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 35: Line 43:
 
; 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:  
 +
* Deeper Darkness (2)
 
* Blacklight (3)
 
* Blacklight (3)
 
* Power Word Stun (8) <br><br>
 
* Power Word Stun (8) <br><br>
Line 42: Line 51:
 
*  Blind Fight
 
*  Blind Fight
 
<br><br>
 
<br><br>
 +
 
=== Luck Domain  ===
 
=== Luck Domain  ===
 
----
 
----
Line 79: 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:  
* Greater Magic Weapon (2)
+
* Fourfinger's Enchanted Weapon (2)
 
* Keen Edge (3)
 
* Keen Edge (3)
 
* Blade Barrier (5)
 
* Blade Barrier (5)
Line 96: Line 106:
 
; 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:  
* Dimension Door(4)
+
* Dimension Door(3)
 
* Dimensional Anchor (4)
 
* Dimensional Anchor (4)
 
* Banishment (5)<br><br>
 
* Banishment (5)<br><br>
Line 104: Line 114:
 
*  Free Teleportation Stone
 
*  Free Teleportation Stone
 
<br><br>
 
<br><br>
 +
 
=== Spider Domain  ===
 
=== Spider Domain  ===
 
----
 
----
Line 110: Line 121:
  
 
; Domain Special Abilities and Bonus Spells:
 
; 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:  
 
The cleric gains access to the following spells at the specified spell level:  
* Spider Turning: Able to turn Spiders as if they were undead.
+
* Web (1)
* Web (2)
 
 
* Spiderskin (3)
 
* Spiderskin (3)
 
* Creeping Doom (7)<br><br>
 
* Creeping Doom (7)<br><br>
Line 120: Line 131:
 
*  Ambidexterity
 
*  Ambidexterity
 
<br><br>
 
<br><br>
 +
 
=== Drow Domain  ===
 
=== Drow Domain  ===
 
----
 
----
Line 128: Line 140:
 
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:  
 
* Spider Poison (3)
 
* Spider Poison (3)
* Pollymorph Self (4)
+
* Polymorph Self (4)
 
* Gate (8)<br><br>
 
* Gate (8)<br><br>
  
Line 135: Line 147:
 
*  Lightning Reflexes
 
*  Lightning Reflexes
 
<br><br>
 
<br><br>
 +
 
=== Orc Domain  ===
 
=== Orc Domain  ===
 
----
 
----
Line 165: Line 178:
 
:  
 
:  
 
*  Great Fortitude
 
*  Great Fortitude
 +
<br><br>
 +
=== Elf Domain ===
 +
----
 +
; Description
 +
Clerics of the Elf domain find their ability to use ranged weapons at close range improved.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Point Blank Shot
 +
<br><br>
 +
=== Halfling Domain ===
 +
----
 +
; Description
 +
Clerics of the Halfling domain are granted the ability to boost their climbing, jumping, and stealth.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Stealthy
 +
<br><br>
 +
=== Gnome Domain ===
 +
----
 +
; Description
 +
Clerics of the Gnome domain are granted gnome-inspired spells and powers.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Greater Spell Focus Illusion
 +
<br><br>
 +
 +
=== Illusion Domain ===
 +
----
 +
; Description
 +
Clerics of the Illusion domain are granted with illusion spells and powers.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Greater Spell Focus Illusion
 +
<br><br>
 +
=== Scalykind Domain ===
 +
----
 +
; Description
 +
Clerics of the Scalykind domain rebuke or Command Reptiles as an evil cleric rebukes undead.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Great Fortitude
 +
<br><br>
 +
 +
=== Undeath Domain ===
 +
----
 +
; Description
 +
Clerics of the Undeath domain are granted with undeath-related spells and powers.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Animate Dead
 +
<br><br>
 +
 +
=== Fate Domain ===
 +
----
 +
; Description
 +
Clerics of the Fate domain are granted with spells and powers inspired by fate.<br><br>
 +
 +
; 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)<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Uncanny Dodge I
 +
<br><br>
 +
 +
=== Charm domain ===
 +
----
 +
; Description
 +
Clerics of the Charm domain are granted with charm-related spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  None
 +
<br><br>
 +
=== Nobility Domain ===
 +
----
 +
; Description
 +
Clerics of the Nobility domain are granted with spells and powers themed around nobility.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Great Charisma
 +
<br><br>
 +
=== Planning Domain ===
 +
----
 +
; Description
 +
Clerics of the Planning domain are granted with spells and powers useful planning.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Extend Spell
 +
<br><br>
 +
 +
=== Renewal Domain ===
 +
----
 +
; Description
 +
Clerics of the Renewal domain are granted with spells and powers related to renewal.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Toughness
 +
<br><br>
 +
=== Retribution Domain ===
 +
----
 +
; Description
 +
Clerics of the Retribution domain are granted with spells and powers based around the concept of retribution.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* None
 +
<br><br>
 +
=== Rune Domain ===
 +
----
 +
; Description
 +
Clerics of the Rune domain are granted with rune-related spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* Scribe Scroll
 +
<br><br>
 +
 +
=== Storm Domain ===
 +
----
 +
; Description
 +
Clerics of the Storm domain are granted with storm-related spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  Resist Energy Electrical
 +
<br><br>
 +
=== Suffering Domain ===
 +
----
 +
; Description
 +
Clerics of the Suffering domain are granted with spells and powers themed around suffering.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
*  None
 +
<br><br>
 +
=== Trade Domain ===
 +
----
 +
; Description
 +
Clerics of the Trade domain are granted with trade-related spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* Silver Palm
 +
<br><br>
 +
=== Time Domain ===
 +
----
 +
; Description
 +
Clerics of the Time domain are granted with time-related spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* Improved Initiative
 +
<br><br>
 +
=== Tyranny Domain ===
 +
----
 +
; Description
 +
Clerics of the Tyranny domain are granted with tyrannical spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* Thug
 +
<br><br>
 +
=== Chaos Domain ===
 +
----
 +
; Description
 +
Clerics of the Chaos domain are granted divine with chaotic spells and powers.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* Turn Outsiders
 +
<br><br>
 +
=== Air domain ===
 +
----
 +
; Description
 +
Clerics of the Air domain command power over creatures of the Elemental Planes and gain the ability to cast electrical damage spells.<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:
 +
* Call lightning (3)
 +
* Chain lightning (6)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* None
 +
<br><br>
 +
=== Animal domain ===
 +
----
 +
; Description
 +
Clerics who take the Animal domain are able to summon more powerful allies.<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* None
 +
<br><br>
 +
=== Death domain ===
 +
----
 +
; Description
 +
* Clerics who take the Death domain can summon an enhanced shadow and gain spells related to death and dying.
 +
<br><br>
 +
 +
; 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)
 +
<br><br>
 +
 +
; Bonus Feat:
 +
:
 +
* None
 +
<br><br>
 +
=== Destruction 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:
 +
* Stinking cloud(3)
 +
* 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>
 +
 +
; Bonus Feat:
 +
:
 +
* None
 
<br><br>
 
<br><br>

Latest revision as of 01:17, 14 August 2021

948388f6a982bc947afcfed91d2e5536.jpg

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 ...


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