Air DomainGranted PowersYou can expend daily use of Faith to turn or destroy earth creatures as a good cleric turns undead, and rebuke, command, or bolster air creatures as an evil cleric rebukes undead. This granted power is a supernatural ability. Air Domain Spells
*Cast as an air spell only. |
Artifice DomainGranted PowersGain a bonus equal to your cleric level on Craft checks. The character casts conjuration (creation) spells at +1 caster level. Artifice Domain Spells |
Chaos DomainGranted PowerYou have permanent Protection from Law spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds. Chaos Domain Spells
*Cast as a chaos spell only. |
Charm DomainGranted PowerThe character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute per your cleric level. Charm Domain Spells |
Courage DomainGranted PowerYou have aura of courage, similar to a paladin. You are immune to fear (magical or otherwise), and each ally within 10 feet gains a morale bonus equal to your cleric level on saving throws against fear effects. This ability functions while you are conscious, but not when you are unconscious or dead. Courage Domain Spells
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Death DomainGranted PowerAdd +1 to the Difficulty Class for all saving throws against spells you cast with the Death descriptor. Death Domain Spells
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Destruction DomainGranted PowerFor a total time per day of 1 round per cleric level you possess, you ignore damage reduction and spell resistance of creatures. 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. Destruction Domain Spells
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Earth DomainGranted PowerYou can expend daily use of Faith to turn or destroy air creatures as a good cleric turns undead, and rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. This granted power is a supernatural ability. Earth Domain Spells
*Cast as an earth spell only. |
Evil DomainGranted PowerYou have permanent Protection from Good spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds. Evil Domain Spells
*Cast as an evil spell only. |
Fate DomainGranted PowerYou gain uncanny dodge. If you already have uncanny dodge, then you gain improved uncanny dodge. If you have another class that gives you improved uncanny dodge, your cleric levels add to that class's level for determining the minimum rogue level required to flank you. Fate Domain Spells
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Fire DomainGranted PowerYou can expend daily use of Faith to turn or destroy water creatures as a good cleric turns undead, and rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Fire Domain Spells
*Resist cold or fire only. **Cast as a fire spell only. |
Good DomainGranted PowerYou have permanent Protection from Evil spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds. Good Domain Spells
*Cast as a good spell only. |
Healing DomainGranted PowerYou can use Lay on Hands, similar to a paladin. Each day, you can heal a total of hit points equal to your cleric level × your Wisdom bonus. You may choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using lay on hands is a standard action. Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of you daily allotment of points to use as damage after successfully touching an undead creature. Healing Domain Spells
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Knowledge DomainGranted PowerAdd all Knowledge skills to your list of cleric class skills. You gain two bonus skill point every time you gain a cleric level (and times four this amount at level 1). These skill points must be used on a Knowledge skill. Knowledge Domain Spells
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Law DomainGranted PowerYou have permanent Protection from Chaos spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds. Law Domain Spells
*Cast as a law spell only. |
Liberation DomainGranted PowerThe character gains a +2 morale bonus on all saving throws against enchantment spells or effects. Liberation Domain Spells |
Luck DomainGranted PowerYou gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll 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 reroll, even if it’s worse than the original roll. Luck Domain Spells
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Magic DomainGranted PowerUse 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. Magic Domain Spells
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Planning DomainGranted PowerYou gain Extend Spell as a bonus feat. Planning Domain Spells
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Protection DomainGranted PowerYou 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. Protection Domain Spells
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Strength DomainGranted PowerYou 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. Strength Domain Spells
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Sun DomainGranted PowerYou gain Devout as a bonus feat. Sun Domain Spells
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Travel DomainGranted PowersYou gain Track as a bonus feat. Add Survival to your list of cleric class skills. Travel Domain Spells
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Trickery DomainGranted PowerAdd Deception and Stealth to your list of cleric class skills. Trickery Domain Spells
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War DomainGranted PowerYou gain Martial Weapon Proficiency (if necessary), and Weapon Focus as bonus feats on one weapon. War Domain Spells
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Water DomainGranted PowerYou can expend daily use of Faith to turn or destroy fire creatures as a good cleric turns undead, and rebuke, command, or bolster water creatures as an evil cleric rebukes undead. This granted power is a supernatural ability. Water Domain Spells
*Cast as a water spell only. |
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