Domains grant clerics special powers and abilities dependent upon two things: their chosen domain(s) and their deity’s portfolio. Each domain grants access to a number of granted powers. When a cleric first gains access to a domain, he gains 3 faith points. Each time he gains the next Domain level he gains an additional 3 faith points. By spending these Faith Points, a cleric may be able to cast a domain spells, grant protections, smite foes, empower magic items, or activate various other domain granted powers. Each granted power specifies exactly how many faith points it costs. A cleric regains spent faith points at the same time he regains his spells for the day.
At levels 1, 5, 9, 13, and 17, a cleric advances his domain level. At that time he may choose a new domain granted power, either from the newly unlocked domain level, or from a lower domain level. Domain granted powers are activated by spending Faith Points. At those levels he may also choose to gain a new domain, and choose a Domain 1 granted power from that domain.
The following domains are available for play. The words in parenthesis are the deities associated with those domains.
Air (wind) – opposes Earth
Animal (nature, savagery, wilderness)
Battle
Charm (influence)
Community
Creation – opposes Destruction
Day (sun) – opposes Shadow (twilight) and Night (moon)
Death (disease, poison) – opposes Life (healing)
Destruction – opposes Creation
Earth (mountain) – opposes Air (wind)
Fate (luck)
Fire – opposes Water (sea)
Freedom – opposes Tyranny
Greed (trade, thieves)
Knowledge – opposes Trickery
Life (healing) – opposes Death (disease, poison) and Undead
Love – Hate (vengeance)
Madness – opposes Order
Magic
Night (moon) – opposes Day (sun) and Shadow (twilight)
Order – opposes Madness
Plant (nature, wilderness)
Protection
Shadow (twilight) – opposes Day (sun) and Night (moon)
Song
Spirit
Storms
Strength
Time
Travel
Trickery – opposes Knowledge
Tyranny – opposes Freedom
Undead – opposes Life (healing) and Death (disease, poison)
Water (sea) – opposes Fire
Other domains may be developed by talking with your GM to create something appropriate for your character.
Domain Explanations
Domain Name
Domain Granted Powers: This is the list of granted powers a cleric may choose when his Domain class ability increases. When a domain is first chosen, the cleric may choose a Domain 1 granted power. As a cleric increases his Domain class ability, he can choose to gain a Domain 2 granted power, or choose a new domain offered by his deity and choose a Domain 1 granted power from that newly chosen domain. A cleric may not choose a domain power unless he has at least one domain power of each lower domain level (except when first gaining a domain). For example, before a cleric can take a Domain 3 granted power, he must first have a Domain 1 and Domain 2 granted power from that domain.
Domain #: This is the Domain level of the listed granted power.
Number of Faith Points: This is the number of faith points required to activate the granted power.
Power Name (Su, Sp, Ex): This lists what the granted power does, other pertinent information, as well as whether it is a Supernatural (Su), Spell-like (Sp), or Extraordinary (Ex) ability. NOTE: In the core rules, Spell-like abilities do not require material components or experience sacrifices to use. They now require any material components over 1 gold piece, and all experience sacrifices to use.
Air:
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Wind Wall, Feather Fall, Gust of Wind, Fog Cloud, Obscuring Mist
Domain 1: 1 faith point: Command Air Creatures (Su): You may forfeit the ability to Turn, in order to command Air creatures. When you are within short range (25 ft. + 5 ft./2 levels) of an Air creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 1: 1 faith point: Resist Electricity 5 (Ex): As a standard action, you may grant yourself Resistance to Electricity 5 for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the resistance by 5.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Call Lightning, Fly, Gaseous Form, Lightning Bolt, Whispering Wind.
Domain 2: 1 faith point: Entropic Shield (Sp): You may surround yourself with a whirlwind of air that causes ranged attacks against you to suffer a 20% miss chance for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the miss chance by 10%.
Domain 2: 1 faith point: Static Discharge (Sp): You may surround yourself with an aura of static electricity for 3 rounds + 1 round/character level. This aura deals 1d6 electricity damage to any creature striking you with a non-reach weapon, or any natural weapon. You may spend extra faith points on this ability, and each extra faith point you spend increases the damage by 1d6.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Air Walk, Control Winds, Call Lightning Storm, Wind Walk.
Domain 3: 2 faith points: Shocking Weapon (Sp): You can grant any weapon you wield the shocking burst weapon property for 3 rounds + 1 round/character level.
Domain 3: 2 faith points: Thundering Weapon (Sp): You can grant any weapon you wield the thundering weapon property for 3 rounds + 1 round/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Control Weather, Chain Lightning, Overland Flight.
Domain 4: 3 faith points: Whirlwind (Su): You may turn yourself into a Whirlwind as a large air elemental. You may spend extra faith points to increase your size. For each extra faith point you spend when you initiate this granted power, the size of the elemental you emulate increases by 1 step.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Control Weather, Whirlwind, Elemental Swarm (air elementals only).
Domain 5: 3 faith points: Lightning Form (Su): You may turn into a bolt of lightning and move up to a number of feet in any direction equal to your run speed for 1 round. This movement does not have to be in a straight line, and even allows you to move into the air, across chasms and through magical barriers. If you do not end your movement on terrain that will support you, you will fall unless you possess some means to fly, hover, or otherwise refrain from falling. You may pass through creatures while in this form, dealing 1d6 damage to them. You may spend extra faith points on this ability, and each extra faith point spent increases the damage by 1d6.
Animal
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Calm Animals, Hold Animal, Summon Nature’s Ally I, Reduce Animal, Detect Animals, Magic Fang
Domain 1: 0 faith points: Knowledge (nature): Add Knowledge (nature) and Survival to your list of cleric class skills.
Domain 1: 1 faith point: Animalistic Senses (Ex): You gain Low-light vision, Scent, and you may make unarmed attacks without provoking an attack of opportunity, for 3 rounds + 1 round/character level.
Domain 1: 1 faith point: Command Animals (Su): You may forfeit the ability to Turn, in order to command Animals creatures. When you are within short range (25 ft. + 5 ft./2 levels) of an Animal, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Dominate Animal, Summon Nature’s Ally III, summon Swarm, Web, Repel Vermin, Speak with Animals, Greater Magic Fang
Domain 2: 1 faith point: Natural Attack (Ex): Your natural attacks deal bludgeoning, piercing and slashing damage for 3 rounds + 1 round/character level.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Summon Nature’s Ally IV, Insect Plague, Animal Growth, Baleful Polymorph, Giant Vermin, Commune with Nature
Domain 4: 4 faith points: Domain Spell IV: You may cast one of the following spells with a caster level equal to half your character level: Summon Nature’s Ally IV, Animal Shapes, Anti-life Shell
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Summon Nature’s Ally VIII, Creeping Doom, Shapechange
Battle
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Magic Weapon, Shield, Mage Armor, Keen Edge, Acid Arrow, Divine Favor
Domain 1: 1 faith point: Weapon of the Deity (Su): You gain proficiency with your deity’s favored weapon, and +1 to hit and +2 damage with that weapon for 3 rounds + 1 round/character level.
Domain 1: 1 faith point: Martial Excellency (Ex): When making attack rolls, you no longer treat a ‘1’ as an automatic miss, and it does not threaten a fumble.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Magic Vestment, Spiritual Weapon, Greater Magic Weapon
Domain 2: 1 faith point: Able Fighter (Ex): When you make a full attack action, you may make an additional attack with a gauntlet or spiked gauntlet, but at a -5 to hit for 3 rounds + 1 round/character level.
Domain 2: 2 faith points: Precise Assault (Ex): Attacks you make with melee or ranged weapons reduce any miss percentage by 10% for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent reduces the miss chance by a further 10%, to a minimum of 10%.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Flame Strike, Divine Power, Righteous Might
Domain 3: 3 faith points: Damage Reduction (Ex): You gain Damage Reduction 3/- for 3 rounds + 1 round/character level. You can spend extra faith points on this ability, and each extra faith point spent increases the Damage Reduction by 1.
Domain 3: 2 faith points: Deep Cut (Su): Damage you deal with melee weapons is not converted to non-lethal damage by regeneration for the next 3 rounds + 1 round/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Power Word Blind, Blade Barrier, Mage’s Sword
Domain 4: 3 faith points: Fencer (Ex): For the next 3 rounds, you take 10 on all your attack rolls.
Domain 4: 3 faith points: Battle Superiority (Su): For the next 3 rounds, all your attacks are made at your highest attack bonus -2. You may spend extra faith points on this ability, and each extra faith point spent extends the duration by 1 round.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Power Word Kill, Crushing Fist of Spite
Domain 5: 4 faith points: Blade of Glory (Sp): You may summon a blade of divine energy that lasts 3 rounds + 1 round/character level. This is the same weapon as your deity’s favored weapon and you gain proficiency with the weapon if you are not already proficient. This weapon has a +3 enhancement bonus and has the weapon enhancements brilliant and speed.
Charm
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Charm Person, Command, Enthrall, Hypnotism, Calm Emotions, Fascinate
Domain 1: 1 faith point: Rally (Ex): You can cause one ally within 50 ft. of you to ignore any fear affects for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith points spent allows you to affect one additional ally.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Eagle’s Splendor, Suggestion, Heroism
Domain 2: 2 faith points: Ignore Fatigue (Ex): You can cause one ally within 50 ft. of you to ignore the affects of fatigue or exhaustion for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one additional ally.
Domain 2: 2 faith points: Natural Leader (Su): You can boost your Charisma by 4 points, which lasts 3 rounds + 1 round/character level.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Charm Monster, Lesser Geas, Rainbow Pattern, Dominate Person, Symbol of Persuasion, Greater Command
Domain 3: 1 faith points: Noble Stand (Su): You inspire your allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks or weapon damage rolls.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Geas/quest, Mass Suggestion, Mass Eagle’s Splendor, Song of Discord
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Antipathy, Demand, Sympathy, Mass Charm Monster, Irresistible Dance, Dominate Monster
Community
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Bless, Status, Calm Emotions, Calm Animals, Detect Animals, Soften Earth and Stone
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Prayer, Greater Status, Plant Growth (enrichment version only), Tree Shape, Repel Vermin, Speak with Animals, Stone Shape
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Telepathic Bond, Wall of Stone, Wall of Thorns, Rock to Mud, Move Earth, Mage’s Private Sanctum
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Refuge, Heroes’ Feast, Liveoak, Speak with Plants, Control Weather, Refuge, Mage’s Magnificent Mansion
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Sympathy, Mass Heal
Creation
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Create Water, Minor Image, Stone Shape, Mending
Domain 1: 1 faith point: Easy Creation (Ex): For the next 3 rounds + 1 round/character level, you cast all Conjuration (creation) spells at +2 caster level.
Domain 1: 0 faith points: Craftsman (Ex): You gain a +4 bonus on Craft checks.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Create Food and Water, Minor Creation
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Major Creation, Heroes Feast, Fabricate
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Permanent Image, Hardening, Regenerage
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: True Creation, Genesis
Day
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Dancing Lights, Daylight, Faerie Fire, Color Spray, Endure Elements
Domain 1: 1 faith point: When you attempt to Turn Undead, you may choose one undead within the area. The chosen undead takes the damage as normal, but it must also make a Will save (DC 10 + ½ character level + Cha modifier) or be destroyed.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells, which uses a daily spell slot and is cast at your caster level: Heat Metal, Searing Light, Blindness, Glitterdust, Invisibility Purge, See Invisibility
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Arcane Eye
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: True Seeing, Power Word Blind, Sunbeam, Prismatic Spray
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Scintillating Pattern, Prismatic Wall
Death
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Death Knell, Inflict Light Wounds, Stinking Cloud
Domain 1: 1 faith point: Fear (Su): You may cause fear in one creature within 30 ft. radius of yourself that lasts for 3 rounds + 1 round/character level. The chosen creature must make a Will save (DC 10 + ½ character level + Cha modifier) or be shaken. You may spend extra faith points on this ability, and each extra faith point spent causes one additional creature to be affected.
Domain 1: 1 faith point: Command Undead (Su): You may forfeit the ability to Turn, in order to command Undead creatures. When you are within short range (25 ft. + 5 ft./2 levels) of an Undead creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature (undead are not immune to this compulsion). Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per faith point spent, though the number of creatures cannot exceed twice your class level and each creature’s CR cannot exceed your turning level -2 (minimum 1). This command lasts until you wish it to end, each day taking an appropriate number of faith points to retain control of the creature.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Contagion, Inflict Serious Wounds, Ghoul Touch, Vampiric Touch, Poison
Domain 2: 2 faith points: Vampiric Aura (Su): Creatures adjacent to you each suffer 1d6 points of damage, and you heal half that amount. You may spend extra faith points on this ability, and each extra faith point spent increases the damage by 1d6.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Slay Living, Mass Inflict Light Wounds, Enervation, Cloudkill, Speak with Dead
Domain 3: 2 faith points: Unlife (Su): You can grant yourself immunity to death spells and negative energy effects for 3 rounds plus 1 round per character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Antilife Shell, Harm, Circle of Death, Finger of Death
Domain 4: 3 faith points: Drain (Su): You can drain one ability score from a creature you touch, and increase that ability score in yourself. Make a melee touch attack. If you succeed, you drain 2 points from an ability score (randomly determined) from the creature you touched. You increase that ability score in yourself by the same amount. This has a duration of 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the amount drained by 1.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Power Word Kill, Symbol of Death, Energy Drain, Wail of the Banshee
Domain 5: 4 faith points: Ghostly (Su): You can transform yourself into a ghost for 3 rounds + 1 round/character level. You gain the Undead type and Incorporeal subtype, including all relevant immunities, resistances and vulnerabilities.
Destruction
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Shatter, Deafness, Sound Burst, Inflict Light Wounds
Domain 1: 1 faith point: Smite (Su): You gain the power to smite your foes for 3 rounds + 1 round/character level. Anytime within the duration, you can declare one attack roll to be a smite attack. You gain +4 to hit and deal an extra 2d6 damage if you hit. You may spend extra faith points on this ability, and each extra fate point spend increases the number of smite attempts you may make by 1, and increases the extra damage dealt by 2d6.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Shout, Rusting Grasp, Contagion
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Sympathetic Vibration, Crumble, Inflict Critical Wounds
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Destruction, Disintegrate, Greater Shout, Acid Fog, Harm
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Earthquake, Implosion, Wail of the Banshee
Earth
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Magic Stone, Soften Earth and Stone, Detect Snares and Pits, Pass without Trace
Domain 1: 1 faith point: Command Earth Creatures (Su): You may forfeit the ability to Turn, in order to command Earth creatures. When you are within short range (25 ft. + 5 ft./2 levels) of an Earth creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control..
Domain 1: 1 faith point: Resist Acid (Ex): As a standard action, you may grant yourself Resistance to Acid 5 for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the resistance by 5.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Stone Shape, Spike Stones, Meld Into Stone
Domain 2: 1 faith point: Acid Sweat (Su): You cause acid to seep from your pores for 3 rounds + 1 round/character level. Any creature striking you with a natural weapon, or that grapples you, takes 2d6 points of acid damage. You may spend extra faith points on this ability, and each extra faith point spent increases the damage by 1d6
Domain 2: 2 faith points: Hard as a Rock (Su): Your body hardens like a rock. You gain Damage Reduction 3/adamantine for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the damage reduction by 1.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Wall of Stone, Stoneskin, Mud to Rock, Move Earth, Rusting Grasp
Domain 3: 1 faith point: Block Effects (Su): You block line of effect of any burst, line, acid or cone. You still gain a save as normal, and you block the line of effect regardless if you make your save or not.
Domain 3: 2 faith points: Shocking Weapon (Sp): You can grant any weapon you wield the acidic burst weapon property for 3 rounds + 1 round/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Stone to Flesh, Flesh to Stone, Reverse Gravity
Domain 4: 3 faith points: Ignore Hardness (Ex): Your natural attacks ignore an amount of hardness on unattended objects equal to your character level for 3 rounds + 1 round/character level
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Earthquake, Elemental Swarm (earth elementals only), Iron Body, Imprisonment, Repel Metal or Stone
Domain 5: 4 faith points: Earth Glide (Su): You can earth glide as an earth elemental, though your speed is reduced to 15 ft., for 3 rounds + 1 round/character level.
Fate
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): True Strike, Entropic Shield, Aid
Domain 1: 1 faith point: Fluke (Su): You can cause any one skill check or ability check within 30 ft. of you to be re-rolled before success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 1: 1 faith point: Fortune (Su): You can cause any one attack roll or damage roll within 30 ft. of you to be re-rolled before success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Protection from Energy, Bestow Curse, Owl’s Wisdom, Fox’s Cunning
Domain 2: 2 faith points: Blessing (Su): You can cause any one level check or caster level check within 30 ft. of you to be re-rolled before success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 2: 2 faith points: Stroke of Luck (Su): You can cause any one saving throw within 30 ft. of you to be re-rolled before success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Remove Curse, Break Enchantment, Mark of Justice, Freedom of Movement
Domain 3: 3 faith points: Providence (Su): You can cause any one skill check or ability check within 30 ft. of you to be re-rolled after success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 3: 3 faith points: Windfall (Su): You can cause any one attack roll or damage roll within 30 ft. of you to be re-rolled after success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Mass Owl’s Wisdom, Mass Fox’s Cunning, Mislead, Spell Turning
Domain 4: 4 faith points: Destiny (Su): You can cause any one level check or caster level check within 30 ft. of you to be re-rolled after success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 4: 4 faith points: Chance (Su): You can cause any one saving throw within 30 ft. of you to be re-rolled after success or failure of that roll is determined within the next 3 rounds + 1 round/character level. The subject must be willing.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Moment of Prescience, Wish, Trap the Soul
Domain 5: 0 faith points: Godsend (Su): The subject of any re-roll described above no longer has to be willing. There is no saving throw against being forced to re-roll.
Fire
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Burning Hands, Pyrotechnics, Produce Flame
Domain 1: Domain 1: 1 faith point: Command Fire Creatures (Su): You may forfeit the ability to Turn, in order to command Fire creatures. When you are within short range (25 ft. + 5 ft./2 levels) of an Fire creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 1: 1 faith point: Resist Fire 5 (Ex): As a standard action, you may grant yourself Resistance to Fire 5 for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the resistance by 5.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Resist Energy (cold or fire only), Flaming Sphere, Scorching Ray, Exploding Runes, Fireball, Fire Trap
Domain 2: 1 faith point: Healing Flames (Su): You can regain hit points by touching fire. By touching flame no smaller than a torch, you heal 1d6 points of damage. You may spend extra faith points on this ability, and each extra faith point spent increases the damage healed by 1d6. This has a duration of 1 minute, unless you heal yourself before that time has elapsed.
Domain 2: 1 faith point: Fire Shield (hot) (Sp): You may surround yourself with an aura of flame for 3 rounds + 1 round/character level. This aura deals 1d6 fire damage to any creature striking you with a non-reach weapon, or any natural weapon. You may spend extra faith points on this ability, and each extra faith point you spend increases the damage by 1d6.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Wall of Fire, Fire Shield, Flame Strike
Domain 3: 2 faith points: Flaming Weapon (Sp): You can grant any weapon you wield the flaming burst weapon property for 3 rounds + 1 round/character level.
Domain 3: 2 faith points: Burn Spell Resistance (Su): For 3 rounds + 1 round/character level, you reduce the spell resistance of any creature by 3 each time you hit it. This reduction lasts until the beginning of your next turn. You may spend extra faith points on this ability, and each extra faith point you spend reduces the spell resistance by another 1 for each hit (by spending 2+2 faith points, each hit would reduce the spell resistance by 5 (3 initial, 2 extra faith points).
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Delayed Blast Fireball, Fire Seeds, Fire Storm
Domain 4: 3 faith points: Wall of Ash (Su): You can grant yourself the ability to leave a wall of ash and soot trailing behind any movement you make. This ash and soot provides 100% concealment for creatures on both sides of it, but can be moved through without difficulty or harm. The wall dissipates at the beginning of your next turn. Movements as simple as a twitch of a finger up to a full-fledged run can cause this ash and soot to appear.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Fire Storm, Incendiary Cloud, Elemental Swarm (fire elementals only)
Domain 5: 4 faith points: Phoenix Form (Su): For the next 3 rounds + 1 round/character level, if you fail a saving throw v. any instant effect which causes your death, you rise from the ashes 1d3+1 rounds later, similar to a phoenix. Any creature in your square takes 5d6 fire damage. You emerge from the flames at full hit points wearing any equipment that was on your body.
Freedom
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Remove Paralysis, Remove Fear
Domain 1: 1 faith point: Liberation (Ex): You gain a +2 morale bonus on all saving throws against enchantment spells or effects for 3 rounds + 1 round/character level.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Cat’s Grace, Blink, Spider Climb, Remove Blindness, Remove Curse
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Freedom of Movement, Break Enchantment
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Mass Cat’s Grace, Greater Dispel Magic, Refuge
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Freedom, Mind Blank
Greed
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1):
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level:
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level:
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level:
Hate
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Aura of Protection, Curse Water, Detect Planar Taint, Doom, Align Weapon (v. upper planes only)
Domain 1: 1 faith point: Command Lower Planes Creatures (Su): You may forfeit the ability to Turn, in order to command creatures native to the lower planes (abyss, carceri, hades, gehenna, & hell) When you are within short range (25 ft. + 5 ft./2 levels) of a lower planes creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Desecrate, Magic Circle (like M.C against Good), Unholy Blight, Crushing Despair
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Lesser Planar Ally (lower planes only), Symbol of Pain, Unhallow
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Blasphemy, Planar Ally (lower planes only)
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Unholy Aura, Greater Planar Ally (lower planes only), Summon Monster IX (lower planes only)
Knowledge
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Detect Secret Doors, Detect Poison, Know Direction, Augury
Domain 1: 0 faith points: Knowledgeable (Ex & Sp): (Ex) All knowledge skills are class skills for you. (Sp) You may use Read Magic at will.
Domain 1: 1 faith points: Great Thinker (Ex): You may use your Wis modifier in place of your Int modifier when making skill checks for 1 hour + 1 hour/character level.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Clairaudience/Clairvoyance, Detect Thoughts, Tongues, Locate Object, Fox’s Cunning
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Divination, Comprehend Languages, Locate Creature, Contact Other Plane, True Seeing, Prying Eyes
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Find the Path, Mass Fox’s Cunning, Legend Lore
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Discern Location, Foresight, Moment of Prescience, Greater Prying Eyes
Life
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Cure Light Wounds, Status, Consecrate, Remove Deafness
Domain 1: 1 faith point: Lifeline (Su): Whenever you are at negative hit points, you gain fast healing 3. The duration of this granted power is 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one additional ally.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Cure Serious Wounds, False Life, Bear’s Endurance, Neutralize Poison, Remove Disease, Lesser Restoration
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Death Ward, Mass Cure Light Wounds, Reincarnate, Raise Dead, Resotation
Domain 3: 2 faith points: Grit (Su): For the next 3 rounds + 1 round/character level, when you become blinded, you become dazzled instead; when you become exhausted, you become fatigued instead; when you become nauseated, you become sickened instead; & when you become paralyzed, you become staggered instead. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one additional ally.
Domain 3: 3 faith points: Composure (Su): For the next 3 rounds + 1 round/character level, when you become dominated, you become charmed instead; when you become frightened or panicked, you become shaken instead; when you are put to sleep, you are knocked prone instead. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one additional ally.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Heal, Mass Bear’s Endurance, Resurrection, Regenerage, Greater Restoration
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Regenerate, Mass Cure Critical Wounds, Clone, True Resurrection
Love
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Aura of Protection, Bless, Bless Water, Detect Planar Taint, Remove Fear, Planar Weapon (v. lower planes only)
Domain 1: 1 faith point: Command Upper Planes Creatures (Su): You may forfeit the ability to Turn, in order to command creatures native to the upper planes (celestia, bytopia, elysium, beastlands & arborea).
When you are within short range (25 ft. + 5 ft./2 levels) of an Upper Planes Creature
creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature. Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Aid, Magic Circle, Holy Smite, Heroism, Prayer
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Dispel Evil, Lesser Planar Ally (upper planes only), Greater Heroism, Hallow, Atonement, Holy Smite
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Holy Word, Planar Ally (upper planes only)
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Holy Aura, Greater Planar Ally (upper planes only), Summon Monster IX (upper planes only)
Madness
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Scare, Daze Monster, Animate Rope, Lesser Confusion
Domain 1: 1 faith point: Command Anarchic Planar Creatures (Su): You may forfeit the ability to Turn, in order to command creatures native to the Anarchic Planes (Ysgard, Limbo, Pandemonium, Abyss & Arborea).
When you are within short range (25 ft. + 5 ft./2 levels) of an Anarchic Planar
creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature. Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 1: 1 faith point: Insanity (Su): You gain an Insanity score equal to half your character level. For spell save DCs, the you use your Wisdom score plus your Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use your Wisdom minus Insanity in place of Wisdom. This lasts for 3 rounds + 1 round/character level.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Confusion, Hideous Laughter, Touch of Idiocy, Fear, Touch of Madness, Rage
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Phantasmal Killer, Feeblemind, Mind Fog, Symbol of Fear, Modify Memory, Confusion, Bolts of Bedevilment
Domain 3: 3 faith points: Dimensional Hop (Sp): Upon activating this ability, all creatures within 60 ft. of you randomly switch places with each other.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Insanity, Animate Objects, Word of Chaos, Phantasmal Killer, Insanity
Domain 4: 3 faith points: Scramble (Su): Calling upon the powers of Madness, you scramble a creature’s ability scores around. Choose any creature within 30 ft. of you and that creatures must make a Fort save (DC 10 + ½ character level + Cha modifier). If it fails the save, roll 1d4 and 1d6 for each ability score. If the 1d4 shows a ‘3’ or ‘4’, that ability score is raised by 1d6 points. If that 1d4 shows a ‘1’ or ‘2’, that ability score is lowered by 1d6 points.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Symbol of Insanity, Weird, Cloak of Chaos, Maddening Scream, Summon Monster IX (chaotic creatures only)
Magic
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Magic Aura, Identify, Detect Magic, Magic Missile, Rope Trick
Domain 1: 1 faith point: Control Constructs (Su): You may forfeit the ability to Turn, in order to command Constructs. When you are within short range (25 ft. + 5 ft./2 levels) of a construct, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make a level check opposed by the controller of that construct. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 2: 1 faith point: Easy Magic (Ex): You gain the ability to read any arcane or nature scroll for 3 rounds + 1 round/character level. The spell level on the scroll must still be equal or lower than the spell level you can normally cast. You may spend extra faith points on this ability, and each extra faith point spent increases the spell level you can cast by 1. You must still make a successful skill check in order to cast a spell that is higher level than you can normally cast.
Domain 1: 1 faith point: Eschew Materials (Su): You can cast any spell with a material component costing 1 gold piece or less without needing that component for the next 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the cost you may ignore by 10 gold pieces.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Dispel Magic, Arcane Sight, Lesser Globe of Invulnerability
Domain 2: 2 faith points: Mind over Magic (Su): You gain +2 sacred bonus on saves against spells and spell-like abilities. You may spend extra faith points on this ability, and each extra faith point spent increases the sacred bonus by +1.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Imbue with Spell Ability, Spell Resistance, Permanency, Spell Immunity
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Spell Turning, Greater Dispel Magic, Anti-magic Field
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Protection from Spells, Mage’s Disjunction, Greater Spell Immunity
Continued in Domains, part 2