Cleric Domains

Heartless domain*

Granted power: You gain a +1 sacred bonus to attack and damage rolls against helpless opponents.

  1. Backbiter — Weapon strikes wielder.
  2. Decomposition — Wounds deal 3 extra points of damage each round.
  3. Disquietude — Subject avoids physical contact with others.
  4. Wrack — Renders creature helpless with pain.
  5. Doomtide — Black mist obscures sight, dazes those inside.
  6. Cloudkill — Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
  7. Decerebrate — Remove portion of subject’s brain stem.
  8. Flensing — Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
  9. Drown, Mass — Multiple subjects immediately begin to drown.

Heroics domain*

Granted power: Once per day when spending a Hero Point to improve a d20 roll, you may roll one additional die and take the best result.

  1. Enlarge Person — Humanoid creature doubles in size.
  2. Heroics — Subject gains one fighter bonus feat.
  3. Dolorous Blow — Weapon’s threat range is doubled and threats are automatically confirmed.
  4. Divine Power — You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Righteous Might — Your size increases, and you gain combat bonuses.
  6. Heroes’ Feast — Food for one creature/level cures and grants combat bonuses.
  7. Brilliant Blade — Weapon or projectiles shed light, ignore armor.
  8. Iron Body — Your body becomes living iron.
  9. Visage of the Deity, Greater — You gain qualities of a half-celestial or half-fiendish creature.

Honor domain*

Granted power: You gain the Honor bound feat.

  1. Lionheart — Subject gains immunity to fear.
  2. Lion’s Charge — You can make a full attack on a charge for 1 round.
  3. Battle Line — Creates an area of doom on the battlefield.
  4. Forcewave — Bull rushes all creatures within 10 ft.
  5. Ironguard, Lesser — Subject becomes immune to nonmagical metal.
  6. *Indomitability, Mass — Subjects can’t be reduced below 1 hp. (One creature/level, no two of which are more than 30 ft. apart)
  7. Holy Star — Mote of energy protects you, attacks foes.
  8. Brilliant Aura — Allies’ weapons become brilliant energy, ignoring armor.
  9. Dragon Ally, Greater — Exchange services with a 21 HD dragon.

Recklessness domain*

Granted power: You gain a +5 ft. sacred bonus to speed when charging.

  1. Rhino’s Rush — Next charge deals double damage.
  2. Haste, Swift — Move faster, +1 on attacks, AC, Reflex saves.
  3. Charge of the Triceratops — Subject grows horns and skull plate, gains gore attack.
  4. Implacable Pursuer — You know where prey is, as long as it’s moving.
  5. Stalwart Pact — You gain combat bonuses automatically when reduced to half hit points or lower.
  6. Inconstant Location — Slightly detuned from time allows swift instantaneous moves in combat.
  7. Plane Shift, Greater — Plane shift accurately to your desired destination.
  8. Celerity, Greater — Take a full-round action immediately, but be dazed for a round.
  9. Foresight — “Sixth sense” warns of impending danger.

Resistance domain*

Granted power: Once per day, when you cast a Cleric spell on one or more creatures other than you, you may grant those creatures a +1 morale bonus to saving throws for 1 minute per level of the spell.

  1. Conceal Thoughts — You conceal your motives.
  2. Misdirection — Misleads divinations for one creature or object.
  3. Resist energy, Mass — Creatures ignore damage from specified energy type.
  4. Freedom of Movement — Subject moves normally despite impediments.
  5. Break Enchantment — Frees subjects from enchantments, alterations, curses, and petrification.
  6. Resistance, Superior — Subject gains +6 on saving throws.
  7. Invisibility, Mass — All subjects in range are invisible for 1 min./level or until they attack.
  8. Freedom — Releases creature from imprisonment.
  9. Affinity Field — Effects that affect you also affect others.

Vision domain*

Granted power: Add search and spot to your list of cleric skills. You cast divination spells at +1 caster level.

  1. Sense Link — You sense what willing subject senses (sight only).
  2. Sense Link, Forced — Sense what subject senses (sight only).
  3. Touchsight — Your telekinetic field tells you where everything is.
  4. Scrying — Spies on subject from a distance.
  5. True Seeing — Lets you see all things as they really are.
  6. Prying Eyes — 1d4 +1/level floating eyes scout for you.
  7. Vision — Lets you quickly and strenuously learn tales about a person, place, or thing.
  8. Prying Eyes, Greater — As prying eyes, but eyes have true seeing.
  9. Metafaculty — You learn details about any one creature.

*new domain

Darkness domain (SC)

Granted Power: You gain Blind-Fight as a bonus feat.

  1. Obscuring Mist — Fog surrounds you.
  2. Blindness/Deafness — Makes subject blinded or deafened.
  3. Blacklight — Create an area of total darkness.
  4. Armor of Darkness — Shroud grants deflection bonus, darkvision, and other effects.
  5. Darkbolt — Multiple bolts deal 2d8 damage and daze creatures.
  6. Prying Eyes — 1d4 +1/level floating eyes scout for you.
  7. Nightmare — Sends vision dealing 1d10 damage, fatigue.
  8. Power Word Blind — Blinds creature with 200 hp or less.
  9. Power Word Kill — Kills one creature with 100 hp or less.

Spite domain (HoH)

Granted Power: Sympathetic strike. You can force opponents to take damage they have dealt you. Once per day, you can make a melee touch attack on the target, and deal damage equal to the damage the target dealt to you in the last round, to a maximum of 5 hp per divine caster level you possess.

  1. Bestow Wound — Transfer 1 hp/level of wounds to another.
  2. Rage — Gain +2 to Str and Con, +1 on Will saves, –2 to AC.
  3. Vampiric Touch — Touch deals 1d6/two levels in damage; you gain damage as hp.
  4. Pronouncement of Fate — Impose a –4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
  5. Fire in the Blood — Your blood becomes a potent corrosive that burns attackers.
  6. Cloak of Hate — Target provokes hostile reactions, takes –10 penalty to Diplomacy checks.
  7. Pact of Return — If you die as you predict, you are resurrected instantly.
  8. Mantle of Pure Spite — Gain a cumulative DR 1/— and a cumulative +1 bonus on attacks, damage, and AC each time a foe strikes you.
  9. Imprison Soul — Traps soul in a small object; target takes 1d4 Con damage/day.

Summer domain (SS)

Granted Power: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.

  1. Impede Sun’s Brilliance — Diminishes the heat and light of the sun in an area.
  2. Sunstroke — Target takes 2d6 nonlethal damage and is fatigued.
  3. Protection from Dessication — Absorb 10 points/level of dessication damage.
  4. Skin of the Cactus — Grants natural armor, thorns, and resistance to dehydration.
  5. Unearthly Heat — Target is subjected to unearthly heat for 1 round/level.
  6. Sunbeam — Beam blinds and deals 4d6 damage.
  7. Control Weather — Changes weather in local area.
  8. Sunburst — Blinds all within 10 ft., deals 6d6 damage.
  9. Storm of Vengeance — Storm rains acid, lightning, and hail.

Transformation domain (RoE)

Granted Power: You cast transmutation spells at +1 caster level.

  1. Enlarge person — Humanoid creature doubles in size.
  2. Alter Self — Assume form of a similar creature.
  3. Gaseous Form — Subject becomes insubstantial and can fly slowly.
  4. Involuntary Shapeshifting — If able to do so, target creature must change shape.
  5. Polymorph — Gives one willing subject a new form.
  6. Baleful Polymorph — Transforms subject into harmless animal.
  7. Doppelganger Transformation — You gain physical and mental bonuses.
  8. Polymorph Any Object — Changes any subject into anything else.
  9. Shapechange — Transforms you into any creature, and change forms once per round.

Vile Darkness domain (BoVD)

Granted Power: Character gains the Blind-Fight feat.

  1. Darkvision — See 60 ft. in total darkness.
  2. Darkbolt — Deals 1d8 damage/2 levels and stuns 1 round.
  3. Deeper Darkness — Object sheds absolute darkness in 60-ft. radius.
  4. Damning Darkness — Darkness deals either 2d6 or 1d6 damage per round.
  5. Deemos’s Black Tentacles — 1d4 +1/level tentacles grapple randomly within 15 ft.
  6. Wall of Force — Wall manifests as opaque black wall, is immune to damage.
  7. Shadow Walk — Step into shadow to travel rapidly.
  8. Utterdark — 100-ft./level radius of darkness that evil creatures can see through.
  9. Screen — Illusion hides area from vision, scrying