Cleric Domains
Air
Granted Powers: Turn or destroy earth creatures as a good
cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes
undead. Use these abilities a total number of times per day equal to 3 + the character’s
Charisma modifier.
1. Obscuring |
Mist Fog surrounds the caster. |
2. Wind Wall |
Deflects arrows, smaller creatures, and gases. |
3. Gaseous Form |
Subject becomes insubstantial and can fly slowly. |
4. Air Walk |
Subject treads on air as if solid (climb at 45-degree angle) |
5. Control Winds |
Change wind direction and speed. |
6. Chain Lightning |
1d6 damage/level; secondary bolts. |
7. Control Weather |
Changes weather in local area. |
8. Whirlwind Whirlwind. |
Cyclone inflicts damage and can pick up creatures. |
9. Elemental Swarm* |
Summons multiple elementals. |
* Cast as an air spell only. |
Animal
Granted Powers: The character can cast animal friendship once
per day. Knowledge (nature) is a class skill.
1. Calm Animals |
Calms 2d4 +1/level HD of animals, beasts, and magical beasts |
2. Hold Animal |
Hold one animal helpless; 1 round/level. |
3. Dominate |
Animal Subject animal obeys silent mental commands. |
4. Repel Vermin |
Insects stay 10 ft. away. |
5. Commune with Nature |
Learn about terrain for one mile/level. |
6. Antilife Shell |
10-ft. field hedges out living creatures. |
7. Animal Shapes |
One ally/level polymorphs into chosen animal. |
8. Creeping Doom |
Carpet of insects attacks at the caster's command. |
9. Shapechange |
Transforms the caster into any creature, and change forms once per round. |
Chaos
Granted Power: The character casts chaos spells at +1 caster
level.
1. Protection from Law |
+2 AC and saves, counter mind control, hedge out elementals and outsiders
|
2. Shatter |
Sonic vibration damages objects or crystalline creatures. |
3. Magic Circle
against Law |
As protection spells, but 10-ft. radius and 10 min./level |
4. Chaos Hammer |
Damages and staggers lawful creatures. |
5. Dispel Law |
+4 bonus against attacks by lawful creatures. |
6. Animate Objects |
Objects attack the caster's foes. |
7. Word of Chaos |
Kills, confuses, stuns, or deafens nonchaotic subjects. |
8. Cloak of Chaos |
+4 AC, +4 resistance, SR 25 against lawful spells. |
* Cast as a chaos spell only. |
Death
Granted Power: The character may use a death touch once per
day. The character’s death touch is a spell-like ability that is a death
effect. The character must succeed at a melee touch attack against a living creature
(using the rules for touch spells). When the character touches, roll 1d6 per the
character’s cleric level. If the total at least equals the creature’s
current hit points, it dies.
1. Cause Fear |
One creature flees for 1d4 rounds. |
2. Death Knell |
Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level |
3. Animate Dead |
Creates undead skeletons and zombies. |
4. Death Ward |
Grants immunity to death spells and effects. |
5. Slay Living |
Touch attack kills subject. |
6. Create Undead |
Ghouls, shadows, ghasts, wights, or wraiths. |
7. Destruction |
Kills subject and destroys remains. |
8. Create Greater Undead |
Mummies, spectres, vampires, or ghosts. |
9. Wail of the Banshee |
Kills one creature/level. |
Destruction
Granted Power: The character gains the smite power, the supernatural
ability to make a single melee attack with a +4 attack bonus and a damage bonus
equal to the character’s cleric level (if the character hits). The character
must declare the smite before making the attack. It is usable once per day.
1. Inflict Light Wounds |
Touch attack, 1d8 +1/level damage (max +5). |
2. Shatter |
Sonic vibration damages objects or crystalline creatures. |
3. Contagion |
Infects subject with chosen disease. |
4. Inflict Critical Wounds |
Touch attack, 4d8 +1/level damage (max +20). |
5. Circle of Doom |
Deals 1d8 +1/level damage in all directions. |
6. Harm |
Subject loses all but 1d4 hp. |
7. Disintegrate |
Makes one creature or object vanish. |
8. Earthquake |
Intense tremor shakes 5-ft./level radius. |
9. Implosion |
Kills one creature/round. |
Earth
Granted Power: Turn or destroy air creatures as a good cleric
turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead.
Use these abilities a total number of times per day equal to 3 + the character’s
Charisma modifier.
1. Magic Stone |
Three stones become +1 projectiles, 1d6+1 damage. |
2. Soften Earth and Stone |
Turns stone to clay or dirt to sand or mud. |
3. Stone Shape |
Sculpts stone into any form. |
4. Spike Stones |
Creatures in area take 1d8 damage, may be slowed. |
5. Wall of Stone |
Creates a stone wall that can be shaped. |
6. Stoneskin |
Stops blows, cuts, stabs, and slashes. |
7. Earthquake |
Intense tremor shakes 5-ft./level radius. |
8. Iron Body |
The character's body becomes living iron. |
9. Elemental Swarm.* |
Summons multiple elementals. |
* Cast as an earth spell only. |
Evil
Granted Power: The character casts evil spells at +1 caster
level.
1. Protection from Good |
+2 AC and saves, counter mind control, hedge out elementals and outsiders
|
2. Desecrate |
Fills area with negative energy, making undead stronger. |
3. Magic Circle against
Good |
As protection spells, but 10-ft. radius and 10 min./level |
4. Unholy Blight |
Damages and sickens good creatures. |
5. Dispel Good |
+4 bonus against attacks by good creatures. |
6. Create Undead |
Ghouls, shadows, ghasts, wights, or wraiths. |
7. Blasphemy |
Kills, paralyzes, weakens, or dazes nonevil subjects. |
8. Unholy Aura |
+4 AC, +4 resistance, SR 25 against good spells. |
9. Summon Monster IX.* |
Calls outsider to fight for the caster. |
* Cast as an evil spell only. |
Fire
Granted Power: Turn or destroy water creatures as a good cleric
turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead.
Use these abilities a total number of times per day equal to 3 + the character’s
Charisma modifier.
1. Burning Hands |
1d4 fire damage/level (max 5d4). |
2. Produce Flame |
1d4 +1/two levels damage, touch or thrown. |
3. Resist Elements.* |
Ignore first 12 damage from one energy type each round. |
4. Wall of Fire |
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through
wall deals 2d6 +1/level. |
5. Fire Shield |
Creatures attacking the caster take fire damage; the caster is protected from
heat or cold. |
6. Fire Seeds |
Acorns and berries become grenades and bombs. |
7. Fire Storm |
Deals 1d6 fire damage/level. |
8. Incendiary Cloud |
Cloud deals 4d6 fire damage/round. |
9. Elemental Swarm.** |
Summons multiple elementals. |
* Resist cold or fire only.
** Cast as a fire spell only. |
Good
Granted Power: The character casts good spells at +1 caster
level.
1. Protection from Evil |
+2 AC and saves, counter mind control, hedge out elementals and outsiders.
|
2. Aid |
+1 attack, +1 on saves against fear, 1d6 temporary hit points. |
3. Magic Circle against Evil |
As protection spells, but 10-ft. radius and 10 min./level. |
4. Holy Smite |
Damages and blinds evil creatures. |
5. Dispel Evil |
+4 bonus against attacks by evil creatures. |
6. Blade Barrier |
Blades encircling the caster deal 1d6 damage/level. |
7. Holy Word |
Kills, paralyzes, weakens, or dazes nongood subjects. |
8. Holy Aura |
+4 AC, +4 resistance, and SR 25 against evil spells. |
9. Summon Monster IX.* |
Calls outsider to fight for the caster. |
* Cast as a good spell only. |
Healing
Granted Power: The character casts healing spells at +1 caster
level.
1. Cure Light Wounds |
Cures 1d8 +1/level damage (max +5). |
2. Cure Moderate Wounds |
Cures 2d8 +1/level damage (max +10). |
3. Cure Serious Wounds |
Cures 3d8 +1/level damage (max +15). |
4. Cure Critical Wounds |
Cures 4d8 +1/level damage (max +20). |
5. Healing Circle |
Cures 1d8 +1/level damage in all directions. |
6. Heal |
Cures all damage, diseases, and mental conditions. |
7. Regenerate |
Subject's severed limbs grow back. |
8. Mass Heal |
As heal, but with several subjects. |
9. True Resurrection |
As resurrection, plus remains aren't needed. |
Knowledge
Granted Power: All Knowledge skills are class skills. The
character casts divinations at +1 caster level.
1. Detect Secret Doors |
Reveals hidden doors within 60 ft. |
2. Detect Thoughts |
llows "listening to surface thoughts. |
3. Clairaudience/Clairvoyance |
Hear or see at a distance for 1 min./level. |
4. Divination |
Provides useful advice on to specific proposed actions. |
5. True Seeing |
See all things as they really are. |
6. Find the Path |
Shows most direct way to a location. |
7. Legend Lore |
Learn tales about a person, place, or thing. |
8. Discern Location |
Exact location of creature or object. |
9. Foresight |
Sixth sense warns of impending danger. |
Law
Granted Power: The character casts Law spells at +1 caster
level.
1. Protection from Chaos |
+2 AC and saves, counter mind control, hedge out elementals and outsiders.
|
2. Calm Emotions |
Calms 1d6 creatures/level, negating emotion effects. |
3. Magic Circle against Chaos |
As protection spells, but 10-ft. radius and 10 min./level |
4. Order's Wrath |
Damages and dazes chaotic creatures. |
5. Dispel Chaos |
+4 bonus against attacks by chaotic creatures. |
6. Hold Monster |
As hold person, but any creature. |
7. Dictum |
Kills, paralyzes, weakens, or dazes nonlawful subjects. |
8. Shield of Law |
+4 AC, +4 resistance, and SR 25 against chaotic spells. |
9. Summon Monster IX.* |
Calls outsider to fight for the caster. |
* Cast as a law spell only. |
Luck
Granted Power: The character gains the power of good fortune,
which is usable once per day. This extraordinary ability allows the character
to reroll one roll that the character has just made. The character must take the
result of the reroll, even if it’s worse than the original roll.
1. Entropic Shield |
Ranged attacks against the caster suffer 20% miss chance. |
2. Aid |
+1 attack, +1 against fear, 1d8 temporary hit points. |
3. Protection from Elements |
Absorb 12 damage/level from one kind of energy. |
4. Freedom of Movement |
Subject moves normally despite impediments. |
5. Break Enchantment |
Frees subjects from enchantments, alterations, curses,and petrification. |
6. Mislead |
Turns the caster invisible and creates illusory double. |
7. Spell Turning |
Reflect 1d4+6 spell levels back at caster. |
8. Holy Aura |
+4 AC, +4 resistance, and SR 25 against evil spells. |
9. Miracle |
Requests a deity's intercession. |
Magic
Granted Power: Use scrolls, wands, and other devices with
spell completion or spell trigger activation as a wizard of one-half the character’s
cleric level (at least 1st level). For the purpose of using a scroll or other
magic device, if the character is also a wizard, actual wizard levels and these
effective wizard levels stack.
1. Undetectable Aura |
Masks magic item's aura. |
2. Identify |
Determines single feature of magic item. |
3. Dispel Magic |
Cancels magical spells and effects. |
4. Imbue with Spell Ability |
Transfer spells to subject. |
5. Spell Resistance |
Subject gains +12 +1/level SR. |
6. Antimagic Field |
Negates magic within 10 ft. |
7. Spell Turning |
Reflect 1d4+6 spell levels back at caster. |
8. Protection from Spells |
Confers +8 resistance bonus. |
9. Disjunction |
Dispels magic, disenchants magic items. |
Plant
Granted Powers: Rebuke or command plant creatures as an evil
cleric rebukes or commands undead. Use these abilities a total number of times
per day equal to 3 + the character’s Charisma modifier.
Knowledge (nature) is a class skill.
1. Entangle |
Plants entangle everyone in 40-ft.-radius circle. |
2. Barkskin |
Grants +3 natural armor bonus (or higher). |
3. Plant Growth |
Grows vegetation, improves crops. |
4. Control Plants |
Talk to and control plants & fungi. |
5. Wall of Thorns |
Thorns damage anyone who tries to pass. |
6. Repel Wood |
Pushes away wooden objects. |
7. Changestaff |
The caster's staff becomes a treant on command. |
8. Command Plants |
Plants animate and vegetation entangles. |
9. Shambler |
Summons 1d4+2 shambling mounds to fight for the caster. |
Protection
Granted Power: The character can generate a protective ward,
a spell-like ability to grant someone the character touches a resistance bonus
equal to the character’s level on the recipient’s next saving throw.
Activating this power is a standard action. The protective ward is an abjuration
effect with a duration of 1 hour that is usable once per day.
1. Sanctuary |
Opponents can't attack the caster, and the caster can't attack. |
2. Shield Other |
The caster takes half of subject's damage. |
3. Protection from Elements |
Absorb 12 damage/level from one kind of energy. |
4. Spell Immunity |
Subject is immune to one spell/four levels. |
5. Spell Resistance |
Subject gains +12 +1/level SR. |
6. Antimagic Field |
Negates magic within 10 ft. |
7. Repulsion |
Creatures can't approach the caster. |
8. Mind Blank |
Subject is immune to mental/emotional magic and scrying. |
9. Prismatic Sphere |
As prismatic wall, but surrounds on all sides. |
Strength
Granted Power: The character can perform a feat of strength,
which is the supernatural ability to gain an enhancement bonus to Strength equal
to the character’s level. Activating the power is a free action, the power
lasts 1 round, and is usable once per day.
1. Endure Elements |
Ignores 5 damage/round from one energy type. |
2. Bull's Strength |
Subject gains 1d4+1 Str for 1 hr./level. |
3. Magic Vestment |
Armor or shield gains +1 enhancement three level. |
4. Spell Immunity |
Subject is immune to one spell/four levels. |
5. Righteous Might |
The caster's size increases, and the caster gains +4 Str. |
6. Stoneskin |
Stops blows, cuts, stabs, and slashes. |
7. Grasping Hand |
Hand provides cover, pushes, or grapples. |
8. Clenched Fist |
Large hand attacks the caster's foes. |
9. Crushing Hand |
As grasping hand, but stronger. |
Sun
Granted Power: Once per day, the character can perform a greater
turning against undead in place of a regular turning (or rebuking) attempt. The
greater turning is like a normal turning (or rebuking) attempt except that the
undead creatures that would be turned (or rebuked or commanded) are destroyed
instead.
1. Endure Elements.* |
Ignores 5 damage/round from one energy type. |
2. Heat Metal |
Make metal so hot it damages those that touch it. |
3. Searing Light |
Ray deals 1d8/two levels, more against undead. |
4. Fire Shield |
Creatures attacking the caster take fire damage; the caster is protected from
heat or cold. |
5. Flame Strike |
Smite foes with divine fire (1d8/level). |
6. Fire Seeds |
Acorns and berries become grenades and bombs. |
7. Sunbeam |
Beam blinds and deals 3d6 damage. |
8. Sunburst |
Blinds all within 10 ft., deals 3d6 damage. |
9. Prismatic Sphere |
As prismatic wall, but surrounds on all sides. |
* Endure cold or fire only. |
Travel
Granted Powers: For a totaltime per day of 1 round per the
character’s cleric level, the character can act normally regardless of magical
effects that impede movement (similar to the effect of the spell freedom of movement).
This effect occurs automatically as soon as it applies, lasts until it runs out
or is no longer needed, and can operate multiple times per day (up to the total
daily limit of rounds). This is a spell-like ability.
Wilderness Lore is a class skill.
1. Expeditious Retreat |
Doubles the caster's speed. |
2. Locate Object |
Senses direction toward object (specific or type). |
3. Fly |
Subject flies at speed of 90. |
4. Dimension Door |
Teleports the caster and up to 500 lb. |
5. Teleport |
Instantly transports the caster anywhere. |
6. Find the Path |
Shows most direct way to a location. |
7. Teleport without Error |
As teleport, but no off-target arrival. |
8. Phase Door |
Invisible passage through wood or stone. |
9. Astral Projection |
Projects the caster and companions into Astral Plane. |
Trickery
Granted Power: Bluff, Disguise, and Hide are class skills.
1. Change Self |
Change own appearance. |
2. Invisibility |
Subject invisible 10 min./level or until it attacks. |
3. Nondetection |
Hides subject from divination, scrying. |
4. Confusion |
Makes subjects behave oddly for 1 round/level. |
5. False Vision |
Fools scrying with an illusion. |
6. Mislead |
Turns the caster invisible and creates illusory double. |
7. Screen |
Illusion hides area from vision, scrying. |
8. Polymorph Any Object |
Changes any subject into anything else. |
9. Time Stop |
The caster acts freely for 1d4+1 rounds. |
War
Granted Power: Free Martial Weapon Proficiency (if necessary)
and Weapon Focus with the deity’s favored weapon.
1. Magic Weapon |
Weapon gains +1 bonus. |
2. Spiritual Weapon |
Magical weapon attacks on its own.. |
3. Magic Vestment |
Armor or shield gains +1 enhancement/three levels. |
4. Divine Power |
The caster gain attack bonus, 18 Str, and 1 hp/level. |
5. Flame Strike |
Smite foes with divine fire (1d6 damage/level). |
6. Blade Barrier |
Blades encircling the caster deal 1d6 damage/level. |
7. Power Word, Stun |
Stuns creature with up to 150 hp. |
8. Power Word, Blind |
Blinds 200 hp worth of creatures. |
9. Power Word, Kill |
Kills one tough subject or many weak ones. |
Water
Granted Power: Turn or destroy fire creatures as a good cleric
turns undead. Rebuke or command water creatures as an evil cleric rebukes undead.
Use these abilities a total number of times per day equal to 3 + the character’s
Charisma modifier.
1. Obscuring Mist |
Fog surrounds the caster. |
2. Fog Cloud |
Fog obscures vision. |
3. Water Breathing |
Subjects can breathe underwater. |
4. Control Water |
Raise or lower bodies of water. |
5. Ice Storm |
Hail deals 5d6 damage in cylinder 40 ft. across. |
6. Cone of Cold |
1d6 cold damage/level. |
7. Acid Fog |
Fog deals acid damage. |
8. Horrid Wilting |
Deals 1d8 damage/level within 30 ft. |
9. Elemental Swarm.* |
Summons multiple elementals. |
* Cast as a water spell only. |