Cleric Domains, Forgotten Realms
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Air Domain
- Deities
- Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryroyl, Valkur.
- Granted Power
- Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
- Domain Spells
- Obscuring Mist: Fog surrounds you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Winds: Change wind direction and speed.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Elemental Swarm*: Summons multiple elementals.
{{*}}Cast as an air spell only.
Animal Domain
- Deities
- Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki,Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar.
- Granted Power
- You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills.
- Domain Spells
- Calm Animals: Calms (2d4 + level) HD of animals.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Dominate Animal: Subject animal obeys silent mental commands.
- Summon Nature’s Ally IV{{*}}: Calls creature to fight.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Summon Nature’s Ally VIII: Calls creature to fight.
- Shapechange: Transforms you into any creature, and change forms once per round.
{{*}}Can only summon animals.
Balance Domain
- Granted Power
- Once per day, as a free action, you may add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level.
- Domain Spells
- Make Whole: Repairs an object.
- Calm Emotions: Calms creatures, negating emotion effects.
- Clarity of Mind: Grants +4 bonus on saves involving charm,compulsion, and glamer spells; reduces glamer miss chance by 10%.
- Dismissal: Forces a creature to return to native plane.
- Sanctuary, Mass: One touched creature/two levels can’t be attacked, and can’t attack.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
- Protection from Spells: Confers +8 resistance bonus.
- Weighed in the Balance: Harms or heals creatures within 30 feet of you.
Cavern Domain
- Deities
- Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur,Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Shar.
- Granted Power
- You gain the dwarf ability of stonecunning. If you already have stonecunning, your racial bonus increases from +2 to +4 on checks to notice unusual stonework.
- Domain Spells
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Darkness: Creates supernatural shadow in a 20-ft. radius.
- Meld into Stone: You and your gear merge with stone.
- Secure Shelter: Creates sturdy cottage.
- Passwall: Creates passage through wood or stone wall.
- Find the Path: Shows most direct way to a location.
- Maw of Stone: Animates natural chamber to attack enemies.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Imprisonment: Entombs subject beneath the earth.
Chaos Domain
- Deities
- Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba,Corellon Larethian, Cyric, Deep Sashelas, Dugmaren Brightmantle,Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe,Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth,Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow,Selûne, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash,Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun.
- Granted Power
- You cast chaos spells at +1 caster level.
- Domain Spells
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
- Chaos Hammer: Damages and staggers lawful creatures.
- Dispel Law: +4 bonus against attacks by lawful creatures.
- Animate Objects: Objects attack your foes.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
- Summon Monster IX*: Calls extraplanar creature to fight for you.
{{*}}Cast as a chaos spell only.
Charm Domain
- Deities
- Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl,Sune.
- Granted Power
- You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts for 1 minute.
- Domain Spells
- Charm Person: Makes one person your friend.
- Calm Emotions: Calms creatures, negating emotion effects.
- Suggestion: Compels subject to follow stated course of action.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves,and checks.
- Charm Monster: Makes monster believe it is your ally.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Insanity: Subject suffers continuous confusion.
- Demand: As sending, plus you can send suggestion.
- Dominate Monster: As dominate person, but any creature.
Cold Domain
- Granted Power
- You can turn or destroy fire creatures as a good cleric turns undead and rebuke or command cold creatures as an evil cleric rebukes undead. Each use of this ability uses up one of your turn uses per day of your turn ability.
- Domain Spells
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Chill Metal: Cold metal damages those who touch it.
- Sleet Storm: Hampers vision and movement.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere that can trap creatures inside.
- Cone of Cold: Deals 1d6/level cold damage.
- Control Weather: Changes weather in local area.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Obedient Avalanche: Creates avalanche to bury or bull rush foes, deals varying cold damage.
Craft Domain
- Deities
- Callarduran Smoothhands, Dugmaren Brightmantle,Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond, Laduguer,Moradin, Thoth.
- Granted Power
- You cast creation spells at +1 caster level and gain Skill Focus (a +3 bonus) in the Craft skill of your choice as a bonus feat.
- Domain Spells
- Animate Rope: Makes a rope move at your command.
- Wood Shape: Rearranges wooden objects to suit you.
- Stone Shape: Sculpts stone into any shape.
- Minor Creation: Creates one cloth or wood object.
- Wall of Stone: Creates a stone wall that can be shaped.
- Fantastic Machine: Creates illusory many-armed machine that functions as Large animated object.
- Major Creation: As minor creation, plus stone and metal.
- Forcecage: Cube or cage of force imprisons all inside.
- Fantastic Machine, Greater: As fantastic machine, but creates a more powerful illusory construct.
Darkness Domain
- Granted Power
- You gain Blind-Fight as a bonus feat.
- Domain Spells
- Obscuring Mist: Fog surrounds you.
- Blindness/Deafness: Makes subject blinded or deafened.
- Blacklight: Creates a 20-ft. radius of supernatural darkness you can see through.
- Armor of Darkness: Shadowy shroud provides +3 deflection bonus +1/four levels (max +8) to AC and +2 bonus on saves against holy, good, or light effects.
- Darkbolt: You hurl one/two levels beams of darkness dealing 2d8 damage/round and may daze target for 1 round.
- Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Power Word, Blind: Blinds creature with 200 or fewer hp.
- Power Word, Kill: Kills one creature with 100 or fewer hp.
Death Domain
- Deities
- Velsharoon, Yurtrus.
- Granted Power
- You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
- Domain Spells
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
- Animate Dead: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Slay Living: Touch attack kills subject.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Destruction: Kills subject and destroys remains.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- Wail of the Banshee: Kills one creature/level.
Destruction Domain
- Granted Power
- You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
- Domain Spells
- Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Contagion: Infects subject with chosen disease.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
- Harm: Deals 10 points/level damage to target.
- Disintegrate: Makes one creature or object vanish.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Implosion: Kills one creature/round.
Drow Domain
- Deities
- Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun.
- Granted Power
- You gain Lightning Reflexes as a bonus feat.
- Domain Spells
- Cloak of Dark Power: Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light or darkness effects.
- Clairaudience/Clairvoyance: You can hear or see at a distance for 1 min./level.
- Suggestion: Compels subject to follow stated course of action.
- Discern Lies: Reveals deliberate falsehoods.
- Spiderform: You assume spider or drider form.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Word of Chaos: Kills, confuses, stuns, or deafens non-chaotic subjects.
- Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
- Gate: Connects two planes for travel or summoning.
Dwarf Domain
- Deities
- Abbathor, Berronar Truesilver, Clangeddin, Deep Duerra, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain.
- Granted Power
- You gain Great Fortitude as a bonus feat.
- Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Glyph of Warding: Inscription harms those who pass it.
- Magic Weapon, Greater: Weapon gains +1 bonus/four levels(max +5).
- Fabricate: Transforms raw materials into finished items.
- Stone Tell: You talk to natural or worked stone.
- Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
- Protection from Spells: Confers +8 resistance bonus.
- Elemental Swarm*: Summons multiple elementals.
{{*}}Cast as an earth spell only.
Earth Domain
- Deities
- Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, Urogalan.
- Granted Power
- Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
- Domain Spells
- Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Stone Shape: Sculpts stone into any shape.
- Spike Stones: Creatures in area take 1d8 damage, may be lowed.
- Wall of Stone: Creates a stone wall that can be shaped.
- Stoneskin: Ignore 10 points of damage per attack.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Iron Body: Your body becomes living iron.
- Elemental Swarm*: Summons multiple elementals.
{{*}}Cast as an earth spell only.
Elf Domain
- Deities
- Aerdrie Faenya, Angharradh, Corellon Larethian, Deep Sashelas, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira.
- Granted Power
- You gain Point Blank Shot as a bonus feat.
- Domain Spells
- True Strike: You gain +20 on your next attack roll.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Snare: Creates a magic booby trap.
- Tree Stride: You can step from one tree to another far away.
- Commune with Nature: You learn about terrain for 1 mile/level.
- Find the Path: Shows most direct way to a location.
- Liveoak: Oak becomes treant guardian.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Antipathy: Object or location affected by spell repels certain creatures.
Evil Domain
- Deities
- Abbathor, Auril, Bahgtru, Bane, Beshaba, Cyric, Deep Duerra, Gargauth, Ghaunadaur, Gruumsh, Ilneval, Kiaransalee, Laduguer, Lolth, Loviatar, Luthic, Malar, Mask, Sebek, Selvetarm, Set, Shar, Shargaas, Talona, Talos, Tiamat, Umberlee, Urdlen, Velsharoon, Vhaeraun, Yurtrus.
- Granted Power
- You cast evil spells at +1 caster level.
- Domain Spells
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Desecrate: Fills area with negative energy, making undead stronger.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Unholy Blight: Damages and sickens good creatures.
- Dispel Good: +4 bonus against attacks by good creatures.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Unholy Aura: +4 to AC, +4 resistance, SR 25 against good spells.
- Summon Monster IX*: Calls extraplanar creature to fight for you.
{{*}}Cast as an evil spell only.
Family Domain
- Deities
- Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic, Yondalla.
- Granted Power
- As a free action, you may protect a number of creatures equal to your Charisma modifier (minimum one creature)with a +2 dodge bonus to AC. This is a supernatural ability, and the effect lasts for 1 round level. An affected creature loses this protection if it moves more than 10 feet from you. You may also affect yourself with this ability.
- Domain Spells
- Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
- Shield Other: You take half of subject’s damage.
- Helping Hand: Ghostly hand leads subject to you.
- Imbue with Spell Ability: Transfers spells to subject.
- Telepathic Bond: Link lets allies communicate.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Refuge: Alters item to transport its possessor to you.
- Protection from Spells: Confers +8 resistance bonus.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Fate Domain
- Granted Power
- You gain the uncanny dodge ability. If you already have it, you gain improved uncanny dodge instead. These abilities are identical to those described in the barbarian and rogue class descriptions.
- Domain Spells
- True Strike: You gain +20 on your next attack roll.
- Augury: You learn whether an action will be good or bad.
- Bestow Curse: Subject takes a –6 penalty to an ability score; –4penalty on attack rolls, saves, and checks; or 50% chance of losing each action.
- Divination: Provides useful advice for specific proposed actions.
- Mark of Justice: Designates action that will trigger curse on subject.
- Geas/Quest: As lesser geas, plus it affects any creature.
- VisionM, : As legend lore, but quicker and strenuous.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Foresight: “Sixth sense” warns of impending danger.
Fire Domain
- Granted Power
- Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
- Domain Spells
- Burning Hands: 1d4/level fire damage (max 5d4).
- Produce Flame: 1d6 damage +1/ level, touch or thrown.
- Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Fire Storm: Deals 1d6/level fire damage.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Elemental Swarm**: Summons multiple elementals.
{{*}}Resist cold or fire only.
{{**}}Cast as a fire spell only.
Gnome Domain
- Deities
- Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen.
- Granted Power
- You cast all illusion spells at +1 caster level.
- Domain Spells
- Silent Image: Creates minor illusion of your design.
- Gembomb: Converts five gems into bombs that deal 1d8 force damage/two levels.
- Minor Image: As silent image, plus some sound.
- Minor Creation: Creates one cloth or wood object.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Fantastic Machine: Creates illusory many-armed machine that functions as Large animated object.
- Screen: Illusion hides area from vision, scrying.
- Irresistible Dance: Forces subject to dance.
- Summon Nature’s Ally IX: Calls earth elemental or animal to fight.
Good Domain
- Deities
- Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan Wildwanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selûne, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla.
- Granted Power
- You cast good spells at +1 caster level.
- Domain Spells
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Holy Smite: Damages and blinds evil creatures.
- Dispel Evil: +4 bonus against attacks by evil creatures.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
- Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Summon Monster IX*: Calls extraplanar creature to fight for you.
{{*}}Cast as a good spell only.
Halfling Domain
- Deities
- Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla.
- Granted Power
- Once per day, you can add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Using this extraordinary ability is a free action, and the effect lasts for 10 minutes.
- Domain Spells
- Magic Stone: Three stones gain +1 on attack, deal 1d6+1 damage.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Freedom of Movement: Subject moves normally despite impediments.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- Move Earth: Digs trenches and builds hills.
- Shadow Walk: Step into shadow to travel rapidly.
- Word of Recall: Teleports you back to designated place.
- Foresight: “Sixth sense” warns of impending danger.
Hatred Domain
- Deities
- Bane, Ghaunadaur, Gruumsh, Set, Urdlen.
- Granted Power
- Choose one opponent. Against that opponent,you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.
- Domain Spells
- Doom: One subject takes –2 on attack rolls, damage rolls, saves,and checks.
- Scare: Panics creatures of less than 6 HD.
- Bestow Curse: Subject takes a –6 penalty to an ability score; –4penalty on attack rolls, saves, and checks; or 50% chance of losing each action.
- Song of Discord: Forces targets to attack each other.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Forbiddance: Blocks planar travel, damages creatures of different alignment.
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
- Antipathy: Object or location affected by spell repels certain creatures.
- Wail of the Banshee: Kills one creature/level.
Healing Domain
- Deities
- Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm.
- Granted Power
- You cast healing spells at +1 caster level.
- Domain Spells
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
- Heal, Mass: As heal, but with several subjects.
Illusion Domain
- Deities
- Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow.
- Granted Power
- You cast all illusion spells at +1 caster level.
- Domain Spells
- Silent Image: Creates minor illusion of your design.
- Minor Image: As silent image, plus some sound.
- Displacement: Attacks miss subject 50%.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Persistent Image: As major image, but no concentration required.
- Mislead: Turns you invisible and creates illusory double.
- Project Image: Illusory double can talk and cast spells.
- Screen: Illusion hides area from vision, scrying.
- Weird: As phantasmal killer, but affects all within 30 ft.
Knowledge Domain
- Deities
- Angharradh, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Thoth, Tyr, Waukeen.
- Granted Power
- Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
- Domain Spells
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Divination: Provides useful advice for specific proposed actions.
- True Seeing: Lets you see all things as they really are.
- Find the Path: Shows most direct way to a location.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Discern Location: Reveals exact location of creature or object.
- Foresight: “Sixth sense” warns of impending danger.
Law Domain
- Deities
- Arvoreen, Azuth, Bane, Berronar Truesilver, Clangeddin, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Moradin, Nobanion, Osiris, Red Knight, Savras, Set, Siamorphe, Tiamat, Torm, Tyr, Ulutiu, Urogalan, Yondalla.
- Granted Power
- You cast law spells at +1 caster level.
- Domain Spells
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Calm Emotions: Calms creatures, negating emotion effects.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Order’s Wrath: Damages and dazes chaotic creatures.
- Dispel Chaos: +4 bonus against attacks by chaotic creatures.
- Hold Monster: As hold person, but any creature.
- Dictum: Kills, paralyzes, slows, or deafens non-lawful subjects.
- Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Summon Monster IX*: Calls extraplanar creature to fight for you.
{{*}}Cast as a law spell only.
Luck Domain
- Deities
- Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain.
- Granted Power
- You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to re-roll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the re-roll, even if it’s worse than the original roll.
- Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Freedom of Movement: Subject moves normally despite impediments.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Mislead: Turns you invisible and creates illusory double.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Miracle: Requests a deity’s intercession.
Magic Domain
- Deities
- Azuth, Corellon Larethian, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon.
- Granted Power
- Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
- Domain Spells
- Magic Aura: Alters object’s magic aura.
- Identify: Determines properties of magic item.
- Dispel Magic: Cancels magical spells and effects.
- Imbue with Spell Ability: Transfer spells to subject.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Protection from Spells: Confers +8 resistance bonus.
- Mage's Disjunction: Dispels magic, disenchants magic items.
Mentalism Domain
- Deity
- Deep Duerra.
- Granted Power
- Once per day, you can generate a mental ward that grants any creature you touch a resistance bonus on its next Will saving throw equal to your level +2. Activating this power is a standard action, and the effect lasts for 1 hour. The mental ward is a spell-like ability and an abjuration effect.
- Domain Spells
- Confusion, Lesser: One creature is confused for 1 round.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Clairaudience/Clairvoyance: You can hear or see at a distance for1 min./level.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Mind Fog: Subjects in fog get –10 to Wis and Will checks.
- Telepathic Bond: Link lets allies communicate.
- Antipathy: Object or location affected by spell repels certain creatures.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Astral Projection: Projects you and companions onto Astral Plane.
Metal Domain
- Deities
- Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer.
- Granted Power
- You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (as appropriate) and Weapon Focus with your choice of hammer as bonus feats. You need not meet the prerequisites for these feats.
- Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Heat Metal: Make metal so hot it damages those who touch it.
- Keen Edge: Doubles normal weapon’s threat range.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Wall of Iron: Creates an iron wall with 30 hp/four levels; can topple onto foes.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
- Iron Body: Your body becomes living iron.
- Repel Metal or Stone: Pushes away metal and stone.
Moon Domain
- Deities
- Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.
- Granted Power
- You can turn or destroy lycanthropes as a good cleric turns or destroys undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.
- Domain Spells
- Faerie Fire: Outlines subjects with light, canceling blur, concealment,and the like.
- Moonbeam: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.
- Moon Blade: Touch attack deals 1d8 damage +1/two levels, more to undead, plus scrambles spellcasting.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Moon Path: Grants sanctuary to 1 creature/level.
- Permanent Image: Includes sight, sound, and smell.
- Insanity: Subject suffers continuous confusion.
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Moonfire: Cone of moonlight deals 1d8 damage/two levels(max 10d8, magical auras glow blue for 1 round/level, illuminates as full moon, negates electricity for 1 round/level.
Nobility Domain
- Granted Power
- Once per day, you can inspire allies that hear you speak for 1 round. Each such ally gains a +1 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Using this spell-like ability is a standard action, and the effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).
- Domain Spells
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Discern Lies: Reveals deliberate falsehoods.
- Command, Greater: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Repulsion: Creatures can’t approach you.
- Demand: As sending, plus you can send suggestion.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Ocean Domain
- Deities
- Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur.
- Granted Power
- You have the supernatural ability t o breathe water as if under the effect of a water breathing spell for up to 10 rounds per cleric level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. This duration need not be consecutive—it can be used in increments as small as 1 round.
- Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Water Breathing: Subjects can breathe underwater.
- Freedom of Movement: Subject moves normally despite impediments.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Freezing Sphere: Freezes water or deals cold damage.
- Waterspout: Creates waterspout that moves, damages creatures, sucks creatures upward.
- Maelstrom: Waterspout sucks in and damages creatures.
- Elemental Swarm: Summons multiple elementals.
{{*}}Cast as a water spell only.
Orc Domain
- Granted Power
- You gain the smite ability. Once per day, you may attempt to smite an opponent with one normal melee attack. If you hit, you gain a bonus equal to your cleric level on your damage roll. For example, a 4th-level cleric of Bahgtru armed with a longsword would deal 1d8+4 points of damage, plus any additional bonuses from high strength or magical effects that normally apply. If you use this ability against a dwarf or an elf, you also gain a +4 bonus on the smite attack roll. Smite is a supernatural ability.
- Domain Spells
- Cause Fear: One creature of 5 or fewer HD or less flees for 1d4rounds.
- Produce Flame: Deals 1d6 fire damage +1/level, touch or thrown.
- Prayer: Allies gain +1 bonus on most rolls, enemies –1 penalty.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Prying Eyes: Creates 1d4 +1/level floating eyes to scout for you.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Blasphemy: Kills, paralyzes, weakens, or dazes non-evil subjects.
- Cloak of Chaos: Grants +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Power Word, Kill: Kills creature with 100 hp or less.
Planning Domain
- Granted Power
- You gain Extend Spell as a bonus feat.
- Domain Spells
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Augury: You learn whether an action will be good or bad.
- Clairaudience/Clairvoyance: You can hear or see at a distance for 1 min./level.
- Imbue with Spell Ability: Transfers spells to subject.
- Detect Scrying: Alerts you to magical eavesdropping.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Scrying, Greater: As scrying, but faster and longer.
- Discern Location: Reveals exact location of creature or object.
- Time Stop: You act freely for 1d4+1 rounds.
Plant Domain
- Deities
- Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao.
- Granted Power
- Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
- Domain Spells
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Plant Growth: Grows vegetation, improves crops.
- Command Plants: Sway the actions of one or more plant creatures.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Repel Wood: Pushes away wooden objects.
- Animate Plants: One or more trees animate and fight for you.
- Control Plants: Control actions of one or more plant creatures.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
Portal Domain
- Deities
- Eilistraee, Shaundakul.
- Granted Power
- You can detect an active or inactive portal as if it were a normal secret door (DC 20).
- Domain Spells
- Summon Monster I: Calls extraplanar creature to fight for you.
- Analyze Portal: Detects magic portals.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleports you short distance.
- Teleport: Instantly transports you as far as 100 miles/level.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Etherealness: Travel to Ethereal Plane with companions.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Gate: Connects two planes for travel or summoning.
Protection Domain
- Deities
- Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selûne, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla.
- Granted Power
- You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her 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.
- Domain Spells
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield Other: You take half of subject’s damage.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Spell Immunity: Subject is immune to one spell per four levels.
- Spell Resistance: Subject gains SR 12 + level.
- Antimagic Field: Negates magic within 10 ft.
- Repulsion: Creatures can’t approach you.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Renewal Domain
- Deities
- Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
- Granted Power
- If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to –10 or fewer hit points, you die before this power takes effect.
- Domain Spells
- Charm Person: Makes one person your friend.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Remove Disease: Cures all diseases affecting subject.
- Reincarnate: Brings dead subject back in a random body.
- Atonement: Removes burden of misdeeds from subject.
- Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
- Restoration, Greater: As restoration, plus restores all levels and ability scores.
- Polymorph Any Object: Changes any subject into anything else.
- Freedom: Releases creature from imprisonment.
Repose Domain
- Granted Power
- You may use death touch once per day. To deliver a death touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch,roll 1d6 per cleric level you possess. If the result equals or exceeds the creature’s current hit points, it dies (no save). Death touch is a supernatural ability and a death effect.
- Domain Spells
- Hide from Undead: Undead can’t perceive one subject/level.
- Gentle Repose: Preserves one corpse.
- Speak with Dead: Corpse answers one question per two levels.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Slay Living: Touch attack kills subject.
- Undeath to Death: Destroys 1d4/level HD of undead (max20d4).
- Destruction: Kills subject and destroys remains.
- Surelife: Protects you from one kind of certain death.
- Wail of the Banshee: Kills one creature/level.
Retribution Domain
- Granted Power
- If you have been harmed by someone in combat,you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits, you deal maximum damage. You can use this supernatural ability once per day.
- Domain Spells
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Speak with Dead: Corpse answers one question/two levels.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Mark of Justice: Designates action that will trigger curse on subject.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Spell Turning: Reflects 1d4+6 spell levels back at caster.
- Discern Location: Reveals exact location of creature or object.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Rune Domain
- Deities
- Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth.
- Granted Power
- You gain Scribe Scroll as a bonus feat.
- Domain Spells
- Erase: Mundane or magical writing vanishes.
- Secret Page: Changes one page to hide its real content.
- Glyph of Warding: Inscription harms those who pass it.
- Explosive Runes: Deals 6d6 damage when read.
- Planar Binding, Lesser: Traps extraplanar creature of 6 or fewer HD until it performs a task.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8damage or 6th-level spell.
- Instant Summons: Prepared object appears in your hand.
- Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
- Teleportation Circle: Circle teleports any creature inside to designated spot.
Scalykind Domain
- Deities
- Finder Wyvernspur, Sebek, Set, Tiamat, Ubtao.
- Granted Power
- You can rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3+ your Charisma modifier.
- Domain Spells
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Animal Trance*: Fascinates 2d6 HD of animals.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Animal Growth*: One animal/two levels doubles in size.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Vipergout: You spit forth celestial or fiendish vipers that attack your foes.
- Animal Shapes*: One ally/level polymorphs into chosen animal.
- Shapechange: Transforms you into any creature, and changeforms once per round.
- Affects ophidian and reptilian creatures only.
Slime Domain
Deity: Ghaunadaur.
- Granted Power
- You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.
- Domain Spells
- Grease: Makes 10-ft. square or one object slippery.
- Acid Arrow: Ranged touch attack deals 2d4 damage for 1 round+1 round/three levels.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Black Tentacles: Tentacles grapple all within 15 ft. spread.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Destruction: Kills subject and destroys remains.
- Power Word Blind: Blinds creature with 200 or fewer hp.
- Implosion: Kills one creature/round.
Spell Domain
- Granted Power
- You gain a +2 bonus on Concentration and Spellcraft checks.
- Domain Spells
- Mage Armor: Gives subject +4 armor bonus.
- Silence: Negates so in 15-ft. radius.
- Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot.
- Mnemonic Enhancer: Prepares extra spells or retains one just cast.
- Break Enchantment: Frees subjects from enchantments, alterations,curses, and petrification.
- Anyspell, Greater: As anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level domain spell slot.
- Limited Wish: Alters reality—within spell limits.
- Antimagic Field: Negates magic within 10 ft.
- Mage's Disjunction: Dispels magic, disenchants magic items.
Spider Domain
- Granted Power
- You can rebuke or command spiders as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.
- Domain Spells
- Spider Climb: Grants ability to walk on walls and ceilings.
- Summon Swarm: Summons swarm of vermin (spiders only).
- Phantom Steed: Magic spider mount appears for 1 hour/level.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Insect Plague: Spider swarms attack creatures.
- Spider Curse: You turn a humanoid into a drider-like creature that obeys you.
- Stone Spiders: Transforms 1d3 pebbles into stone constructs that resemble spiders.
- Creeping Doom: Swarms of spiders attack at your command.
- Spider Shapes: As polymorph, except you change up to one willing creature/level into a Tiny to Huge monstrous spider.
Storm Domain
- Granted Power
- You gain resistance to electricity 5.
- Domain Spells
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Sleet Storm: Hampers vision and movement.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
Strength Domain
- Deities
- Anhur, Bahgtru, Clangeddin, Garagos, Gruumsh, Helm, Ilmater, Lathander, Loviatar, Malar, Tempus, Torm, Uthgar.
- Granted Power
- You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
- Domain Spells
- Enlarge Person: Humanoid creature doubles in size.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Spell Immunity: Subject is immune to one spell per four levels.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Stoneskin: Ignore 10 points of damage per attack.
- Grasping Hand: Large hand provides cover, pushes, or grapples.
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Suffering Domain
- Granted Power
- You may use pain touch as a spell-like ability once per day. To deliver a pain touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). If you hit, your touch bestows a –2 penalty to Strength and Dexterity on the target for 1 minute. Creatures that are immune to critical hits are also immune to this effect.
- Domain Spells
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Bestow Curse: Subject takes a –6 penalty to an ability score; –4penalty on attack rolls, saves, and checks; or 50% chance of losing each action.
- Enervation: Subject gains 1d4 negative levels.
- Symbol of Pain: Triggered rune wracks nearby creatures with pain.
- Harm: Deals 10 points/level damage to target.
- Waves of Exhaustion: Several targets become exhausted.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Energy Drain: Subject gains 2d4 negative levels.
Sun Domain
- Granted Power
- Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
- Domain Spells
- Endure Elements: Exist comfortably in hot or cold environments.
- Heat Metal: Make metal so hot it damages those who touch it.
- Searing Light: Ray deals 1d8/two levels, more against undead.
- Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Fire Seeds: Acorns and berries become grenades and bombs.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Time Domain
- Deities
- Grumbar, Labelas Enoreth.
- Granted Power
- You gain Improved Initiative as a bonus feat.
- Domain Spells
- True Strike: You gain +20 on your next attack roll.
- Gentle Repose: Preserves one corpse.
- Haste: One creature/level moves faster, +1 on attack rolls, AC,and Reflex saves.
- Freedom of Movement: Subject moves normally despite impediments.
- Permanency: Makes certain spells permanent.
- Contingency: Sets trigger condition for another spell.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Foresight: “Sixth sense” warns of impending danger.
- Time Stop: You act freely for 1d4+1 rounds.
Trade Domain
- Deities
- Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.
- Granted Power
- You may use detect thoughts once per day as a spell-like ability. Activating this ability is a free action, and it affects one target. The effect lasts a number of minutes equal to your Charisma bonus (minimum 1 round).
- Domain Spells
- Message: Whispered conversation is audible at distance.
- Gembomb: Converts five gems into bombs that deal 1d8force damage/two levels.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Sending: Delivers short message anywhere, instantly.
- Fabricate: Transforms raw materials into finished items.
- True Seeing: Lets you see all things as they really are.
- Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Discern Location: Reveals exact location of creature or object.
Travel Domain
- Deities
- Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen.
- Granted Power
- For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by 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 granted power is a supernatural ability.
:Add Survival to your list of cleric class skills.
- Domain Spells
- Longstrider: Increases your speed.
- Locate Object: Senses direction toward object (specific or type).
- Fly: Subject flies at speed of 60 ft.
- Dimension Door: Teleports you short distance.
- Teleport: Instantly transports you as far as 100 miles/level.
- Find the Path: Shows most direct way to a location.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Phase Door: Creates an invisible passage through wood or stone.
- Astral Projection: Projects you and companions onto Astral Plane.
Trickery Domain
- Deities
- Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Erevan Ilesere, Gargauth, Garl Glittergold, Lolth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun.
- Domain Spells
- Disguise Self: Disguise own appearance.
- Invisibility: Subject invisible 1 min./level or until it attacks.
- Nondetection: Hides subject from divination, scrying.
- Confusion: Subjects behave oddly for 1 round/level.
- False Vision: Fools scrying with an illusion.
- Mislead: Turns you invisible and creates illusory double.
- Screen: Illusion hides area from vision, scrying.
- Polymorph Any Object: Changes any subject into anything else.
- Time Stop: You act freely for 1d4+1 rounds.
Tyranny Domain
- Granted Power
- The saving throw DC of any compulsion spell you cast increases by 2.
- Domain Spells
- Command: One subject obeys selected command for 1 round.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Discern Lies: Reveals deliberate falsehoods.
- Fear: Subjects within cone flee for 1 round/level.
- Command, Greater: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Grasping Hand: Large hand provides cover, pushes, or grapples.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Dominate Monster: As dominate person, but any creature.
Undeath Domain
- Deities
- Kiaransalee, Velsharoon.
- Granted Power
- You gain Extra Turning as a bonus feat.
- Domain Spells
- Detect Undead: Reveals undead within 60 ft.
- Desecrate: Fills area with negative energy, making undead stronger.
- Animate Dead: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
- Control Undead: Undead don’t attack you while under your command.
- Create Greater Undead: Creates shadows, wraiths, spectres,or devourers.
- Energy Drain: Subject gains 2d4 negative levels.
War Domain
- Deities
- Anhur, Arvoreen, Clangeddin, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Shevarash, Solonor Thelandira, Tempus, Tyr, Uthgar.
- Granted Power
- Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
- Domain Spells
- Magic Weapon: Weapon gains +1 bonus.
- Spiritual Weapon: Magical weapon attacks on its own.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Power Word Blind: Blinds creature with 200 hp or less.
- Power Word Stun: Stuns creature with 150 hp or less.
- Power Word Kill: Kills creature with 100 hp or less.
Water Domain
- Granted Power
- Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
- Domain Spells
- Obscuring Mist: Fog surrounds you.
- Fog Cloud: Fog obscures vision.
- Water Breathing: Subjects can breathe underwater.
- Control Water: Raises or lowers bodies of water.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Cone of Cold: 1d6/level cold damage.
- Acid Fog: Fog deals acid damage.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Elemental Swarm*: Summons multiple elementals.
{{*}}Cast as a water spell only.
Watery Death Domain
- Deities
- Blibdoolpoolp, Umberlee.
- Granted Power
- You gain the ability to smite any non-aquatic creature once per day with one normal melee attack. You add your Wisdom bonus to your attack roll and deal 1 extra point of damage per divine spellcaster level.
- Domain Spells
- Entangle: Plants entangle everyone in 40-ft. radius.
- Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
- Control Water: Raises or lowers bodies of water.
- Rushing Waters: Wave makes bull rush attack.
- Dehydrate: Deals Con damage to subject.
- Drown: Subject immediately begins to drown.
- Contagious Fog: 30-ft.-radius cloud of fog inflicts disease.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Drown, Mass: As drown, but affects 1/level subjects.