Editing Cleric Domains

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; Domain Special Abilities and Bonus Spells:
 
; Domain Special Abilities and Bonus Spells:
* Divine strength - The cleric gains a bonus to strength to be used once a day.
+
* 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:  
 
The cleric gains access to the following spells at the specified spell level:  
* Divine power (3)
+
* Minor globe of invulnerability (4)
* Stoneskin(5)
+
* Energy buffer (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>
  

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