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Appendix 11: New Cleric Domains

by Marco Dalmonte English translation by Gary Davies

Arts
Granted powers: Perform becomes a class skill for you, you also gain a +2 bonus to all Perform skill checks and Craft skill checks in regards to an art of your choice (like handwriting, painting, sculpture, weaving, etc).
Spells of the Arts domain
1. Disguise self
2. Enthral
3. Eagle's splendour
4. Sculpt sound
5. Programmed image
6. Shout, greater
7. Prismatic spray
8. Sympathy
9. Irresistible Dance (Otto's)

Cold
Granted powers: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke, command, or bolster cold as an evil cleric rebukes undead. This supernatural ability can be used a number of times each day equal to 3 + your Charisma modifier.
Spells of the Cold domain
1. Endure elements
2. Chill metal
3. Sleet storm
4. Wall of ice
5. Ice storm
6. Cone of cold
7. Freezing sphere (Otiluke's)
8. Polar ray
9. Elemental swarm (only ice or water elementals)

Corruption
Granted powers: Once per day, as a standard action, you can use the spell-like ability devastating touch. Upon a successful touch attack, devastating touch inflicts 1d6 points of damage per 2 caster levels and the target becomes nauseous for 1 round. The power only works on living creatures.
Spells of the Corruption domain
1. Doom
2. Ghoul touch
3. Bestow curse
4. Contagion
5. Desecrate
6. Eyebite
7. Symbol of weakness
8. Waves of exhaustion
9. Horrid wilting

Courage
Granted powers: You radiate an aura of courage that grants all allies within 10 feet (including yourself). +4 morale bonus on Saving Throws against fear effects. The ability functions only while you are conscious.
Spells of the Courage domain
1. Bless
2. Aid
3. Heroism
4. Divine power
5. Righteous might
6. Protection from spells
7. Heroism, greater
8. Restoration, greater
9. Mind blank

Craftsmanship
Granted powers: You can cast conjuration (creation) spells at +1 caster level and gains Skill Focus in one Craft skill of your choice.
Spells of the Craftsmanship domain
1. Mend
2. Wood shape
3. Stone shape
4. Minor creation
5. Fabricate
6. Major creation
7. Statue
8. Limited wish
9. Polymorph any object

Darkness
Granted powers: You receive the bonus feat Blind-fight.
Spells of the Darkness domain
1. Obscuring mist
2. Darkvision
3. Deeper darkness
4. Shadow conjuration
5. Shadow evocation
6. Shadow walk
7. Power word: blind
8. Shadow evocation, greater
9. Shades

Dragons
Granted powers: You gain a +1 innate bonus to any saving throw against effects caused by dragons and to skill checks used to interact with dragons or to find draconic knowledge.
Spells of the Dragons domain
1. Magic fang
2. Bill's strength
3. Protection from the elements
4. Tongues
5. Charm monster
6. True seeing
7. Legend lore
8. Prismatic spray
9. Shapechange

Energy
Granted powers: You gain resistance 5 to an energy of your choice.
Spells of the Energy domain
1. Energy Resistance
2. Continual flame
3. Dispel magic
4. Minor globe of invulnerability
5. Permanence
6. Analyse dweomer
7. Prismatic spray
8. Spell immunity, greater
9. Prismatic sphere

Entropy
Granted powers: Once per day, you can use the spell-like ability entropic touch. Upon a successful touch attack you can negatively influence the actions of a creature. If the creature fails a Will Save (DC 10 + caster's level) it is inflicted by an entropic aura. This results in a penalty of -1 per two caster levels (max -5) to all attack and damage rolls, saving throws, ability checks and skill checks for 1d6 rounds.
Spells of the Entropy domain
1. Entropic shield
2. Blur
3. Blink
4. Rainbow pattern
5. Slay living
6. Circle of Death
7. Destruction
8. Temporal stasis
9. Energy drain

Family
Granted powers: As a free action, you can protect a number of creatures equal to your Charisma modifier with a +4 dodge bonus to AC. This supernatural ability lasts for 1 round per caster level and only on creatures that remain within 15 feet of you.
Spells of the Family domain
1. Bless
2. Alarm
3. Helping hand
4. Imbue with spell ability
5. Telepathic bond (Rary's)
6. Heroes' feast
7. Refuge
8. Marvellous mansion (Mordenkainen's)
9. Foresight

Fertility
Granted powers: You can neutralise any natural or magical poison present in a liquid or food with a simple touch. This is a supernatural ability useable once per day as a standard action.
Spells of the Fertility domain
1. Goodberry
2. Create food and water
3. Remove disease
4. Plant growth
5. Repel vermin
6. Commune with nature
7. Heroes feast
8. Regeneration
9. Miracle

Gravity
Granted powers: You take half damage from falls. Moreover your manoeuvrability in flight increases by one category.
Spells of the Gravity domain
1. Feather fall
2. Levitate
3. Fly
4. Resilient sphere (Otiluke's)
5. Telekinesis
6. Reverse gravity
7. Air walk
8. Forcecage
9. Telekinetic sphere (Otiluke's)

Hunting
Granted powers: You gain the Track feat. If you already have this feat or use other means (eg. scent), you gain a +3 bonus to Survival skill checks in order to follow tracks this way.
Spells of the Hunting domain
1. Hide from animals
2. True strike
3. Binding
4. Greater magic weapon
5. Locate creature
6. Improved invisibility
7. True seeing
8. Forcecage
9. Discern location

Illusion
Granted powers: You gain a +2 resistance bonus to saves against all spells and effects of Illusion.
Spells of the Illusion domain
1. Silent image
2. Minor image
3. Displacement
4. Phantasmal killer
5. Persistent image
6. Programmed image
7. Simulacrum
8. Screen
9. Weird

Justice
Granted powers: You receive a +1 resistance bonus to your Will saves and Sense Motive becomes a class skill to you.
Spells of the Justice domain
1. Protection from evil/good/chaos/law
2. Zone of truth
3. Discern lies
4. Mark of justice
5. True seeing
6. Geas/quest
7. Dictum
8. Binding
9. Storm of vengeance

Madness
Granted powers: Once per day you can act with the clarity of true madness: for 1 minute you suffer a penalty of 1d6 points to your Will save and adds 1d6 to the DC of any divine spell you cast. Activating the effect is a free action and it is not interruptible by you.
Spells of the Madness domain
1. Daze monster
2. Touch of idiocy
3. Crushing despair
4. Confusion
5. Phantasmal killer
6. Feeblemind
7. Insanity
8. Symbol of insanity
9. Weird

Matter
Granted powers: You gain a +1 resistance bonus to all your Fortitude saves.
Spells of the Matter domain
1. Shatter
2. Bear's endurance
3. Meld into stone
4. Stoneskin
5. Major creation
6. Move earth
7. Statue
8. Polymorph any object
9. Imprisonment

Metals
Granted powers: You gain the supernatural ability interdiction to metal, which confers a damage reduction of 5/non-metallic against all metallic weapons (including magical weapons). This power lasts 2 rounds per level of cleric you possess and can be activated as free action. It can be activated multiple times per day, until exhaustion of its duration.
Spells of the Metals domain
1. Magic weapon
2. Heat metal
3. Keen edge
4. Rusting grasp
5. Wall of iron
6. Blade barrier
7. Transmute metal to wood
8. Iron body
9. Repel metal or stone

Nobility
Granted powers: You can inspire your allies, granting them a +2 morale bonus to attack and damage rolls, saving throws, and ability and skill checks for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a supernatural ability that can be used once per day as a standard action.
Spells of the Nobility domain
1. Command
2. Enthral
3. Prayer
4. Divine power
5. Command, greater
6. Righteous might
7. Repulsion
8. Demand
9. Sympathy

Oracle
Granted powers: You cast all divination spells at +2 caster level.
Spells of the Oracle domain
1. Identify
2. Augury
3. Divination
4. Commune
5. Prying eyes
6. Legend lore
7. Scrying, greater
8. Vision
9. Foresight

Pain
Granted powers: Once per day you can the spell-like ability touch of pain. Upon a successful touch attack, you cause the creature to suffer tremendous muscular spasms. This causes the creature to suffer a -2 penalty to Strength and Dexterity for 1 minute. Creatures immune to critical hits are also immune to this effect.
Spells of the Pain domain
1. Shocking grasp
2. Chill touch
3. Vampiric touch
4. Poison
5. Harm
6. Symbol of pain
7. Symbol of weakness
8. Power word, stun
9. Crushing hand (Bigby's)

Persuasion
Granted powers: You receive the bonus feat Persuasive and the Bluff becomes a class skill.
Spells of the Persuasion domain
1. Charm person
2. Calm emotions
3. Shout
4. Charm monster
5. Suggestion, mass
6. Symbol of persuasion
7. Geas/quest
8. Charm monster, mass
9. Demand

Sea
Granted powers: Swim and Survival become class skills to you and you gain a +1 competence bonus to both.
Spells of the Sea domain
1. Grease
2. Water breathing (or air breathing for aquatic creatures)
3. Swim (as fly, but only works in water)
4. Protection from elements
5. Control water
6. Find the path
7. Control weather
8. Summon nature's ally VIII (aquatic creatures)
9. Whirlwind (only marine whirlwind)

Slavery
Granted powers: You gain a +2 bonus to the save DC of your Enchantment (Compulsion) spells.
Spells of the Slavery domain
1. Command
2. Web
3. Hold person
4. Geas, lesser
5. Dominate person
6. Magic jar
7. Planar binding
8. Trap the soul
9. Dominate monster

Stealth
Granted powers: Move Silently and Hide are considered class skills for you.
Spells of the Stealth domain
1. Spider climb
2. Knock
3. Gaseous form
4. Dimension door
5. Seeming
6. Shadow walk
7. Veil
8. Teleport without error
9. Discern location

Storm
Granted powers: You gain resistance to electricity 5.
Spells of the Storms domain
1. Shocking grasp
2. Sleet storm
3. Call lightning
4. Ice storm
5. Control winds
6. Chain lightning
7. Control weather
8. Whirlwind
9. Fire storm

Thought
Granted power: Bluff and Sense Motives are considered class skills to you.
Spells of the Thought domain
1. Hypnosis
2. Detect thoughts
3. Modify memory
4. Mnemonic enhancer (Rary's)
5. Telepathic bond (Rary's)
6. Dream
7. Lubrication (Mordenkainen's)
8. Mind blank
9. Astral projection

Time
Granted powers: You gain Improved Initiative as a bonus feat.
Spells of the Time domain
1. Deathwatch
2. Augury
3. Haste
4. Slow
5. Death ward
6. Permanence
7. Contingency
8. Temporal stasis
9. Time stop

Trade
Granted powers: Appraise, Bluff, and Diplomacy are class skills for you.
Spells of the Commerce domain
1. Comprehend Languages
2. Eagle's splendour
3. Tongues
4. Glibness
5. Secret chest (Leomund's)
6. Symbol of persuasion
7. Marvellous mansion (Mordenkainen's)
8. Word of recall
9. Sympathy

Vengeance
Granted powers: Once per day, if someone has harmed you in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Spells of the Vengeance domain
1. Doom
2. Blindness/deafness
3. Bestow curse
4. Crushing despair
5. Symbol of pain
6. Geas/quest
7. Destruction
8. Symbol of death
9. Storm of vengeance

Will
Granted powers: You gain the Iron Will feat free.
Spells of the Will domain
1. Remove fear
2. Aid
3. Freedom of movement
4. Dismissal
5. Restoration
6. Break enchantment
7. Banishment
8. Mind blank
9. Freedom