Difference between revisions of "Cleric Domains"
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+ | ''' To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure.''' | ||
+ | |||
+ | |||
+ | Make sure you check your deities alignment and domain to match your cleric character, from the below information ... | ||
+ | |||
+ | |||
=== Cavern Domain === | === Cavern Domain === | ||
---- | ---- | ||
Line 82: | Line 89: | ||
; Domain Special Abilities and Bonus Spells: | ; Domain Special Abilities and Bonus Spells: | ||
The cleric gains access to the following spells at the specified spell level: | The cleric gains access to the following spells at the specified spell level: | ||
− | * | + | * Fourfinger's Enchanted Weapon (2) |
* Keen Edge (3) | * Keen Edge (3) | ||
* Blade Barrier (5) | * Blade Barrier (5) | ||
Line 211: | Line 218: | ||
* Color Spray (2) | * Color Spray (2) | ||
* Displacement (3) | * Displacement (3) | ||
− | * Repair Serious Damage ( | + | * Repair Serious Damage (4)<br><br> |
; Bonus Feat: | ; Bonus Feat: | ||
Line 217: | Line 224: | ||
* Greater Spell Focus Illusion | * Greater Spell Focus Illusion | ||
<br><br> | <br><br> | ||
+ | |||
=== Illusion Domain === | === Illusion Domain === | ||
---- | ---- | ||
Line 232: | Line 240: | ||
* Greater Spell Focus Illusion | * Greater Spell Focus Illusion | ||
<br><br> | <br><br> | ||
− | === | + | === Scalykind Domain === |
---- | ---- | ||
; Description | ; Description | ||
− | Clerics of the | + | Clerics of the Scalykind domain rebuke or Command Reptiles as an evil cleric rebukes undead.<br><br> |
; Domain Special Abilities and Bonus Spells: | ; Domain Special Abilities and Bonus Spells: | ||
Line 242: | Line 250: | ||
* Charm Person or Animal (2) | * Charm Person or Animal (2) | ||
* Serpent's Sigh (3) | * Serpent's Sigh (3) | ||
− | |||
* Viscid Glob (4)<br><br> | * Viscid Glob (4)<br><br> | ||
Line 249: | Line 256: | ||
* Great Fortitude | * Great Fortitude | ||
<br><br> | <br><br> | ||
+ | |||
=== Undeath Domain === | === Undeath Domain === | ||
---- | ---- | ||
Line 255: | Line 263: | ||
; Domain Special Abilities and Bonus Spells: | ; Domain Special Abilities and Bonus Spells: | ||
− | |||
The cleric gains access to the following spells at the specified spell level: | The cleric gains access to the following spells at the specified spell level: | ||
* Stone Bones (1) | * Stone Bones (1) | ||
Line 265: | Line 272: | ||
* Animate Dead | * Animate Dead | ||
<br><br> | <br><br> | ||
+ | |||
=== Fate Domain === | === Fate Domain === | ||
---- | ---- | ||
Line 273: | Line 281: | ||
The cleric gains access to the following spells at the specified spell level: | The cleric gains access to the following spells at the specified spell level: | ||
* Bestow Curse (2) | * Bestow Curse (2) | ||
− | * | + | * Curse of Impending Blades (3) |
* Premonition (8)<br><br> | * Premonition (8)<br><br> | ||
Line 280: | Line 288: | ||
* Uncanny Dodge I | * Uncanny Dodge I | ||
<br><br> | <br><br> | ||
+ | |||
=== Charm domain === | === Charm domain === | ||
---- | ---- | ||
Line 322: | Line 331: | ||
* Identify (1) | * Identify (1) | ||
* Clarity (2) | * Clarity (2) | ||
− | * Clairaudience/Clairvoyance | + | * Clairaudience/Clairvoyance (3) |
<br><br> | <br><br> | ||
Line 329: | Line 338: | ||
* Extend Spell | * Extend Spell | ||
<br><br> | <br><br> | ||
+ | |||
=== Renewal Domain === | === Renewal Domain === | ||
---- | ---- | ||
Line 370: | Line 380: | ||
; Domain Special Abilities and Bonus Spells: | ; Domain Special Abilities and Bonus Spells: | ||
The cleric gains access to the following spells at the specified spell level: | The cleric gains access to the following spells at the specified spell level: | ||
− | * Glyph of Warding ( | + | * Glyph of Warding (2) |
* Wall of Greater Dispelling (7) | * Wall of Greater Dispelling (7) | ||
* Blackstaff (8) | * Blackstaff (8) | ||
Line 379: | Line 389: | ||
* Scribe Scroll | * Scribe Scroll | ||
<br><br> | <br><br> | ||
+ | |||
=== Storm Domain === | === Storm Domain === | ||
---- | ---- | ||
Line 539: | Line 550: | ||
* Stinking cloud(3) | * Stinking cloud(3) | ||
* Acid fog (6) | * Acid fog (6) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Earth domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies. | ||
+ | <br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Constructs Turning: Able to turn Constructs as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Stoneskin(4) | ||
+ | * Energy buffer (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Evil domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy. | ||
+ | <br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Turn Outsiders - Able to turn outsiders as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Negative energy ray(1) | ||
+ | * Negative energy burst (3) | ||
+ | * Enervation (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Fire domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Able to turn elementals as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Wall of fire(4) | ||
+ | * Energy buffer (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Good domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Turn Outsiders - Able to turn outsiders as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Stoneskin(4) | ||
+ | * Lesser planar binding (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Healing domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Empower Healing - The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Cure serious wounds(2) | ||
+ | * Heal (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Knowledge domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Knowledge domain gain access to an improved list of bonus spells.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Identify(1) | ||
+ | * Knock(2) | ||
+ | * Clairaudience/clairvoyance (3) | ||
+ | * True seeing(4) | ||
+ | * Legend lore (6) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Magic domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Magic domain gain access to an improved list of bonus spells.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Mage Armor(1) | ||
+ | * Melf's acid arrow(2) | ||
+ | * Negative energy burst (3) | ||
+ | * Stoneskin (4) | ||
+ | * Ice storm (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Plant domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Able to turn vermin as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Barkskin (2) | ||
+ | * Creeping doom (7) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | |||
+ | === Protection domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Divine protection - The cleric is able to cast an improved form of sanctuary. Divine protection can be used once per day. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Minor globe of invulnerability (4) | ||
+ | * Energy buffer (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Strength domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Strength domain are able to boost their Strength with divine energy and gain access to spells that make them stronger and more resilient.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Divine strength - The cleric gains a bonus to strength to be used once a day. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Divine power (3) | ||
+ | * Stoneskin(5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Sun domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Sun domain are better able to turn undead than their brethren and gain spells that are harmful to undead.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Exceptional turning: chance to turn multiple undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Searing light (2) | ||
+ | * Sunbeam (7) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Travel domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Travel domain gain access to an improved list of bonus spells.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Exceptional turning: chance to turn multiple undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Entangle (1) | ||
+ | * Web (2) | ||
+ | * Freedom of movement (3) | ||
+ | * Slow (4) | ||
+ | * Haste (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Trickery domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Divine trickery - Bonus to hide, persuade, search, disable trap, move silently, open lock, and pickpocket. Divine trickery can be used once per day. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * invisibility (2) | ||
+ | * invisibility sphere(3) | ||
+ | * improved invisibility (5) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === War domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 cleric levels to dexterity, constitution, attack rolls and damage. As well, the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifier. Battle mastery can be used once per day. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Cat's grace (2) | ||
+ | * Aura of vitality(7) | ||
+ | <br><br> | ||
+ | |||
+ | ; Bonus Feat: | ||
+ | : | ||
+ | * None | ||
+ | <br><br> | ||
+ | === Water domain === | ||
+ | ---- | ||
+ | ; Description | ||
+ | * Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents.<br><br> | ||
+ | |||
+ | ; Domain Special Abilities and Bonus Spells: | ||
+ | * Able to turn elementals as if they were undead. | ||
+ | The cleric gains access to the following spells at the specified spell level: | ||
+ | * Poison (3) | ||
+ | * Ice storm (5) | ||
<br><br> | <br><br> | ||
Latest revision as of 01:17, 14 August 2021
To be a Cleric in Netheril, you have to represent your Deity if you want their blessings. This means you must cast from within their Domains, and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure.
Make sure you check your deities alignment and domain to match your cleric character, from the below information ...
Contents
- 1 Cavern Domain
- 2 Law Domain
- 3 Darkness Domain
- 4 Luck Domain
- 5 Hatred Domain
- 6 Metal Domain
- 7 Portal Domain
- 8 Spider Domain
- 9 Drow Domain
- 10 Orc Domain
- 11 Dwarf Domain
- 12 Elf Domain
- 13 Halfling Domain
- 14 Gnome Domain
- 15 Illusion Domain
- 16 Scalykind Domain
- 17 Undeath Domain
- 18 Fate Domain
- 19 Charm domain
- 20 Nobility Domain
- 21 Planning Domain
- 22 Renewal Domain
- 23 Retribution Domain
- 24 Rune Domain
- 25 Storm Domain
- 26 Suffering Domain
- 27 Trade Domain
- 28 Time Domain
- 29 Tyranny Domain
- 30 Chaos Domain
- 31 Air domain
- 32 Animal domain
- 33 Death domain
- 34 Destruction domain
- 35 Earth domain
- 36 Evil domain
- 37 Fire domain
- 38 Good domain
- 39 Healing domain
- 40 Knowledge domain
- 41 Magic domain
- 42 Plant domain
- 43 Protection domain
- 44 Strength domain
- 45 Sun domain
- 46 Travel domain
- 47 Trickery domain
- 48 War domain
- 49 Water domain
Cavern Domain[edit]
- Description
Clerics of the Cavern domain are granted cavernous spells and powers that enhance their ability to estimate depth underground and to detect hidden objects.:
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Detect Secret Doors (1)
- Darkness (2)
- Stoneskin (4)
- Bonus Feat
- Stonecunning
Law Domain[edit]
- Description
Clerics of the Law domain are granted with lawful spells and powers.:
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Clarity (2)
- Freedom of Movement (3)
- Bonus Feat
- Aura of Courage
Darkness Domain[edit]
- Description
Clerics of the Darkness domain are granted access to an improved list of bonus spells.:
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Deeper Darkness (2)
- Blacklight (3)
- Power Word Stun (8)
- Bonus Feat
- Blind Fight
Luck Domain[edit]
- Description
Clerics of the Luck domain are granted divine with spells and other powers related to luck.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- True Strike (1)
- Protection from Paralysis (2)
- Legion's Curse of Impending Blades (3)
- Bonus Feat
- Luck of Heroes
Hatred Domain[edit]
- Description
Clerics of the Hatred domain are granted spells and powers inspired by hatred.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Bestow Curse (2)
- Blood Frenzy (3)
- Word of Chaos (6)
- Bonus Feat
- Barbarian Rage
Metal Domain[edit]
- Description
Clerics of the Metal domain are granted with metal-related spell powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Fourfinger's Enchanted Weapon (2)
- Keen Edge (3)
- Blade Barrier (5)
- Body of Iron (8)
- Bonus Feat
- Weapon Focus Warhammer
Portal Domain[edit]
- Description
Clerics of the Portal domain are granted with spells and powers related to magic portals
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Dimension Door(3)
- Dimensional Anchor (4)
- Banishment (5)
- Bonus Feat
- Free Teleportation Stone
Spider Domain[edit]
- Description
Clerics of the Spider domain is Lolth's domain for clerics. You must be a female drow who worships Lolth to use this domain's features.
- Domain Special Abilities and Bonus Spells
- Spider Turning: Able to turn Spiders as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Web (1)
- Spiderskin (3)
- Creeping Doom (7)
- Bonus Feat
- Ambidexterity
Drow Domain[edit]
- Description
Clerics of the Drow domain were granted a specific suite of spells, as well as improved reflexes.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Spider Poison (3)
- Polymorph Self (4)
- Gate (8)
- Bonus Feat
- Lightning Reflexes
Orc Domain[edit]
- Description
Clerics of the Orc domain are granted the ability to smite foes with greater force, particularly elves and dwarves.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Blood Frenzy (2)
- War Cry (4)
- Power Word: Kill (9)
- Bonus Feat
- Favored Enemy Elf and Dwarf
Dwarf Domain[edit]
- Description
Clerics of the Dwarf domain find their body's fortitude increased.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Silverbeard (1)
- Glyph of Warding (2)
- Stoneskin (4)
- Protection from Spells (7)
- Bonus Feat
- Great Fortitude
Elf Domain[edit]
- Description
Clerics of the Elf domain find their ability to use ranged weapons at close range improved.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- True Strike (1)
- Cat's Grace (2)
- Mass Cat's Grace (6)
- Bonus Feat
- Point Blank Shot
Halfling Domain[edit]
- Description
Clerics of the Halfling domain are granted the ability to boost their climbing, jumping, and stealth.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Camouflage (1)
- Cat's Grace (2)
- Freedom of Movement (3)
- Bonus Feat
- Stealthy
Gnome Domain[edit]
- Description
Clerics of the Gnome domain are granted gnome-inspired spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Color Spray (2)
- Displacement (3)
- Repair Serious Damage (4)
- Bonus Feat
- Greater Spell Focus Illusion
Illusion Domain[edit]
- Description
Clerics of the Illusion domain are granted with illusion spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Color Spray (2)
- Displacement (3)
- Prismatic Spray (7)
- Bonus Feat
- Greater Spell Focus Illusion
Scalykind Domain[edit]
- Description
Clerics of the Scalykind domain rebuke or Command Reptiles as an evil cleric rebukes undead.
- Domain Special Abilities and Bonus Spells
- Reptile Turning: Able to turn Reptiles as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Charm Person or Animal (2)
- Serpent's Sigh (3)
- Viscid Glob (4)
- Bonus Feat
- Great Fortitude
Undeath Domain[edit]
- Description
Clerics of the Undeath domain are granted with undeath-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Stone Bones (1)
- False Life (2)
- Armor of Undeath (3)
- Bonus Feat
- Animate Dead
Fate Domain[edit]
- Description
Clerics of the Fate domain are granted with spells and powers inspired by fate.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Bestow Curse (2)
- Curse of Impending Blades (3)
- Premonition (8)
- Bonus Feat
- Uncanny Dodge I
Charm domain[edit]
- Description
Clerics of the Charm domain are granted with charm-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Charm Monster (3)
- Dominate Person (5)
- Mass Charm (7)
- Dominate Monster (9)
- Bonus Feat
- None
Nobility Domain[edit]
- Description
Clerics of the Nobility domain are granted with spells and powers themed around nobility.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Charm Person (2)
- Heroism (3)
- Greater Heroism (5)
- Bonus Feat
- Great Charisma
Planning Domain[edit]
- Description
Clerics of the Planning domain are granted with spells and powers useful planning.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Identify (1)
- Clarity (2)
- Clairaudience/Clairvoyance (3)
- Bonus Feat
- Extend Spell
Renewal Domain[edit]
- Description
Clerics of the Renewal domain are granted with spells and powers related to renewal.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Lesser Restoration (1)
- Restoration (3)
- Raise Dead (4)
- Bonus Feat
- Toughness
Retribution Domain[edit]
- Description
Clerics of the Retribution domain are granted with spells and powers based around the concept of retribution.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Death Armor (2)
- Elemental Shield (4)
- Destruction (7)
- Storm of Vengeance (8)
- Disintegrate (9)
- Bonus Feat
- None
Rune Domain[edit]
- Description
Clerics of the Rune domain are granted with rune-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Glyph of Warding (2)
- Wall of Greater Dispelling (7)
- Blackstaff (8)
- Bonus Feat
- Scribe Scroll
Storm Domain[edit]
- Description
Clerics of the Storm domain are granted with storm-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Snilloc's Snowball Swarm (2)
- Call Lightning (3)
- Gust of Wind (4)
- Storm Wrath (5)
- Bonus Feat
- Resist Energy Electrical
Suffering Domain[edit]
- Description
Clerics of the Suffering domain are granted with spells and powers themed around suffering.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Ray of Enfeeblement (1)
- Death Armor (2)
- Condemned (3)
- Enervation (5)
- Horrid Wilting (8)
- Bonus Feat
- None
Trade Domain[edit]
- Description
Clerics of the Trade domain are granted with trade-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Message (0)
- Eagle's Splendor (1)
- Mordenkainen's Magnificent Mansion (7)
- Bonus Feat
- Silver Palm
Time Domain[edit]
- Description
Clerics of the Time domain are granted with time-related spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Expeditious Retreat (1)
- Haste (4)
- Mass Haste (7)
- Bonus Feat
- Improved Initiative
Tyranny Domain[edit]
- Description
Clerics of the Tyranny domain are granted with tyrannical spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Bestow Curse (2)
- Fear (3)
- Dominate Monster (9)
- Bonus Feat
- Thug
Chaos Domain[edit]
- Description
Clerics of the Chaos domain are granted divine with chaotic spells and powers.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Cloud of Bewilderment (3)
- Confusion (4)
- Word of Chaos (6)
- Bonus Feat
- Turn Outsiders
Air domain[edit]
- Description
Clerics of the Air domain command power over creatures of the Elemental Planes and gain the ability to cast electrical damage spells.
- Domain Special Abilities and Bonus Spells
- Able to turn elementals as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Call lightning (3)
- Chain lightning (6)
- Bonus Feat
- None
Animal domain[edit]
- Description
Clerics who take the Animal domain are able to summon more powerful allies.
- Domain Special Abilities and Bonus Spells
- Able to summon more powerful creatures using summon creature I through VIII.
The cleric gains access to the following spells at the specified spell level:
- Cat's Grace(2)
- True Seeing (3)
- Polymorph Self (5)
- Bonus Feat
- None
Death domain[edit]
- Description
- Clerics who take the Death domain can summon an enhanced shadow and gain spells related to death and dying.
- Domain Special Abilities and Bonus Spells
- Negative plane avatar: The cleric is able to summon a shadow that scales according to the cleric's class level.
The cleric gains access to the following spells at the specified spell level:
- Phantasmal killer(4)
- Enervation (5)
- Bonus Feat
- None
Destruction domain[edit]
- Description
- Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies.
- Domain Special Abilities and Bonus Spells
- Constructs Turning: Able to turn Constructs as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Stinking cloud(3)
- Acid fog (6)
- Bonus Feat
- None
Earth domain[edit]
- Description
- Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies.
- Domain Special Abilities and Bonus Spells
- Constructs Turning: Able to turn Constructs as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Stoneskin(4)
- Energy buffer (5)
- Bonus Feat
- None
Evil domain[edit]
- Description
- Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy.
- Domain Special Abilities and Bonus Spells
- Turn Outsiders - Able to turn outsiders as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Negative energy ray(1)
- Negative energy burst (3)
- Enervation (5)
- Bonus Feat
- None
Fire domain[edit]
- Description
- Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire.
- Domain Special Abilities and Bonus Spells
- Able to turn elementals as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Wall of fire(4)
- Energy buffer (5)
- Bonus Feat
- None
Good domain[edit]
- Description
- Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others.
- Domain Special Abilities and Bonus Spells
- Turn Outsiders - Able to turn outsiders as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Stoneskin(4)
- Lesser planar binding (5)
- Bonus Feat
- None
Healing domain[edit]
- Description
- Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.
- Domain Special Abilities and Bonus Spells
- Empower Healing - The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds.
The cleric gains access to the following spells at the specified spell level:
- Cure serious wounds(2)
- Heal (5)
- Bonus Feat
- None
Knowledge domain[edit]
- Description
- Clerics who take the Knowledge domain gain access to an improved list of bonus spells.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Identify(1)
- Knock(2)
- Clairaudience/clairvoyance (3)
- True seeing(4)
- Legend lore (6)
- Bonus Feat
- None
Magic domain[edit]
- Description
- Clerics who take the Magic domain gain access to an improved list of bonus spells.
- Domain Special Abilities and Bonus Spells
The cleric gains access to the following spells at the specified spell level:
- Mage Armor(1)
- Melf's acid arrow(2)
- Negative energy burst (3)
- Stoneskin (4)
- Ice storm (5)
- Bonus Feat
- None
Plant domain[edit]
- Description
- Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy.
- Domain Special Abilities and Bonus Spells
- Able to turn vermin as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Barkskin (2)
- Creeping doom (7)
- Bonus Feat
- None
Protection domain[edit]
- Description
- Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.
- Domain Special Abilities and Bonus Spells
- Divine protection - The cleric is able to cast an improved form of sanctuary. Divine protection can be used once per day.
The cleric gains access to the following spells at the specified spell level:
- Minor globe of invulnerability (4)
- Energy buffer (5)
- Bonus Feat
- None
Strength domain[edit]
- Description
- Clerics who take the Strength domain are able to boost their Strength with divine energy and gain access to spells that make them stronger and more resilient.
- Domain Special Abilities and Bonus Spells
- Divine strength - The cleric gains a bonus to strength to be used once a day.
The cleric gains access to the following spells at the specified spell level:
- Divine power (3)
- Stoneskin(5)
- Bonus Feat
- None
Sun domain[edit]
- Description
- Clerics who take the Sun domain are better able to turn undead than their brethren and gain spells that are harmful to undead.
- Domain Special Abilities and Bonus Spells
- Exceptional turning: chance to turn multiple undead.
The cleric gains access to the following spells at the specified spell level:
- Searing light (2)
- Sunbeam (7)
- Bonus Feat
- None
Travel domain[edit]
- Description
- Clerics who take the Travel domain gain access to an improved list of bonus spells.
- Domain Special Abilities and Bonus Spells
- Exceptional turning: chance to turn multiple undead.
The cleric gains access to the following spells at the specified spell level:
- Entangle (1)
- Web (2)
- Freedom of movement (3)
- Slow (4)
- Haste (5)
- Bonus Feat
- None
Trickery domain[edit]
- Description
- Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.
- Domain Special Abilities and Bonus Spells
- Divine trickery - Bonus to hide, persuade, search, disable trap, move silently, open lock, and pickpocket. Divine trickery can be used once per day.
The cleric gains access to the following spells at the specified spell level:
- invisibility (2)
- invisibility sphere(3)
- improved invisibility (5)
- Bonus Feat
- None
War domain[edit]
- Description
- Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.
- Domain Special Abilities and Bonus Spells
- Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 cleric levels to dexterity, constitution, attack rolls and damage. As well, the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifier. Battle mastery can be used once per day.
The cleric gains access to the following spells at the specified spell level:
- Cat's grace (2)
- Aura of vitality(7)
- Bonus Feat
- None
Water domain[edit]
- Description
- Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents.
- Domain Special Abilities and Bonus Spells
- Able to turn elementals as if they were undead.
The cleric gains access to the following spells at the specified spell level:
- Poison (3)
- Ice storm (5)
- Bonus Feat
- None