unosarta
2011-03-23, 06:32 PM
Polytheism Rules
The idea behind this thread is that there definitely should be rules for a character who does not worship a single deity, but many deities. Pretty much every D&D setting ever has at least two or three deities, and it doesn't make sense to limit a character to just one, especially not when it doesn't make an sense for their character concept.
The execution of said rules is very simple. Instead of being forced to worship one god, or take the worship of one god over other gods, a character may instead worship a pantheon of gods, chosen as the character chooses. This doesn't really affect non-cleric characters very much, but it can be important for character concepts and certain class abilities.
If a prestige class requires that a character worship a specific god, and that god is found within that character's pantheon, it counts as if that character worships that god.
Polytheistic Worship
For cleric characters who worship a pantheon, they have a special rule. Instead of gaining specific domains for worshipping one god, the Cleric gains two domains, chosen from the domains of each god in said clerics pantheon. Alternatively, the Cleric can choose a Pantheon domain, which includes spells and abilities based on the entire pantheon.
For example, let us create a Cleric. We will name him Jormung. Jormung worships a pantheon of four gods, Thor, Loki, Odin and Frigg. He is a War Priest, who leads the hordes to Valhalla. Thus, he chooses the War domain. However, he was also a worshiper of the One-Eyed Father from birth, raised so by his devout mother. Thus, he venerates the Father in all ways, and seeks to be like him. Thus, he takes the Knowledge domain. Alternatively, he could have Chosen the Healing domain from Frigg, or the Trickery domain from Loki.
Pantheon Domains
In addition, there are such things as Pantheon domains. A Pantheon domain is devoted to a specific pantheon of gods that are typically worshiped together. For instance, there could be a 12 Gods Domain, from the Twelve Gods found in Rich Burlew's fantastic webcomic.
Pantheon domains grant two or three spells for each level, and also grant two or three special abilities. The number of spells and special abilities depends on the number of gods within the pantheon. Pantheon domains take up every available cleric domain when chosen at the clerics first level, and count as two domains if they grant two spells per level, or three domains if they grant three.
{table=head]Number of Gods|Number of Spells/Special Abilities
10 or less|
2
11 or more|
3[/table]
For Example:
Dwarf Pantheon
Morndinsamman
The Mordinsamman are the Dwarf gods, of iron and metal and family and community. They represent the ideals that a Dwarf looks up to.
Special: Once per day, the Cleric may gain a bonus to a single Craft check equal to his Caster level.
Special: Once per day, the Cleric may grant all allies within 30 feet a bonus to their Armor Class equal to his Wisdom modifier for 3 rounds.
Morndinsamman Domain Spells
{table=head]Spell Level|Spell Name
1|Burning Hands, Bless
2|Heat Metal, Status
3|Produce Flame, Prayer
4|Minor Creation, Tongues
5|Fabricate, Rary's Telepathic Bond
6|Major Creation, Heroes Feast
7|Fire Storm, Refuge
8|True Creation, Magnificent Mansion
9|Forcecage, Mass Heal
[/table]
Greek Pantheon
Hellenic Pantheon
The Hellenic pantheon focuses on lust, power, and greed especially.
Special: Once per day as a free action, the Cleric may gain an enhancement bonus to his Charisma modifier for 3 rounds.
Special: The Cleric gains a +2 competence bonus on Appraise, Search, and Sleight of Hand checks.
Special: Whenever the Cleric rolls a one on a saving throw, he may automatically reroll that save. He must take the second roll, even if it is a 1.
Hellenic Pantheon Domain Spells
{table=head]Spell Level|Spell Name
1|Hypnotism, Charm Person, Spiritual Weapon
2|Eagle's Splendor, Invisibility, Magic Vestment
3|Heroism, Clairaudiance/Clairvoyance, Knock
4|Divine Power, Lesser Planar Ally, Fire Trap
5|Mass Reduce Person, Scrying, Fabricate
6|Forbiddance, Symbol of Persuasion, Guards and Wards
7|Greater Heroism, Refuge, Teleport Object
8|Greater Spell Immunity, Sympathy, Power Word Stun
9|Mass Charm Monster, Trap the Soul, Power Word Kill[/table]
Norse Pantheon
Asgardian Pantheon
The Asgardian deities are tied to War, Trickery, and Foresight.
Special: Once per day, the Cleric may, as an immediate action, make an attack against a target that has attacked him and dealt damage. He must do so immediately. He makes a melee attack roll against that target. The target must be within melee range. If he hits, he deals an extra amount of damage equal to the damage that he took from the attack that triggered this attack.
Special: The Cleric gains a +2 bonus to all Hide, Move Silently, and Bluff checks, and adds those skills to his skill list.
Special: The Cleric gains a +2 bonus to all Knowledge checks.
{table=head]Spell level|Spell Name
1|Magic Weapon, Disguise Self, Identify
2|Spiritual Weapon, Invisibility, Augury
3|Magic Vestment, Nondetection, Cure Serious Wounds
4|Divine Power, Confusion, Scrying
5|Flame Strike, False Vision, Commune with Nature
6|Blade Barrier, Mislead, Heal
7|Power Word Blind, Screen, Greater Scrying
8|Polymorph Any Object, Discern Location, Control Plants
9|Mass Heal, Time Stop, Foresight[/table]
Goblin Pantheon
Goblin Pantheon
The Goblin deities are associated with hate, oppression, goblins, and cooperation.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Goblins.
Special: Once per day, the Cleric may make a melee attack against a single opponent. If he hits, that opponent must make a Will save (DC 10 + 1/2 Caster level + Casting ability score modifier) or become Nauseated for 2 rounds.
Special: All creatures within 30 feet of the Cleric gain a +2 bonus to their Armor Class.
Domain Spells
{table=head]Spell Level|Spell Name
1|Doom, Command
2|Scare, Enthrall
3|Bestow Curse, Discern Lies
4|Rage, Fear
5|Righteous Might, Greater Command
6|Forbiddance, Geas/Quest
7|Blasphemy, Bigby’s Grasping Hand
8|Antipathy, Mass Charm Monster
9|Wail of the Banshee, Dominate Monster
[/table]
Gnome Pantheon Domain
Lords of the Golden Hills
The Lords of the Golden Hills are associated with nature, healing, earth, gnomes, and illusion.
Special: Once per day, as a standard action, the Cleric may heal a target within 30 feet for a number of damage equal to his Wisdom modifier in d6.
Special: The Cleric’s caster level for Illusion and Enchantment effects increases by 2.
Special: All plant, animal, and fey creatures, as well as creatures with the [Earth] subtype, that are within 30 feet of the Cleric and are allied with him gain Fast Healing equal to half of his Wisdom modifier.
Domain Spells
{table=head]Spell Level|Spell Name
1|Silent Image, Magic Stone, Calm Animals
2|Cure Moderate Wounds, Summon Nature’s Ally II**, Barkskin
3|Stone Shape, Minor Image, Dominate Animal
4|Cure Critical Wounds, Commune with Nature, Command Plants
5|Wall of Stone, Mass Cure Light Wounds, Wall of Thorns
6|Heal, Summon Nature’s Ally VI**, Repel Wood
7|Project Image, Earthquake, Animate Plants
8|Mass Cure Critical Wounds, Animal Shapes, Control Plants
9|Elemental Swarm*, Shambler, Shapechange
[/table]
*Earth elemental swarm only.
**Can only be used to summon animals.
Elf Pantheon Domain
Tel’Sindarine
The Tel’Sindarine are associated with elves, nature, knowledge, the arts, and trickery.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Elves.
Special: The Cleric gains a +2 bonus to all Knowledge skills.
Special: Once per day, the Cleric may gain an Insight bonus to all attack and damage rolls made with bows equal to her Wisdom modifier for 3 rounds, as a swift action.
Domain Spells
{table=head]Spell Level|Spell Name
1|True Strike, Detect Secret Doors, Disguise Self
2|Cat’s Grace, Detect Thoughts, Invisibility
3|Snare, Clairaudience/Clairvoyance, Nondetection
4|Tree Stride, Divination, Minor Creation
5|Commune with Nature, True Seeing, Major Creation
6|Find the Path, Heroes’ Feast, Mislead
7|Liveoak, Legend Lore, Screen
8|Sunburst, Discern Location, True Creation
9|Antipathy, Foresight, Time Stop
[/table]
Bugbear Pantheon
Bugbear
The Bugbear pantheon is associated with violence, combat, fear, and hunting.
Special: Once per day, the Cleric may gain proficiency with all weapons until the end of the encounter, and may treat improvised weapons as if they were manufactured, ignoring the penalty to attacks with them.
Special: The Cleric gains a +2 bonus to Intimidate, and Survival checks.
Domain Spells
{table=head]Spell Level|Spell Name
1|Magic Weapon, Cause Fear
2|Spiritual Weapon, Doom
3|Magic Vestment, Bestow Curse
4|Divine Power, Fear
5|Flame Strike, Righteous Might
6|Blade Barrier, Symbol of Fear
7|Power Word Blind, Blasphemy
8|Discern Location, Antipathy
9|Wail of the Banshee, Foresight
[/table]
Giant Pantheon
Giant
The Giant pantheon is associated with magic, knowledge, hunting, combat, trickery, and weather, as well as the elements.
Special: The Cleric gains a +2 bonus to all Knowledge and Spellcraft checks.
Special: Once per day, the Cleric may gain the effects of the Endure Elements spell for a number of hours equal to her Wisdom modifier.
Special: The Cleric gains a +2 bonus to Survival checks made to track an opponent, and to attack rolls.
Domain Spells
{table=head]Spell Level|Spell Name
1|Nystul’s Magic Aura, Obscuring Mist, Magic Weapon
2|Identify, Invisibility, Spiritual Weapon
3|Dispel Magic, Water Breathing, Magic Vestment
4|Imbue with Spell Ability, Sleet Storm, Divine Power
5|Spell Resistance, Call Lightning Storm, True Seeing
6|Antimagic Field, Control Winds, Find the Path
7|Spell Turning, Fire Storm, Legend Lore
8|Protection From Spells, Incendiary Cloud, Discern Location
9|Mordenkainen’s Disjunction, Foresight, Elemental Swarm
[/table]
Saurial Pantheon
The Protantora
The Protantora ("Preservers of Nature") is the pantheon of the Saurials, composed of seven deities. The Protantora are composed of opposites; one side represents the calmness and gentleness of nature, while the other represents its wilderness, passion, and danger.
Special: Clerics may remain under the effect of a sanctuary spell for a number of minutes equal to their Wisdom modifier every day. This time need not be continuous. The Cleric may instead use the power to effect an ally instead.
Special: Clerics have a +2 bonus to all Knowledge (Nature) and Survival checks.
Domain Spells
{table=head]Spell Level|Spell Name
1|Summon Nature's Ally I*, Bane
2|Aid, Bull's Endurance
3|Create Food/Water, Contagion
4|Summon Nature's Ally IV*, Freedom of Movement
5|Mass Cure Light Wounds, Insect Plague
6|Heal, Harm
7|Refuge, Regenerate
8|Animal Shapes*, Earthquake
9|Summon Monster IX*, Storm of Vengeance[/table]
*Reptiles only
Orcish Pantheon
Orcish Pantheon
The Orcish Pantheon is associated with strength, combat, orcs, hatred, darkness, death, disease, and fertility.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Orcs.
Special: Once per day, as a swift action, the Cleric may grant all Orc allies within 30 feet a sacred bonus to their Strength score equal to the Cleric’s Wisdom modifier, for 3 rounds.
Domain Spells
{table=head]Spell Level|Spell Name
1|Cause Fear, Magic Weapon
2|Produce Flame, Darkness
3|Prayer, Magic Vestment
4|Divine Power, Rage
5|Prying Eyes, Shadow Evocation
6|Eyebite, Blade Barrier
7|Blasphemy*/Holy Word**, Destruction
8|Cloak of Chaos, Antipathy
9|Wail of the Banshee, Shades
[/table]
*If the Cleric is evil.
**If the Cleric is good.
If the Cleric is neutral, the Cleric may choose which spell to prepare upon preparing spells.
Pharaonic Pantheon
Pharaonic Pantheon
The Pharaonic Pantheon is most closely associated with law, community, ancestors, weather, and judgment.
Special: The Cleric gains a +2 bonus to Survival and Diplomacy checks.
Special: The Cleric gains a +2 bonus to attack rolls against creatures that have committed a crime in the eyes of the Cleric’s home country’s laws.
DM Note
Alternatively, if you don’t want to have to deal with the sort of bureaucratic ambiguity that having specific laws entails, the Cleric gains a +2 bonus to attack rolls against creature’s that have dealt damage to an ally of the Cleric, or the Cleric himself.
Special: The Cleric may, once per day, communicate with his ancestors. He may make a single untrained Knowledge check, with a bonus equal to his Wisdom modifier plus his Caster level.
Domain Spells
{table=head]Spell Level|Spell Name
1|Protection From Chaos, Bless, Deathwatch
2|Calm Emotions, Fog Cloud, Gentle Repose
3|Magic Circle Against Chaos, Searing Light
4|Order’s Wrath, Sleet Storm, Death Ward
5|Dispel Chaos, Call Lightning Storm, Flame Strike
6|Hold Monster, Control Winds, Undeath to Death
7|Dictum, Refuge, Destruction
8|Shield of Law, Mordenkainen’s Magnificent Mansion, Surelife
9|Summon Monster IX*, Storm of Vengeance, Mass Heal
[/table]
*Lawful creature only.
Template For Pantheon Domains:
Name
Description of what the Pantheon is most commonly associated with.
Special: A passive ability.
Special: Another passive ability.
Special: An ability usable once per day.
Domain Spells
{table=head]Spell Level|Spell Name
1|
2|
3|
4|
5|
6|
7|
8|
9|
[/table]
I added the template for creating Pantheon Domains, in case anyone else wants to try their hand. Any pantheon at all can be done, as long as you can figure out the way they work together. After critiquing your work, I will include it in the first post, if you agree to it.
The idea behind this thread is that there definitely should be rules for a character who does not worship a single deity, but many deities. Pretty much every D&D setting ever has at least two or three deities, and it doesn't make sense to limit a character to just one, especially not when it doesn't make an sense for their character concept.
The execution of said rules is very simple. Instead of being forced to worship one god, or take the worship of one god over other gods, a character may instead worship a pantheon of gods, chosen as the character chooses. This doesn't really affect non-cleric characters very much, but it can be important for character concepts and certain class abilities.
If a prestige class requires that a character worship a specific god, and that god is found within that character's pantheon, it counts as if that character worships that god.
Polytheistic Worship
For cleric characters who worship a pantheon, they have a special rule. Instead of gaining specific domains for worshipping one god, the Cleric gains two domains, chosen from the domains of each god in said clerics pantheon. Alternatively, the Cleric can choose a Pantheon domain, which includes spells and abilities based on the entire pantheon.
For example, let us create a Cleric. We will name him Jormung. Jormung worships a pantheon of four gods, Thor, Loki, Odin and Frigg. He is a War Priest, who leads the hordes to Valhalla. Thus, he chooses the War domain. However, he was also a worshiper of the One-Eyed Father from birth, raised so by his devout mother. Thus, he venerates the Father in all ways, and seeks to be like him. Thus, he takes the Knowledge domain. Alternatively, he could have Chosen the Healing domain from Frigg, or the Trickery domain from Loki.
Pantheon Domains
In addition, there are such things as Pantheon domains. A Pantheon domain is devoted to a specific pantheon of gods that are typically worshiped together. For instance, there could be a 12 Gods Domain, from the Twelve Gods found in Rich Burlew's fantastic webcomic.
Pantheon domains grant two or three spells for each level, and also grant two or three special abilities. The number of spells and special abilities depends on the number of gods within the pantheon. Pantheon domains take up every available cleric domain when chosen at the clerics first level, and count as two domains if they grant two spells per level, or three domains if they grant three.
{table=head]Number of Gods|Number of Spells/Special Abilities
10 or less|
2
11 or more|
3[/table]
For Example:
Dwarf Pantheon
Morndinsamman
The Mordinsamman are the Dwarf gods, of iron and metal and family and community. They represent the ideals that a Dwarf looks up to.
Special: Once per day, the Cleric may gain a bonus to a single Craft check equal to his Caster level.
Special: Once per day, the Cleric may grant all allies within 30 feet a bonus to their Armor Class equal to his Wisdom modifier for 3 rounds.
Morndinsamman Domain Spells
{table=head]Spell Level|Spell Name
1|Burning Hands, Bless
2|Heat Metal, Status
3|Produce Flame, Prayer
4|Minor Creation, Tongues
5|Fabricate, Rary's Telepathic Bond
6|Major Creation, Heroes Feast
7|Fire Storm, Refuge
8|True Creation, Magnificent Mansion
9|Forcecage, Mass Heal
[/table]
Greek Pantheon
Hellenic Pantheon
The Hellenic pantheon focuses on lust, power, and greed especially.
Special: Once per day as a free action, the Cleric may gain an enhancement bonus to his Charisma modifier for 3 rounds.
Special: The Cleric gains a +2 competence bonus on Appraise, Search, and Sleight of Hand checks.
Special: Whenever the Cleric rolls a one on a saving throw, he may automatically reroll that save. He must take the second roll, even if it is a 1.
Hellenic Pantheon Domain Spells
{table=head]Spell Level|Spell Name
1|Hypnotism, Charm Person, Spiritual Weapon
2|Eagle's Splendor, Invisibility, Magic Vestment
3|Heroism, Clairaudiance/Clairvoyance, Knock
4|Divine Power, Lesser Planar Ally, Fire Trap
5|Mass Reduce Person, Scrying, Fabricate
6|Forbiddance, Symbol of Persuasion, Guards and Wards
7|Greater Heroism, Refuge, Teleport Object
8|Greater Spell Immunity, Sympathy, Power Word Stun
9|Mass Charm Monster, Trap the Soul, Power Word Kill[/table]
Norse Pantheon
Asgardian Pantheon
The Asgardian deities are tied to War, Trickery, and Foresight.
Special: Once per day, the Cleric may, as an immediate action, make an attack against a target that has attacked him and dealt damage. He must do so immediately. He makes a melee attack roll against that target. The target must be within melee range. If he hits, he deals an extra amount of damage equal to the damage that he took from the attack that triggered this attack.
Special: The Cleric gains a +2 bonus to all Hide, Move Silently, and Bluff checks, and adds those skills to his skill list.
Special: The Cleric gains a +2 bonus to all Knowledge checks.
{table=head]Spell level|Spell Name
1|Magic Weapon, Disguise Self, Identify
2|Spiritual Weapon, Invisibility, Augury
3|Magic Vestment, Nondetection, Cure Serious Wounds
4|Divine Power, Confusion, Scrying
5|Flame Strike, False Vision, Commune with Nature
6|Blade Barrier, Mislead, Heal
7|Power Word Blind, Screen, Greater Scrying
8|Polymorph Any Object, Discern Location, Control Plants
9|Mass Heal, Time Stop, Foresight[/table]
Goblin Pantheon
Goblin Pantheon
The Goblin deities are associated with hate, oppression, goblins, and cooperation.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Goblins.
Special: Once per day, the Cleric may make a melee attack against a single opponent. If he hits, that opponent must make a Will save (DC 10 + 1/2 Caster level + Casting ability score modifier) or become Nauseated for 2 rounds.
Special: All creatures within 30 feet of the Cleric gain a +2 bonus to their Armor Class.
Domain Spells
{table=head]Spell Level|Spell Name
1|Doom, Command
2|Scare, Enthrall
3|Bestow Curse, Discern Lies
4|Rage, Fear
5|Righteous Might, Greater Command
6|Forbiddance, Geas/Quest
7|Blasphemy, Bigby’s Grasping Hand
8|Antipathy, Mass Charm Monster
9|Wail of the Banshee, Dominate Monster
[/table]
Gnome Pantheon Domain
Lords of the Golden Hills
The Lords of the Golden Hills are associated with nature, healing, earth, gnomes, and illusion.
Special: Once per day, as a standard action, the Cleric may heal a target within 30 feet for a number of damage equal to his Wisdom modifier in d6.
Special: The Cleric’s caster level for Illusion and Enchantment effects increases by 2.
Special: All plant, animal, and fey creatures, as well as creatures with the [Earth] subtype, that are within 30 feet of the Cleric and are allied with him gain Fast Healing equal to half of his Wisdom modifier.
Domain Spells
{table=head]Spell Level|Spell Name
1|Silent Image, Magic Stone, Calm Animals
2|Cure Moderate Wounds, Summon Nature’s Ally II**, Barkskin
3|Stone Shape, Minor Image, Dominate Animal
4|Cure Critical Wounds, Commune with Nature, Command Plants
5|Wall of Stone, Mass Cure Light Wounds, Wall of Thorns
6|Heal, Summon Nature’s Ally VI**, Repel Wood
7|Project Image, Earthquake, Animate Plants
8|Mass Cure Critical Wounds, Animal Shapes, Control Plants
9|Elemental Swarm*, Shambler, Shapechange
[/table]
*Earth elemental swarm only.
**Can only be used to summon animals.
Elf Pantheon Domain
Tel’Sindarine
The Tel’Sindarine are associated with elves, nature, knowledge, the arts, and trickery.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Elves.
Special: The Cleric gains a +2 bonus to all Knowledge skills.
Special: Once per day, the Cleric may gain an Insight bonus to all attack and damage rolls made with bows equal to her Wisdom modifier for 3 rounds, as a swift action.
Domain Spells
{table=head]Spell Level|Spell Name
1|True Strike, Detect Secret Doors, Disguise Self
2|Cat’s Grace, Detect Thoughts, Invisibility
3|Snare, Clairaudience/Clairvoyance, Nondetection
4|Tree Stride, Divination, Minor Creation
5|Commune with Nature, True Seeing, Major Creation
6|Find the Path, Heroes’ Feast, Mislead
7|Liveoak, Legend Lore, Screen
8|Sunburst, Discern Location, True Creation
9|Antipathy, Foresight, Time Stop
[/table]
Bugbear Pantheon
Bugbear
The Bugbear pantheon is associated with violence, combat, fear, and hunting.
Special: Once per day, the Cleric may gain proficiency with all weapons until the end of the encounter, and may treat improvised weapons as if they were manufactured, ignoring the penalty to attacks with them.
Special: The Cleric gains a +2 bonus to Intimidate, and Survival checks.
Domain Spells
{table=head]Spell Level|Spell Name
1|Magic Weapon, Cause Fear
2|Spiritual Weapon, Doom
3|Magic Vestment, Bestow Curse
4|Divine Power, Fear
5|Flame Strike, Righteous Might
6|Blade Barrier, Symbol of Fear
7|Power Word Blind, Blasphemy
8|Discern Location, Antipathy
9|Wail of the Banshee, Foresight
[/table]
Giant Pantheon
Giant
The Giant pantheon is associated with magic, knowledge, hunting, combat, trickery, and weather, as well as the elements.
Special: The Cleric gains a +2 bonus to all Knowledge and Spellcraft checks.
Special: Once per day, the Cleric may gain the effects of the Endure Elements spell for a number of hours equal to her Wisdom modifier.
Special: The Cleric gains a +2 bonus to Survival checks made to track an opponent, and to attack rolls.
Domain Spells
{table=head]Spell Level|Spell Name
1|Nystul’s Magic Aura, Obscuring Mist, Magic Weapon
2|Identify, Invisibility, Spiritual Weapon
3|Dispel Magic, Water Breathing, Magic Vestment
4|Imbue with Spell Ability, Sleet Storm, Divine Power
5|Spell Resistance, Call Lightning Storm, True Seeing
6|Antimagic Field, Control Winds, Find the Path
7|Spell Turning, Fire Storm, Legend Lore
8|Protection From Spells, Incendiary Cloud, Discern Location
9|Mordenkainen’s Disjunction, Foresight, Elemental Swarm
[/table]
Saurial Pantheon
The Protantora
The Protantora ("Preservers of Nature") is the pantheon of the Saurials, composed of seven deities. The Protantora are composed of opposites; one side represents the calmness and gentleness of nature, while the other represents its wilderness, passion, and danger.
Special: Clerics may remain under the effect of a sanctuary spell for a number of minutes equal to their Wisdom modifier every day. This time need not be continuous. The Cleric may instead use the power to effect an ally instead.
Special: Clerics have a +2 bonus to all Knowledge (Nature) and Survival checks.
Domain Spells
{table=head]Spell Level|Spell Name
1|Summon Nature's Ally I*, Bane
2|Aid, Bull's Endurance
3|Create Food/Water, Contagion
4|Summon Nature's Ally IV*, Freedom of Movement
5|Mass Cure Light Wounds, Insect Plague
6|Heal, Harm
7|Refuge, Regenerate
8|Animal Shapes*, Earthquake
9|Summon Monster IX*, Storm of Vengeance[/table]
*Reptiles only
Orcish Pantheon
Orcish Pantheon
The Orcish Pantheon is associated with strength, combat, orcs, hatred, darkness, death, disease, and fertility.
Special: The Cleric gains a +4 Competency bonus to all Diplomacy, Intimidate, Bluff, and Sense Motive checks while interacting with Orcs.
Special: Once per day, as a swift action, the Cleric may grant all Orc allies within 30 feet a sacred bonus to their Strength score equal to the Cleric’s Wisdom modifier, for 3 rounds.
Domain Spells
{table=head]Spell Level|Spell Name
1|Cause Fear, Magic Weapon
2|Produce Flame, Darkness
3|Prayer, Magic Vestment
4|Divine Power, Rage
5|Prying Eyes, Shadow Evocation
6|Eyebite, Blade Barrier
7|Blasphemy*/Holy Word**, Destruction
8|Cloak of Chaos, Antipathy
9|Wail of the Banshee, Shades
[/table]
*If the Cleric is evil.
**If the Cleric is good.
If the Cleric is neutral, the Cleric may choose which spell to prepare upon preparing spells.
Pharaonic Pantheon
Pharaonic Pantheon
The Pharaonic Pantheon is most closely associated with law, community, ancestors, weather, and judgment.
Special: The Cleric gains a +2 bonus to Survival and Diplomacy checks.
Special: The Cleric gains a +2 bonus to attack rolls against creatures that have committed a crime in the eyes of the Cleric’s home country’s laws.
DM Note
Alternatively, if you don’t want to have to deal with the sort of bureaucratic ambiguity that having specific laws entails, the Cleric gains a +2 bonus to attack rolls against creature’s that have dealt damage to an ally of the Cleric, or the Cleric himself.
Special: The Cleric may, once per day, communicate with his ancestors. He may make a single untrained Knowledge check, with a bonus equal to his Wisdom modifier plus his Caster level.
Domain Spells
{table=head]Spell Level|Spell Name
1|Protection From Chaos, Bless, Deathwatch
2|Calm Emotions, Fog Cloud, Gentle Repose
3|Magic Circle Against Chaos, Searing Light
4|Order’s Wrath, Sleet Storm, Death Ward
5|Dispel Chaos, Call Lightning Storm, Flame Strike
6|Hold Monster, Control Winds, Undeath to Death
7|Dictum, Refuge, Destruction
8|Shield of Law, Mordenkainen’s Magnificent Mansion, Surelife
9|Summon Monster IX*, Storm of Vengeance, Mass Heal
[/table]
*Lawful creature only.
Template For Pantheon Domains:
Name
Description of what the Pantheon is most commonly associated with.
Special: A passive ability.
Special: Another passive ability.
Special: An ability usable once per day.
Domain Spells
{table=head]Spell Level|Spell Name
1|
2|
3|
4|
5|
6|
7|
8|
9|
[/table]
I added the template for creating Pantheon Domains, in case anyone else wants to try their hand. Any pantheon at all can be done, as long as you can figure out the way they work together. After critiquing your work, I will include it in the first post, if you agree to it.