'''
 
Racial Power


===Elf Domain===
===Elf Domain===
Spells: True Strike (1), Cat's Grace (2)
'''Spells'''
Abilities: Racial Power
 
True Strike (1), Cat's Grace (2)
 
'''Abilities'''
 
Racial Power


===Dwarf Domain===
===Dwarf Domain===
Spells: Glyph of Warding (2), Greater Magic Weapon (3)
'''Spells'''
Abilities: Racial Power
 
Glyph of Warding (2), Greater Magic Weapon (3)
 
'''Abilities'''
 
Racial Power


===Halfling Domain===
===Halfling Domain===
Spells: Cat's Grace (2), Freedom of Movement (3)
'''Spells'''
Abilities: Racial Power
 
Cat's Grace (2), Freedom of Movement (3)
 
'''Abilities'''
 
Racial Power


===Gnome Domain===
===Gnome Domain===
Spells: Color Spray (1), Displacement (3)
'''Spells'''
Abilities: Racial Power
 
Color Spray (1), Displacement (3)
 
'''Abilities'''
 
Racial Power


===Orc Domain===
===Orc Domain===
Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
'''Spells'''
Abilities: Racial Power
 
Prayer (2), Blood Frenzy (3), War Cry (5)
 
'''Abilities'''
 
Racial Power


==Secondary Domains==
==Secondary Domains==


===Animal Domain===
===Animal Domain===
Spells: Cat's Grace (2), True Seeing (3), Polymorph Self (5)
'''Spells'''
Abilities: Summon Creature spell is cast as if it were the next spell level higher
 
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: Darkness (1), One with the Land (2), Call Lightning (4)
'''Spells'''
Abilities: 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
 
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: Charm person (1), Aura of Glory (2), Charm Monster (3)
 
Abilities: ---
'''Spells'''
 
Charm person (1), Aura of Glory (2), Charm Monster (3)
 
'''Abilities:'''
 
---


===Darkness Domain===
===Darkness Domain===
Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
'''Spells'''
Abilities: Ultravision 1/day
 
Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
 
'''Abilities'''
 
Ultravision 1/day
 
"Associated Deities"
"Associated Deities"


===Fate Domain===
===Fate Domain===
Spells: True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
'''Spells'''
Abilities: Bonus Feat - Uncanny Dodge
 
True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
 
'''Abilities'''
 
Bonus Feat - Uncanny Dodge


===Fungus Domain===
===Fungus Domain===
Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
'''Spells'''
Abilities: ---
 
Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
 
'''Abilities:'''
 
---


===Hatred Domain===
===Hatred Domain===
Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
'''Spells'''
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
 
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: Cure Serious Wounds (2), Heal (5)
'''Spells'''
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
 
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: Invisibility (2), Displacement (3), Phantasmal Killer (4)
'''Spells'''
Abilities: ---
 
Invisibility (2), Displacement (3), Phantasmal Killer (4)
 
'''Abilities:'''
 
---


===Luck Domain===
===Luck Domain===
Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6)
'''Spells'''
Abilities: Bonus Feat - Defensive Roll
 
True Strike (1), Bestow Curse (2), Protection from Spells (6)
 
'''Abilities'''
 
Bonus Feat - Defensive Roll


===Metal Domain===
===Metal Domain===
Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
'''Spells'''
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.
 
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: Rallying Cry (1), Charm Person (2), See Invisibility (3)
'''Spells'''
Abilities: ---
 
Rallying Cry (1), Charm Person (2), See Invisibility (3)
 
'''Abilities:'''
 
---


===Ooze Domain===
===Ooze Domain===
Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
'''Spells'''
Abilities: Command Slimes
 
Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
 
'''Abilities'''
 
Command Slimes


===Planning Domain===
===Planning Domain===
Spells: Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
'''Spells'''


Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
'''Abilities'''
---
===Plant Domain===
===Plant Domain===
Spells: Barkskin (2), Creeping Doom (7)
'''Spells'''
Abilities: Turn Vermin
 
Barkskin (2), Creeping Doom (7)
 
'''Abilities'''
 
Turn Vermin


===Portal Domain===
===Portal Domain===
Spells: Summon creature III (2), Dismissal (3), Displacement (4)
'''Spells'''
Abilities: Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom
 
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: Minor Globe of Invulnerability (4), Energy Buffer (5)
'''Spells'''
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
 
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: Cure Moderate Wounds (1), Remove disease (2), Restoration (3)
'''Spells'''
Abilities: ---
 
Cure Moderate Wounds (1), Remove disease (2), Restoration (3)
 
'''Abilities:'''
 
---


===Repose Domain===
===Repose Domain===
Spells: Remove disease (2), Death ward (3), Undeath to Death (5)
'''Spells'''
Abilities: Bonus Feat - Favored Enemy (Undead)
 
Remove disease (2), Death ward (3), Undeath to Death (5)
 
'''Abilities'''
 
Bonus Feat - Favored Enemy (Undead)


===Reptilian Domain===
===Reptilian Domain===
Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3)
'''Spells'''
Abilities: Command Lizards
 
Magic Fang (1), Greater Magic Fang (2), Poison (3)
 
'''Abilities'''
 
Command Lizards


===Retribution Domain===
===Retribution Domain===
Spells: Death Armor (2), Death ward (3), Elemental Shield (4)
'''Spells'''
Abilities: Bonus Feat - Divine Might
 
Death Armor (2), Death ward (3), Elemental Shield (4)
 
'''Abilities'''
 
Bonus Feat - Divine Might


===Rune Domain===
===Rune Domain===
Spells: Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)
'''Spells'''
Abilities: Bonus Feat - Scribe Scroll
 
Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)
 
'''Abilities'''
 
Bonus Feat - Scribe Scroll


===Sea Caves Domain===
===Sea Caves Domain===
Spells: Ironguts (1), Drown (5)
'''Spells'''
Abilities: Underwater Breathing - boosts the length of time which you can stay underwater before drowning
 
Ironguts (1), Drown (5)
 
'''Abilities'''
 
Underwater Breathing - boosts the length of time which you can stay underwater before drowning


===Spells Domain===
===Spells Domain===
Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
'''Spells'''
Abilities: ---
 
Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
 
'''Abilities:'''
 
---


===Spider Domain===
===Spider Domain===
Spells: Web (1), Poison (3)
'''Spells'''
Abilities: Command Spiders
 
Web (1), Poison (3)
 
'''Abilities'''
 
Command Spiders


===Strength Domain===
===Strength Domain===
Spells: Divine Power (3), Stoneskin (5)
'''Spells'''
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
 
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: Gust of Wind (2), Call Lightning (3), Ice Storm (5)
'''Spells'''
Abilities: Bonus Feat - Resist Energy (Electricity)
 
Gust of Wind (2), Call Lightning (3), Ice Storm (5)
 
'''Abilities'''
 
Bonus Feat - Resist Energy (Electricity)


===Suffering Domain===
===Suffering Domain===
Spells: Ray of Enfeeblement (1), Death Armor (2), Enervation (5)
'''Spells'''
Abilities: ---
 
Ray of Enfeeblement (1), Death Armor (2), Enervation (5)
 
'''Abilities'''
 
---


===Sun Domain===
===Sun Domain===
Spells: Searing Light (2), Sunbeam (7)
'''Spells'''
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.
 
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: Identify (1), Knock (2), See Invisibility (3)
'''Spells'''
Abilities: Bonus Feat - Skill Focus (Appraise)
 
Identify (1), Knock (2), See Invisibility (3)
 
'''Abilities'''
 
Bonus Feat - Skill Focus (Appraise)


===Travel Domain===
===Travel Domain===
Spells: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)
'''Spells'''
Abilities: ---
 
Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)
 
'''Abilities:'''
 
---


===Trickery Domain===
===Trickery Domain===
Spells: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)
'''Spells'''
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
 
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: Stone Bones (1), Negative Energy Burst (3)
'''Spells'''
Abilities: Turning Boost - same as Sun domain
 
Stone Bones (1), Negative Energy Burst (3)
 
'''Abilities'''
 
Turning Boost - same as Sun domain


===War Domain===
===War Domain===
Spells: Cat's Grace (2), Aura of Vitality (7)
'''Spells'''
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
 
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.
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