Cleric Domains
Heartless domain*
Granted power: You gain a +1 sacred bonus to attack and damage rolls against helpless opponents.
- Backbiter — Weapon strikes wielder.
- Decomposition — Wounds deal 3 extra points of damage each round.
- Disquietude — Subject avoids physical contact with others.
- Wrack — Renders creature helpless with pain.
- Doomtide — Black mist obscures sight, dazes those inside.
- Cloudkill — Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
- Decerebrate — Remove portion of subject’s brain stem.
- Flensing — Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
- 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.
- Enlarge Person — Humanoid creature doubles in size.
- Heroics — Subject gains one fighter bonus feat.
- Dolorous Blow — Weapon’s threat range is doubled and threats are automatically confirmed.
- Divine Power — You gain attack bonus, +6 to Str, and 1 hp/level.
- Righteous Might — Your size increases, and you gain combat bonuses.
- Heroes’ Feast — Food for one creature/level cures and grants combat bonuses.
- Brilliant Blade — Weapon or projectiles shed light, ignore armor.
- Iron Body — Your body becomes living iron.
- 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.
- Lionheart — Subject gains immunity to fear.
- Lion’s Charge — You can make a full attack on a charge for 1 round.
- Battle Line — Creates an area of doom on the battlefield.
- Forcewave — Bull rushes all creatures within 10 ft.
- Ironguard, Lesser — Subject becomes immune to nonmagical metal.
- *Indomitability, Mass — Subjects can’t be reduced below 1 hp. (One creature/level, no two of which are more than 30 ft. apart)
- Holy Star — Mote of energy protects you, attacks foes.
- Brilliant Aura — Allies’ weapons become brilliant energy, ignoring armor.
- 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.
- Rhino’s Rush — Next charge deals double damage.
- Haste, Swift — Move faster, +1 on attacks, AC, Reflex saves.
- Charge of the Triceratops — Subject grows horns and skull plate, gains gore attack.
- Implacable Pursuer — You know where prey is, as long as it’s moving.
- Stalwart Pact — You gain combat bonuses automatically when reduced to half hit points or lower.
- Inconstant Location — Slightly detuned from time allows swift instantaneous moves in combat.
- Plane Shift, Greater — Plane shift accurately to your desired destination.
- Celerity, Greater — Take a full-round action immediately, but be dazed for a round.
- 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.
- Conceal Thoughts — You conceal your motives.
- Misdirection — Misleads divinations for one creature or object.
- Resist energy, Mass — Creatures ignore damage from specified energy type.
- Freedom of Movement — Subject moves normally despite impediments.
- Break Enchantment — Frees subjects from enchantments, alterations, curses, and petrification.
- Resistance, Superior — Subject gains +6 on saving throws.
- Invisibility, Mass — All subjects in range are invisible for 1 min./level or until they attack.
- Freedom — Releases creature from imprisonment.
- 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.
- Sense Link — You sense what willing subject senses (sight only).
- Sense Link, Forced — Sense what subject senses (sight only).
- Touchsight — Your telekinetic field tells you where everything is.
- Scrying — Spies on subject from a distance.
- True Seeing — Lets you see all things as they really are.
- Prying Eyes — 1d4 +1/level floating eyes scout for you.
- Vision — Lets you quickly and strenuously learn tales about a person, place, or thing.
- Prying Eyes, Greater — As prying eyes, but eyes have true seeing.
- Metafaculty — You learn details about any one creature.
*new domain
Darkness domain (SC)
Granted Power: You gain Blind-Fight as a bonus feat.
- Obscuring Mist — Fog surrounds you.
- Blindness/Deafness — Makes subject blinded or deafened.
- Blacklight — Create an area of total darkness.
- Armor of Darkness — Shroud grants deflection bonus, darkvision, and other effects.
- Darkbolt — Multiple bolts deal 2d8 damage and daze creatures.
- Prying Eyes — 1d4 +1/level floating eyes scout for you.
- Nightmare — Sends vision dealing 1d10 damage, fatigue.
- Power Word Blind — Blinds creature with 200 hp or less.
- 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.
- Bestow Wound — Transfer 1 hp/level of wounds to another.
- Rage — Gain +2 to Str and Con, +1 on Will saves, –2 to AC.
- Vampiric Touch — Touch deals 1d6/two levels in damage; you gain damage as hp.
- Pronouncement of Fate — Impose a –4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
- Fire in the Blood — Your blood becomes a potent corrosive that burns attackers.
- Cloak of Hate — Target provokes hostile reactions, takes –10 penalty to Diplomacy checks.
- Pact of Return — If you die as you predict, you are resurrected instantly.
- 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.
- 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.
- Impede Sun’s Brilliance — Diminishes the heat and light of the sun in an area.
- Sunstroke — Target takes 2d6 nonlethal damage and is fatigued.
- Protection from Dessication — Absorb 10 points/level of dessication damage.
- Skin of the Cactus — Grants natural armor, thorns, and resistance to dehydration.
- Unearthly Heat — Target is subjected to unearthly heat for 1 round/level.
- Sunbeam — Beam blinds and deals 4d6 damage.
- Control Weather — Changes weather in local area.
- Sunburst — Blinds all within 10 ft., deals 6d6 damage.
- Storm of Vengeance — Storm rains acid, lightning, and hail.
Transformation domain (RoE)
Granted Power: You cast transmutation spells at +1 caster level.
- Enlarge person — Humanoid creature doubles in size.
- Alter Self — Assume form of a similar creature.
- Gaseous Form — Subject becomes insubstantial and can fly slowly.
- Involuntary Shapeshifting — If able to do so, target creature must change shape.
- Polymorph — Gives one willing subject a new form.
- Baleful Polymorph — Transforms subject into harmless animal.
- Doppelganger Transformation — You gain physical and mental bonuses.
- Polymorph Any Object — Changes any subject into anything else.
- Shapechange — Transforms you into any creature, and change forms once per round.
Vile Darkness domain (BoVD)
Granted Power: Character gains the Blind-Fight feat.
- Darkvision — See 60 ft. in total darkness.
- Darkbolt — Deals 1d8 damage/2 levels and stuns 1 round.
- Deeper Darkness — Object sheds absolute darkness in 60-ft. radius.
- Damning Darkness — Darkness deals either 2d6 or 1d6 damage per round.
- Deemos’s Black Tentacles — 1d4 +1/level tentacles grapple randomly within 15 ft.
- Wall of Force — Wall manifests as opaque black wall, is immune to damage.
- Shadow Walk — Step into shadow to travel rapidly.
- Utterdark — 100-ft./level radius of darkness that evil creatures can see through.
- Screen — Illusion hides area from vision, scrying