Domains

Note: This system is incomplete and largely untested. I'm posting it here only by request, and because I thought it could be useful for other folks to adapt and expand upon. I have little intention of doing any further work on it (not that I don't like it - I do, very much - but I just have little interest).



Air Domain

Granted Power: The cleric can communicate with all winged animals or magical beasts as if he were using the speak with animals spell, at will.

Level 1: 1 + Cha bonus times per day, as a full-round action, the cleric can call up a gust of wind, similar to the spell, that grows more powerful as he gains levels. At Level 1, the wind is moderate; at Level 2, it's strong; at Level 3, it's severe; and at Level 4, it's equal to a windstorm. See Wind Effects for more details. The gust of wind lasts for 1 round per class level, or until the cleric chooses to end it.

Level 2: The cleric is automatically affected by a feather fall if he falls more than 10 feet. This effect lasts for 1 round per class level or until he lands, whichever comes first.

Level 3: The cleric can fly, as the spell, for 1 minute per class level each day. This time can be split up however he wishes, but any period of time less than 1 minute is rounded up to a full minute.

Level 4: The cleric gains a +2 competence bonus on attack rolls, damage, and Armor Class if both he and his foe are airborne. He can also fly with perfect maneuverability, and can choose any feats that require a fly speed (though they still can't be used unless he's flying).


Animal Domain
Granted Power: The cleric can use speak with animals at will, as a spell-like ability.

Level 1: The cleric gains the wild empathy ability, with a bonus to his check equal to +2 per level in this domain.

Level 2: The cleric can sacrifice a prepared spell to cast summon nature's ally of the same or lower level.

Level 3: The cleric can wildshape as a beastmaster druid of equal level.

Level 4: The cleric can dominate an animal, as the spell, three times per day. His caster level for this effect is equal to his class level.


Chaos Domain

Granted Power: The cleric can turn Lawful outsiders. This is identical to the Turn Undead ability, except that it applies to outsiders with the Law subtype only.

Level 1: The cleric has a +4 resistance bonus to saves against spells and effects with the Law descriptor, or from lawful sources (an outsider with the Lawful subtype, e.g.).

Level 2: The cleric can choose an alternate outcome to any event he witnesses. 1 + Cha bonus times per day, the player can reroll any single roll (his own or another being's) to get a better result, but he must take the result of the second roll, for better or worse. This ability can be used against any creature of less than divine status that the cleric is aware of (can see, sense, or otherwise knows is present).

Level 3: The cleric can give creatures good or bad fortune. He can affect up to one creature per three class levels total (either all at once or split up over multiple uses) per day. All must be within the cleric's line of sight and within 10 feet per class level when first affected. Subjects receive a circumstance bonus of +1 per three class levels or a penalty of -1 per three class levels rank on attack rolls, saves, and checks for the next 12 hours. A remove curse or better spell will remove penalties incurred by this ability.

Level 4: The cleric has a "sixth sense" warning him of danger. He gains a permanent +2 luck bonus to Armor Class and Reflex saves. This ability is always active unless the cleric is helpless, unconscious, or otherwise unable to act on his prescience (this does not include being attacked while flat-footed).


Death Domain

Granted Power: The cleric can command or rebuke undead, 3 + Cha bonus times per day.

Level 1: The cleric can tell if anything/anyone around him is near death. This ability requires a move action to activate; thereafter, he can view living or undead beings within 30 feet to see their status. Creatures that are at or below 0 hit points (dying) are surrounded by an aura: purple (0 hp); dark red (dying), or black (dead). Undead of any type have a purple aura, unless they are polymorphed into the form of a living being. Spells that prevent divination, like nondetection, also foil this ability. This is a supernatural ability.

Level 2: The cleric can use a death touch 3 + Cha bonus times per day. This is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). If it hits, roll 1d6 per cleric level; if the total is equal to or greater than the creature's current hit points, it dies (no save).

Level 3: The cleric can animate skeletons or zombies, as the spell, by touch. This requires a full-round action for each undead to be raised; all undead so created are under the cleric's control and count against his normal maximum. There is otherwise no limit to the number of undead he can create each day.

Level 4: ???


Destruction Domain

Granted Power: The cleric gains the smite power. 1 + Cha bonus times per day, he can make a single melee attack with a bonus on the attack roll equal to his Charisma bonus and bonus to damage equal to twice his class level, plus his Charisma bonus. Any class-based abilities that would normally apply to a melee attack (sneak attack, e.g.) can be added to this roll also, if applicable. This does not stack with a paladin's smite ability, but feats that increase uses of the smite ability apply this also.

Level 1: The cleric gains a +2 bonus to the save DC for any spell that deals damage directly to a creature or object (not an area effect spell), including all death spells. This bonus stacks with bonuses gained from other sources, like feats or other domain abilities. If the spell in question doesn't have a save, the cleric instead deals +2 points of damage per die.

Level 2: ???

Level 3: ???

Level 4: Once per day, the cleric can utterly annihilate a creature's body and soul merely by touching it. In order to use this ability, the creature must be dead or dying (at or below -1 hit points). It can make a Fort save (DC 10 + 1/2 cleric's class level + cleric's Wis modifier) to avoid this effect; if the save fails, the creature's body is turned to dust and its soul is completely destroyed - it can't be brought back by any means short of divine intervention.


Earth Domain

Granted Power: The cleric gains a +2 competence bonus on attack rolls, damage, and Armor Class if both he and his foe are touching the ground.

Level 1: The cleric gains tremorsense out to a range of 5 feet per two class levels.

Level 2: 1 + Cha bonus times per day, the cleric can draw upon the power of the earth to give him great strength and endurance. In effect, he gains a +4 bonus to Strength and Constitution for 1 round per class level. This is a supernatural ability that is usable as a standard action.

Level 3: The cleric can move through earth or stone as easily as water, at half his normal movement rate. This ability is usable for up to 1 minute per class level each day; the time can be split up however he wishes, but any period of time less than 1 minute is rounded up to a full minute.

Level 4: Three times per day, the cleric can polymorph into an earth elemental of Huge size (or one size larger than his own, whichever is bigger) for 2 rounds per class level. He gains a +8 bonus to Strength, a -4 penalty to Dex, and a +6 bonus to Con; he cannot wield weapons, but can make slam attacks that deal damage according to his size. He otherwise gains an elemental's resistances and immunities.


Fire Domain

Granted Power: The cleric gains fire resistance 5. This increases to 10 at L10, 15 at L15, and 20 at L20 (the maximum). It overlaps with fire resistance from other sources.

Level 1: The cleric gains a +2 bonus to the save DC for all spells and effects that employ fire, including magic items that use the cleric's caster level (like staves).

Level 2: The cleric can prepare spells with the Fire descriptor from any other class list, provided they are not prohibited (opposing alignment, e.g.) and he can cast them.

Level 3: Flame aura?

Level 4: ???


Healing Domain

Granted Power: The cleric gains +2 points/die when casting any healing spell (this includes damage dealt to undead via healing spells).

Level 1: The cleric can exchange any prepared spell for a healing spell of the same level or lower, as a standard action.

Level 2: Three times per day, the cleric can channel energy to heal a living creature touched, as per the paladin's lay on hands/divine touch ability. The cleric can do any of the following: remove all conditions (except disease/poison); cure disease or poison; or heal 1d4 points per class level. He can also use this touch against undead, though it can only deal damage against them, not inflict conditions.

Level 3: The cleric can channel energy into a healing burst that affects up to 1 living being per 2 class levels, starting with the closest and moving outward. The cleric chooses the effect to use when employing this ability; it affects all targets the same. It is otherwise identical to the Level 2 ability.

Level 4: Once per day, the cleric can restore one creature touched to full health, provided it is at or above 0 hit points. He also automatically closes any bleeding wounds and removes any conditions (including nonmagical diseases or poisons), but does not restore missing limbs. If the creature touched is at or below -1 hit points, the healing touch instead restores it to half its normal hit point total and closes any bleeding wounds, but does nothing else.


Knowledge Domain

Granted Power: The cleric gains the bardic knowledge ability and can make Knowledge checks as a bard.

Level 1: The cleric gains all Knowledge skills as class skills.

Level 2: The cleric can speak/read any language after hearing or studying it for a full minute. He must make a DC 15 Intelligence check; if the check is successful, he can speak or read that language as if he were conversant in it (see the Speak Language skill). If the check fails, he gains no benefit. If he is already proficient with the language, he gets a +2 bonus to the roll. The benefits of this ability last for 24 hours, and the cleric can make only one check for a given language (written and spoken are checked separately) every 24 hours.

Level 3: The cleric can, with a round of concentration, determine the answer to a question presented to him, provided he has the knowledge to do so. Effectively, he can automatically succeed at a Knowledge check by drawing upon divine insights to grant him the answer. Doing so is taxing, however; he can do this no more than once per hour or he suffers 2 points of Int damage each time past the first. Lost points of Intelligence recover at the rate of 1 per day and cannot be magically healed.

Level 4: ???


Law Domain
Granted Power: The cleric can turn chaotic outsiders. This is identical to the Turn Undead ability, except that it applies to outsiders with the Chaotic subtype only.

Level 1: The cleric has a +4 resistance bonus to saves against spells and effects with the Chaos descriptor, or from chaotic sources (an outsider with the Chaotic subtype, e.g.).

Level 2: ???

Level 3: ???

Level 4: ???


Luck Domain

Granted Power: The cleric gains a +2 luck bonus to saving throws.

Level 1: The cleric can choose an alternate outcome to any event he witnesses. 1 + Cha bonus times per day, the player can reroll any single roll (his own or another being's) to get a better result, but he must take the result of the second roll, for better or worse. This ability can be used against any creature of less than divine status that the cleric is aware of (can see, sense, or otherwise knows is present).

Level 2: ???

Level 3: ???

Level 4: ???

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License