Cleric Domains

Air Domain

Granted Powers

You can expend daily use of Faith to turn or destroy earth creatures as a good cleric turns undead, and rebuke, command, or bolster air creatures as an evil cleric rebukes undead. This granted power is a supernatural ability.

Air Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Wind Wall: Deflects arrows, smaller creatures, and gases.
  3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control Winds: Change wind direction and speed.
  6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Elemental Swarm*: Summons multiple elementals.

*Cast as an air spell only.

Artifice Domain

Granted Powers

Gain a bonus equal to your cleric level on Craft checks. The character casts conjuration (creation) spells at +1 caster level.

Artifice Domain Spells

  1. Animate rope
  2. Wood shape
  3. Stone shape
  4. Minor creation
  5. Fabricate
  6. Major creation
  7. Hardening
  8. True creation
  9. Prismatic sphere

Chaos Domain

Granted Power

You have permanent Protection from Law spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds.

Chaos Domain Spells

  1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Shatter: Sonic vibration damages objects or crystalline creatures.
  3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
  4. Chaos Hammer: Damages and staggers lawful creatures.
  5. Dispel Law: +4 bonus against attacks by lawful creatures.
  6. Animate Objects: Objects attack your foes.
  7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
  8. Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a chaos spell only.

Charm Domain

Granted Power

The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute per your cleric level.

Charm Domain Spells

  1. Charm person
  2. Calm emotions
  3. Suggestion
  4. Heroism
  5. Charm monster
  6. Geas/quest
  7. Insanity
  8. Demand
  9. Dominate monster

Courage Domain

Granted Power

You have aura of courage, similar to a paladin. You are immune to fear (magical or otherwise), and each ally within 10 feet gains a morale bonus equal to your cleric level on saving throws against fear effects. This ability functions while you are conscious, but not when you are unconscious or dead.

Courage Domain Spells

  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp + 1/level (max + 10).
  3. Cloak of Bravery: You and your allies gain a bonus on saves against fear.
  4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  5. Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max +20).
  6. Heroes' Feast: Food for once creature/level, cures, and grants combat bonuses.
  7. Heroes' Feast, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear, temporary hp.
  8. Lion's Roar: Deals 1d8 points of damage per two levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
  9. Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.

Death Domain

Granted Power

Add +1 to the Difficulty Class for all saving throws against spells you cast with the Death descriptor.

Death Domain Spells

  1. Reaving Aura: Deal 1 damage to every creature in the area that has 0 or fewer hit points.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Consumptive Field: Creatures that die within 30-ft of you gives you bonus caster level, temporary hit points, bonus damage, and Str bonus.
  4. Malevolent Whisper: You whisper a horrific word of power that kills your subject.
  5. Slay Living: Touch attack kills subject.
  6. Consumptive Field, Greater: You kill creatures in a 30-ft aura and gain bonus caster level, temporary hit points, and Str bonus for each kill.
  7. Destruction F: Kills subject and destroys remains.
  8. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level.

Destruction Domain

Granted Power

For a total time per day of 1 round per cleric level you possess, you ignore damage reduction and spell resistance of creatures. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). 

This granted power is a supernatural ability.

Destruction Domain Spells

  1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
  2. Shatter: Sonic vibration damages objects or crystalline creatures.
  3. Ring of Blades: Ring of blades surround you and deal damage to nearby creatures.
  4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
  6. Harm: Deals 10 points/level damage to target.
  7. Disintegrate: Makes one creature or object vanish.
  8. Earthquake: Intense tremor shakes 80-ft.-radius.
  9. Implosion: Kills one creature/round.

Earth Domain

Granted Power

You can expend daily use of Faith to turn or destroy air creatures as a good cleric turns undead, and rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.  This granted power is a supernatural ability.

Earth Domain Spells

  1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  3. Stone Shape: Sculpts stone into any shape.
  4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
  5. Wall of Stone: Creates a stone wall that can be shaped.
  6. Stoneskin M: Ignore 10 points of damage per attack.
  7. Earthquake: Intense tremor shakes 80-ft.-radius.
  8. Iron Body: Your body becomes living iron.
  9. Elemental Swarm*: Summons multiple elementals.

*Cast as an earth spell only.

Evil Domain

Granted Power

You have permanent Protection from Good spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds.

Evil Domain Spells

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Desecrate M: Fills area with negative energy, making undead stronger.
  3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
  4. Unholy Blight: Damages and sickens good creatures.
  5. Dispel Good: +4 bonus against attacks by good creatures.
  6. Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as an evil spell only.

Fate Domain

Granted Power

You gain uncanny dodge. If you already have uncanny dodge, then you gain improved uncanny dodge. If you have another class that gives you improved uncanny dodge, your cleric levels add to that class's level for determining the minimum rogue level required to flank you.

Fate Domain Spells

  1. True Strike: +20 on your next attack roll.
  2. Augury: Glimpses into the near future.
  3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Status: Monitors condition, position of allies.
  5. Mark of Justice: Designates action that will trigger curse on subject.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Vision: As legend lore, but quicker and strenuous.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Foresight: "Sixth sense" warns of impending danger.

Fire Domain

Granted Power

You can expend daily use of Faith to turn or destroy water creatures as a good cleric turns undead, and rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. 

Fire Domain Spells

  1. Burning Hands: 1d4/level fire damage (max 5d4).
  2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
  3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  6. Fire Seeds: Acorns and berries become grenades and bombs.
  7. Fire Storm: Deals 1d6/level fire damage.
  8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9. Elemental Swarm**: Summons multiple elementals.

*Resist cold or fire only.

**Cast as a fire spell only.

Good Domain

Granted Power

You have permanent Protection from Evil spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds.

Good Domain Spells

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Consecrate: Fills area with positive energy, making undeads weaker.
  3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a good spell only.

Healing Domain

Granted Power

You can use Lay on Hands, similar to a paladin. Each day, you can heal a total of hit points equal to your cleric level × your Wisdom bonus. You may choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using lay on hands is a standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of you daily allotment of points to use as damage after successfully touching an undead creature.

Healing Domain Spells

  1. Cure Light Wounds: Cures 1d8 damage +1/level.
  2. Cure Moderate Wounds: Cures 2d8 damage +1/level.
  3. Cure Serious Wounds: Cures 3d8 damage +1/level.
  4. Cure Critical Wounds: Cures 4d8 damage +1/level.
  5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
  6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
  9. Heal, Mass: As heal, but with several subjects.

Knowledge Domain

Granted Power

Add all Knowledge skills to your list of cleric class skills. 

You gain two bonus skill point every time you gain a cleric level (and times four this amount at level 1). These skill points must be used on a Knowledge skill.

Knowledge Domain Spells

  1. Detect Secret Doors: Reveals hidden doors within 60 ft.
  2. Augury: Glimpses into the near future.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Divination M: Provides useful advice for specific proposed actions.
  5. True Seeing M: Lets you see all things as they really are.
  6. Find the Path: Shows most direct way to a location.
  7. Legend Lore M F: Lets you learn tales about a person, place, or thing.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: “Sixth sense” warns of impending danger.

Law Domain

Granted Power

You have permanent Protection from Chaos spell effect on you. The caster level is equal to your cleric level. If the effect is dispelled, then this effect returns on its own in 1d4 rounds.

Law Domain Spells

  1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Calm Emotions: Calms creatures, negating emotion effects.
  3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
  4. Order’s Wrath: Damages and dazes chaotic creatures.
  5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  6. Hold Monster: As hold person, but any creature.
  7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
  8. Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a law spell only.

Liberation Domain

Granted Power

The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells

  1. Remove fear
  2. Remove paralysis
  3. Remove curse
  4. Freedom of movement
  5. Break enchantment
  6. Greater dispel magic
  7. Refuge
  8. Mind blank
  9. Freedom

Luck Domain

Granted Power

You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells

  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Benediction: You grant your comrade the luck of the gods.
  3. Auspicious Odds: Your luck improves.
  4. Perfect Fortune: Your next roll is an automatic natural 20.
  5. Auspicious Odds, Mass: You and your allies' luck improves.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Miracle X: Requests a deity’s intercession.

Magic Domain

Granted Power

Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Magic Domain Spells

  1. Magic Aura: Alters object’s magic aura.
  2. Identify: Determines properties of magic item.
  3. Dispel Magic: Cancels magical spells and effects.
  4. Imbue with Spell Ability: Transfer spells to subject.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10 ft.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Protection from Spells M F: Confers +8 resistance bonus.
  9. Mage’s Disjunction: Dispels magic, disenchants magic items.

Planning Domain

Granted Power

You gain Extend Spell as a bonus feat.

Planning Domain Spells

  1. Deathwatch: Reveals how near death subjects within 30 ft. are.
  2. Augury: Glimpses into the near future.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Status: Monitors condition, position of allies.
  5. Detect Scrying: Alerts you to magical eavesdropping.
  6. Heroes' Feast: Food for once creature/level, cures, and grants combat bonuses.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Discern Location: Reveals an exact location of creature or object.
  9. Time Stop: You act freely for 1d4+1 rounds.

Protection Domain

Granted Power

You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

  1. Sanctuary: Opponents can’t attack you, and you can’t attack.
  2. Shield Other F: You take half of subject’s damage.
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10 ft.
  7. Repulsion: Creatures can’t approach you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Strength Domain

Granted Power

You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells

  1. Enlarge Person: Humanoid creature doubles in size.
  2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Stoneskin M: Ignore 10 points of damage per attack.
  7. Grasping Hand: Large hand provides cover, pushes, or grapples.
  8. Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  9. Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Sun Domain

Granted Power

You gain Devout as a bonus feat.

Sun Domain Spells

  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Heat Metal: Make metal so hot it damages those who touch it.
  3. Searing Light: Ray deals 1d8/two levels, more against undead.
  4. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Fire Seeds: Acorns and berries become grenades and bombs.
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Travel Domain

Granted Powers

You gain Track as a bonus feat.

Add Survival to your list of cleric class skills.

Travel Domain Spells

  1. Longstrider: Increases your speed.
  2. Locate Object: Senses direction toward object (specific or type).
  3. Fly: Subject flies at speed of 60 ft.
  4. Dimension Door: Teleports you short distance.
  5. Teleport: Instantly transports you as far as 100 miles/level.
  6. Find the Path: Shows most direct way to a location.
  7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
  8. Phase Door: Creates an invisible passage through wood or stone.
  9. Astral Projection M: Projects you and companions onto Astral Plane.

Trickery Domain

Granted Power

Add Deception and Stealth to your list of cleric class skills.

Trickery Domain Spells

  1. Disguise Self: Disguise own appearance.
  2. Invisibility: Subject invisible 1 min./level or until it attacks.
  3. Nondetection M: Hides subject from divination, scrying.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. False Vision M: Fools scrying with an illusion.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Screen: Illusion hides area from vision, scrying.
  8. Polymorph Any Object: Changes any subject into anything else.
  9. Time Stop: You act freely for 1d4+1 rounds.

War Domain

Granted Power

You gain Martial Weapon Proficiency (if necessary), and Weapon Focus as bonus feats on one weapon.

War Domain Spells

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Power Word Blind: Blinds creature with 200 hp or less.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Power Word Kill: Kills creature with 100 hp or less.

Water Domain

Granted Power

You can expend daily use of Faith to turn or destroy fire creatures as a good cleric turns undead, and rebuke, command, or bolster water creatures as an evil cleric rebukes undead. This granted power is a supernatural ability.

Water Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Fog Cloud: Fog obscures vision.
  3. Water Breathing: Subjects can breathe underwater.
  4. Control Water: Raises or lowers bodies of water.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Cone of Cold: 1d6/level cold damage.
  7. Acid Fog: Fog deals acid damage.
  8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9. Elemental Swarm*: Summons multiple elementals.

*Cast as a water spell only.

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