Domains: Difference between revisions

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   <td colspan=10 >
   <td colspan=10 >
   <p  align=center><b>Spell Level </b></p>
   <p  align=center><b>Spell Level </b></p>
   </td>
   </td>a
  </tr>
  </tr>
  <tr>
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   <p  align=center>Polar Ray </p>
   <p  align=center>Polar Ray </p>
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   <p  align=center>Power Word, Kill </p>
   <p  align=center>Power Word, Kill </p>
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   <p  align=center>Weird </p>
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Revision as of 22:09, 3 July 2010

Domain List

A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the cleric access to at least 2 domain spells he can cast that is added to his spell list, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.

a

Cleric Domain

Special Ability

Spell Level

1

2

3

4

5

6

7

8

9

Air

Uncanny dodge

 

 

Call lightning

 

 

Chain lightning

 

 

 

Animal

Animal companion

 

Cat's grace

 

True seeing

 

 

 

 

 

Chaos

Slippery mind

Color Spray

 

 

 

Confusion

 

 

 

 

Cold

Cold resistance 5

 

Creeping Cold

Hypothermia

 

 

 

 

 

Polar Ray

Darkness

Blind Fight

 

Blindness Deafness

 

 

Shadow Conjuration

 

Power Word, Blind

 

 

Death

Negative plane avatar

 

 

 

Phantasmal killer

 

 

 

 

Power Word, Kill

Destruction

Smite infidel

 

 

Rage

 

 

Acid fog

 

 

 

Dream

Immunity to sleep

Sleep

 

 

Phantasmal Killer

 

 

Hiss of Sleep

 

 

Earth

Toughness

 

 

 

Stoneskin

Energy immunity

 

 

 

 

Evil

Able to turn outsiders

 

 

 

Evard's black tentacles

 

 

 

 

Weird

Fire

Fire resistance 5

 

 

Fireball

 

Wall of fire

 

 

 

 

Fury

Battle Master

Enlarge person

 

 

 

 

Tenser's transformation

 

 

 

Good

Aura of courage

 

Magic circle against alignment

 

 

Planar Binding, Lesser

 

 

 

 

Healing

Empowered healing

 

Cure serious wounds

 

 

Heal

 

 

 

 

Knowledge

Extra spells

Identify

Knock

Clairaudience Clairvoyance

True seeing

Legend lore

 

 

 

 

Law

Iron Will

Lionheart

 

 

 

Hold Monster

 

Mass Hold Person

 

 

Luck

Luck of Heroes

 

 

Freedom of Movement

 

 

 

 

Spell Mantle, Greater

 

Magic

Extra spells

Mage armor

Melf's acid arrow

Assay resistance

 

Greater Dispel Magic

Spell mantle

 

Blackstaff

 

Plant

Woodland stride

Entangle

Barkskin

Poison

Mass camouflage

Vine Mine

 

 

 

 

Protection

Divine protection

 

 

 

Globe of Invulnerability, Lesser

Energy immunity

 

 

 

 

Strength

Divine Strength

Bull's Strength

 

Divine Power

 

 

 

 

 

 

Sun

Exceptional turning

 

Searing Light

 

 

 

 

Sunbeam

 

 

Time

Improved Initiative

 

 

Haste

 

 

 

Premonition

 

 

Travel

Fast movement

 

 

Freedom of movement

 

Haste

 

 

 

 

Trickery

Feint

Grease

Invisibility

 

Confusion

 

 

 

 

 

Undeath

Extra Turning

 

Animate Dead

 

 

 

 

Create Greater Undead

 

 

War

Weapon Focus

 

 

 

Flame Strike

 

 

 

Power Word, Stun

 

Water

Evasion

 

 

Poison

 

Ice storm