Domains

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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.

Cleric Domain

Special Ability

Spell Level

1

2

3

4

5

6

7

8

9

Air

Lightning Arc

Shocking Grasp

Energy Weapon

Energized Shield

Arc Lightning

Call Lightning Storm

Chain lightning

Elemental Body(Shapeshift)

Storm Avatar

Elemental Storm

Animal

Animal companion

Magic Fang

Cat's grace

Greater Magic Fang

Dominate Animal

Polymorph Self

Awaken

Creeping Doom

Lion's Roar

Shapechange

Chaos

Chaos Blade

Hideous Laughter

Ghostly Visage

Bladeweave

Chaos Hammer

Confusion

War Cry

Song of Discord

Mass Blind/Deaf

Weird

Cold

Cold resistance 5

Lesser Orb of Cold

Energy Weapon

Energized Shield

Corona of Cold

Greater Creeping Cold

Cone of Cold

Elemental Body(Shapeshift)

Polar Ray

Burst of Glacial Wrath

Darkness

Touch of Darkness

Sleep

Blindness/Deafness

Damning Darkness

Shadow Conjuration

Glass Doppleganger

Shadow Walk

Power Word, Blind

Greater Shadow Conjuration

Shades

Death

Killing Blow

Ray of Enfeeblement

Death Kneel

Keen Edge

Enervation

Cloudkill

Scourge

Finger of Death

Horrid Wilting

Wail of the Banshee

Destruction

Smite infidel

True Strike

Gust of Wind

Rage

Mass Inflict Light Wounds

Shout

Harm

Disintegrate

Bombardment

Crushing Fist of Spite

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