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CLERIC DOMAINS

 

Air Domain

 

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 Domain

 

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 Domain

 

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.

9. Summon Monster IX*         Calls outsider to fight for the caster.

*Cast as a chaos spell only.

 

Death Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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                   Allows "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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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 (1d6/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 Domain

 

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 Domain

 

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 Domain

 

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 Domain

 

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.