Ziegander
2011-09-26, 12:42 AM
The Cleric
Designer's Notes
First things first, this is not a reimagining of the Cleric archetype as I often do with base classes. I handled that pretty well, I think, with my Priest class. This aims to keep the spirit of the Cleric class while bringing its phenomenal cosmic power a bit more down to earth. These changes aren't enough to lower the Cleric's power beyond Tier 2. If you'd prefer you can eliminate 8th and 9th level spells (see the Spells section for an alternate spells per day table), that should bring it much closer to Tier 3. Changes to spells or feats is beyond the scope of this project, as the main idea here is to avoid too many new things for players to learn. Let me know what you think.
http://neverwintervault.org/sites/neverwintervault.org/files/project/1548/images/reliquary.jpg
Alignment: Any (see spells)
HD: d8
Level
Base Attack
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Domains, Domain Power
3
1
2nd
+1
+0
+0
+3
4
2
3rd
+2
+0
+0
+3
4
3
1
4th
+3
+1
+1
+4
4
3
2
5th
+3
+1
+1
+4
Domain Power
4
3
3
1
6th
+4
+2
+2
+5
4
4
3
2
7th
+5
+2
+2
+5
4
4
3
3
1
8th
+6/+1
+2
+2
+6
4
4
4
3
2
9th
+6/+1
+3
+3
+6
4
4
4
3
3
1
10th
+7/+2
+3
+3
+7
Domain Power
4
4
4
4
3
2
11th
+8/+3
+3
+3
+7
4
4
4
4
3
3
1
12th
+9/+4
+4
+4
+8
4
4
4
4
4
3
2
13th
+9/+4
+4
+4
+8
4
4
4
4
4
3
3
1
14th
+10/+5
+4
+4
+9
4
4
4
4
4
4
3
2
15th
+11/+6/+1
+5
+5
+9
Domain Power
4
4
4
4
4
4
3
3
1
16th
+12/+7/+2
+5
+5
+10
4
4
4
4
4
4
4
3
2
17th
+12/+7/+2
+5
+5
+10
4
4
4
4
4
4
4
3
3
1
18th
+13/+8/+3
+6
+6
+11
4
4
4
4
4
4
4
4
3
2
19th
+14/+9/+4
+6
+6
+11
4
4
4
4
4
4
4
4
4
3
20th
+15/+10/+5
+6
+6
+12
Domain Power
4
4
4
4
4
4
4
4
4
4
Class Skills (2+Int): Concentration, Craft, Diplomacy, Heal, and Knowledge (Religion) (plus Domain Skills).
Weapon & Armor Proficiency
Clerics are proficient with all simple weapons and with their deity's favored weapon (if they worship a deity). Clerics are proficient with light armor, medium armor, and shields (but not Tower Shields).
Spells
A Cleric casts divine spells which are drawn from a spell list unique to each member of the class. This unique spell list is comprised of all orisons from the Cleric spell list* as well as all spells from her chosen domains (see Domains).
*(The above mentions of the Cleric spell list reference the normal WotC Cleric spell list)
A Cleric casts her spells spontaneously as a Sorcerer does, and she knows each spell on her list of a level she is able to cast. To cast a spell, a Cleric must have a Wisdom score of at least 10 + spell level. She may not learn or cast a spell with an alignment opposed to her own, or opposed to her deity's if she worships one. A Cleric may cast any spell on her spell list, provided that she can cast spells of that level.
Like other spellcasters, a Cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. The saving throw DC of a spell cast by a Cleric is 10 + 1/2 Cleric level + Wisdom modifier regardless of the spell's level.
When a Cleric casts a spell it always has a divine focus (DF) component, and so she must always present her holy symbol in order to cast1. This is not done merely by wearing the symbol in plain view or having it emblazoned upon herself; rather, she must take the symbol in hand and hold it aloft.
Restricted Spells Per Day Table (no 8th or 9th level)
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
1st
3
1
2nd
4
2
3rd
4
3
1
4th
4
3
2
5th
4
4
3
6th
4
4
3
1
7th
4
4
3
2
8th
4
4
4
2
9th
4
4
4
3
1
10th
4
4
4
3
2
11th
4
4
4
3
2
12th
4
4
4
4
3
1
13th
4
4
4
4
3
2
14th
4
4
4
4
3
2
15th
4
4
4
4
4
3
1
16th
4
4
4
4
4
3
2
17th
4
4
4
4
4
4
2
18th
4
4
4
4
4
4
3
1
19th
4
4
4
4
4
4
3
2
20th
4
4
4
4
4
4
4
4
Prayer
At 1st level, a Cleric chooses a specific time of the day, usually associated with some daily event, to set aside for prayer. A Cleric that does not pray at their chosen time suffers a -2 penalty to attack rolls and to caster level until which time she is able to pray. This penalty increases by -2 for every 24 hours the Cleric goes without praying. If her caster level is reduced to 0 in this way, the Cleric may not cast spells. Her time in prayer requires 1 hour of uninterrupted Concentration.
When praying, a Cleric often asks for guidance from whatever spirituality motivates her. If she does, starting at 2nd level, she may request additional power to add a single spell per two Cleric levels from the Cleric spell list to her spells known of a spell level she is able to cast. She may not add more than one spell per spell level in this way. These additional spells are removed from her list of spells known the next time she is scheduled to pray whether she prays at that time or not.
Domains
Clerics choose five domains at 1st level, adding the spells from those domains to her spell list and additional skills to her skill list (see below). A Cleric does not gain the domain powers of domains chosen this way (see Domain Power). She may not choose domains associated with an alignment opposed to her own, or opposed to her deity's alignment if she worships one.
A Cleric does not need to worship a deity; however, if she does she may gain additional benefits depending on the domains she chooses. If a Cleric chooses at least two domains granted by her deity she gains a +1 bonus to her caster level when casting spells among her deity's granted domains. If a Cleric chooses all of the domains granted by her deity (as many or as few as this may be) she gains an additional spell slot per day of each spell level available to her. A Cleric that worships a deity doesn't need to choose any of the domains granted by her deity, but many do.
Domain Power
At first level, 5th level, and every five levels thereafter, a Cleric gains the domain power of one of her chosen domains. A Cleric may use her domain powers in total a number of times each day equal to 3 + her Charisma modifier. Activating a domain power taking longer than a swift action requires the Cleric to clearly present her holy symbol and provokes attacks of opportunity (even if it is a supernatural ability). Each time she gains a new domain power, she gains an additional use of her domain powers per day. The saving throw DC for any domain power is 10 + 1/2 Cleric level + Charisma modifier.
Domain Power is used in place of Turn/Rebuke Undead for the purpose of qualifying for feats, items, or class features. If she has any feats, items, or class features that spend Turn/Rebuke Undead attempts to produce an effect she may instead spend a daily use of her domain powers (see below).
Cleric Domains: Skills & Powers
If a domain power grows in power at 5th, 10th, 15th, and 20th level, it does so only at Cleric 5, Cleric 10, Cleric 15, and Cleric 20. All bonuses granted by domain powers are sacred or profane in nature (depending on the Cleric's alignment; neutral defaults to sacred).
When more than one domain would add the same spell to your spell list you gain a +1 bonus to caster level when casting that spell for each domain beyond the first.
When more than one domain would add the same skill to your class skills you gain a +2 sacred or profane bonus to checks with that skill.
More domains to be added later...
Air Domain
Domain Skill: Ride.
Domain Power: As listed in the SRD.
Animal Domain
Domain Skill: Handle Animal
Domain Power: Activating this power is a swift action, and when you do choose Claws or Bite. For 1 minute you gain a +10ft bonus to land speed, a natural attack according to your choice (2 claws that deal 1d4+Str, or 1 bite that deals 1d10 + 1.5 x Str), and either Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) (Claws) or Trip (http://www.d20srd.org/srd/monsters/wolf.htm) (Bite). The bonus to Speed becomes +20ft at 5th level, +30ft at 10th level, +40ft at 15th level, and +50ft at 20th. This is a supernatural ability.
Artifice Domain
Domain Skill: You get a +3 sacred or profane bonus to all Craft checks rather than adding a new skill to your class skills.
Domain Power: As a standard action, you may Turn and/or Rebuke Constructs, regardless of your alignment, choosing which to use as you activate this power. This is a supernatural ability.
Balance Domain
Domain Skill: You get a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as a free action, even when it isn't your turn, to add your Wisdom modifier to an ability check, attack roll, damage roll, opposed roll, or saving throw. You may use this power more than once on the same roll if you choose. This is an extraordinary ability.
Celerity Domain
Domain Skill: Tumble
Domain Power: You may activate this power as an immediate action. If you do, choose one - Make an attack of opportunity against a creature you threaten; or give up your next move action to move up to 1/2 your speed. This is an extraordinary ability.
Chaos Domain
Domain Skill: Bluff
Domain Power: Activating this power is a swift action and creates an aura centered on you out to 5ft per Cleric level that lasts for 1 round, within which chaotic spells gain a +1 bonus to caster level and lawful spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Charm Domain
Domain Skill: You gain a +2 sacred or profane bonus to Charisma based skill checks (aside from Use Magic Device) rather than adding a new skill to your class skills.
Domain Power: Make a melee touch attack to activate this power. If your attack hits, for 1 round, the target is flat-footed (Will negates) and suffers a -4 penalty to Listen, Search, and Spot checks to notice anything other than you (Will halves). This power lasts 2 rounds and the penalty becomes -8 at 5th level, 3 rounds and -12 at 10th level, 4 rounds and -16 at 15th level, and 5 rounds and -20 at 20th. This power is an extraordinary ability.
Cold Domain
Domain Skill: Survival
Domain Power: Activating this power is a standard action that deals 1d6+Cha modifier cold damage to creatures in a 10ft cone-shaped area (Reflex half). This cone deals 2d6+Cha cold damage in a 20ft area at 5th level, 4d6+Cha cold damage in a 30ft area at 10th level, 6d6+Cha cold damage in a 40ft area at 15th level, and 10d6+Cha cold damage in a 50ft area at 20th level. This is a supernatural ability.
Community Domain
Domain Skill: Knowledge (Local) and Profession.
Domain Power: Activating this power is a standard action that creates an aura centered on you out to 5ft per Cleric level that lasts for 1 minute. During that time, if an ally in the area is attacked, instead of its own AC, use the highest AC among allies in the area. Moreover, if an ally must make a saving throw, instead of its own save bonuses, that ally adds the highest save bonus among allies in the area to its roll. This is a supernatural ability.
Darkness Domain
Domain Skill: Listen
Domain Power: Activating this power is a free action that grants you darkvision out to 30ft per Cleric level for 1 minute. At 5th level you also gain the Blind-Fight feat. At 10th level you also gain tremorsense out to 60ft. At 15th level you also gain blindsense out to 90ft. At 20th level you also gain blindsight out to 120ft. This is a spell-like ability.
Death Domain
Domain Skill: Intimidate
Domain Power: Rebuke Undead (Su).
Deathbound Domain
Domain Skill: Autohypnosis
Domain Power: Activating this ability is a swift action. When you do, for 1 minute you gain Resistance to Cold 3 and DR 1/--. You also have a 10% chance to negate critical hits, fatigue, exhaustion, or poison as well as the sickened and nauseated conditions. These grow to Resistance 6, DR 2, and 20% at 5th level, Resistance 9, DR 3, and 30% at 10th level, Resistance 12, DR 4, and 40% at 15th level, and Resistance 15, DR 5, and 50% at 20th. This is a supernatural ability.
Decay Domain
Domain Skill: Disable Device
Domain Power: You may activate this power as a standard action to make a ranged touch attack against an enemy within 60ft. If your attack hits that foe suffers 1d6+Cha acid damage and, unless their Reflex save succeeds, so does any item they are wearing or holding (including armor). At 5th level the range and damage of this attack become 120ft and 2d6+Cha acid damage, 180ft and 4d6+Cha acid damage at 10th level, 240ft and 6d6+Cha acid damage at 15th level, and 300ft and 10d6+Cha acid damage at 20th. This is a supernatural ability.
Destiny Domain
Domain Skill: You gain a +2 sacred or profane bonus to Diplomacy, Heal, and Knowledge (Religion) checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as an immediate action after rolling a twenty-sided die and after learning the results of your roll to reroll the dice, taking the better of the two rolls. This is a supernatural ability.
Destruction Domain
Domain Skill: Knowledge (Architecture & Engineering)
Domain Power: When you cast a spell that deals hit point damage you may activate this power as a free action to add +1 to every damage die rolled for that spell. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is a supernatural ability.
Domination Domain
Domain Skill: Knowledge (Geography)
Domain Power: You may activate this power as a free action once per round to produce a Command effect as the spell against a creature within 5ft per Cleric level. This is an extraordinary ability. A creature that successfully saves against this effect is immune until you gain a level.
Dragon Domain
Domain Skill: Intimidate
Domain Power: Choose cold, electricity, or fire when you gain this domain power. You may activate this power as a free action when you charge or cast a spell on a foe or group of foes. It's effects last for 1 minute. If you do, foes within 30ft with fewer HD than your Cleric level are panicked, while creatures with HD greater than or equal to your Cleric level are shaken (Will negates). Allies within 30ft of you deal 1d6 extra damage of the chosen type when they make a melee attack against a creature that failed its saving throw against this ability. Creatures whose saving throws succeeded are immune to the fear effect until you gain a level. The extra damage becomes 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th. This is a supernatural ability.
Dream Domain
Domain Skill: Escape Artist (or Lucid Dreaming (http://www.iourn.com/dnd/skills/skilldes.htm) if the DM prefers)
Domain Power: You may activate this power as a swift action to mimic the Augury spell as a spell-like ability.
Drow Domain
Domain Skill: Hide
Domain Power:
Dwarf Domain
Domain Skill: Search; you also gain a +2 sacred or profane bonus to Appraise, Search, and Craft checks relating to metal or stone.
Domain Power: Activating this power is a standard action that creates an aura centered on you out to 5ft per Cleric level, that lasts 1 minute, within which allies that touch the ground get a +1 bonus to attack and damage rolls, a +4 bonus to AC against Goblinoids and Giants, and a +4 bonus to resist Bull Rush, Grapple, Overrun, and Trip attacks. Enemies within the area that touch the ground suffer a -1 penalty to attack and damage rolls. The bonuses and penalties to attack and damage rolls become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Earth Domain
Domain Skill: Survival
Domain Power: As listed in the SRD.
Elf Domain
Domain Skill: Knowledge (Arcane)
Domain Power: You may activate this power as a free action whenever you make a ranged attack to gain a +4 bonus to the attack roll and deal 1d6 additional damage. This additional damage becomes +2d6 at 5th level, 4d6 at 10th level, 6d6 at 15th level, and 10d6 at 20th level. This is an extraordinary ability.
Envy Domain
Domain Skill: Disguise and Forgery
Domain Power:
Evil Domain
Domain Skill: Move Silently
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which evil spells gain a +1 bonus to caster level and good spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Exorcism Domain
Domain Skill: You gain a +3 sacred or profane bonus to Knowledge (Religion) checks rather than adding a new skill to your class skills.
Domain Power: Activating this power is full-round action that forces possessing spirits out of the bodies they inhabit. You make a Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player's Handbook, using your cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirt returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirt cannot attempt to possess the same victim again for 24 hours. This is a supernatural ability.
Fire Domain
Domain Skill: Tumble
Domain Power: As listed in the SRD.
Force Domain
Domain Skill: Knowledge (The Planes)
Domain Power: You may activate this power as a free action whenever you make a melee attack to cause all damage dealt by the attack to become force damage and add +2 damage to the attack. If your attack hits a corporeal target you may make a Bull Rush attempt against the creature struck with a +4 bonus to your roll. You may not move with the creature if you succeed, but you may move the creature more than 5ft depending on how well you succeed. This additional damage becomes +4 at 5th level, +8 at 10th level, +12 at 15th level, and +20 at 20th level. This is a supernatural ability.
Gnome Domain
Domain Skill: Bluff
Domain Power:
Good Domain
Domain Skill: Sense Motive
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which good spells gain a +1 bonus to caster level and evil spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Greed Domain
Domain Skill: Sleight of Hand
Domain Power:
Halfling Domain
Domain Skill: Hide
Domain Power:
Hatred Domain
Domain Skill: Intimidate
Domain Power:
Healing Domain
Domain Skill: You gain a +3 sacred or profane bonus to Heal checks rather than adding a new skill to your class skills.
Domain Power: When you cast a spell that restores hit point damage you may activate this power as a free action to cast that spell as a swift action and increase its range to Close (25ft + 5ft per two caster levels) if it was not already. This is a supernatural ability.
Hunger Domain
Domain Skill: Survival
Domain Power:
Knowledge Domain
Domain Skill: Add the Knowledge skill of your choice to your class skills.
Domain Power: You may activate this power as a swift action to gain a +4 bonus to Intelligence for 1 minute. This bonus becomes +8 at 5th level, +12 at 10th level, +16 at 15th level, and +20 at 20th. This is a spell-like ability.
Law Domain
Domain Skill: Listen
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which lawful spells gain a +1 bonus to caster level and chaotic spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Luck Domain
Domain Skill: Escape Artist
Domain Power: When you cast a spell you may activate this power as a free action. If you do, subtract 3 from your caster level for that spell, then roll 1d6 adding the result to your caster level for that spell. If you roll 6, add 1 to the save DC of the spell, if any. Add 2 to the save DC at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th. This is a supernatural ability.
Madness Domain
Domain Skill: Bluff
Domain Power:
Magic Domain
Domain Skill: Use Magic Device
Domain Power: When you cast a spell you may activate this power as a free action to gain a +1 bonus to caster level with that spell. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is a supernatural ability.
Nobility Domain
Domain Skill: Knowledge (History) and Knowledge (Nobility & Royalty)
Domain Power: Activating this ability is a standard action that creates an aura centered on you out to 5ft per Cleric level that lasts for 1 minute, within which all allies (not including yourself) gain a +1 bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is an extraordinary ability.
Plant Domain
Domain Skill: Knowledge (Nature)
Domain Power: Activating this ability is a swift action. When you do, for 1 minute you gain 4 temporary hit points, +1 natural armor, and DR 1/adamantine. You also have a 10% chance to negate critical hits, paralysis, poison, and stunning. These grow to 8 temp hp, +2 NA, DR 2, and 20% at 5th level, 12 temp hp, +3 NA, DR 3, and 30% at 10th level, 16 temp hp, +4 NA, DR 4, and 40% at 15th level, and 20 temp hp, +5 NA, DR 5, and 50% at 20th. This is a supernatural ability.
Protection Domain
Domain Skill: You gain a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as a swift action to grant all allies within 5ft per Cleric level (including yourself) a +2 bonus to their next saving throw. This effect lasts 1 minute or until discharged whichever comes first. This bonus becomes +4 at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th. This is a spell-like ability.
Renewal Domain
Domain Skill: You gain a +2 sacred or profane bonus to all Craft and Heal checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as an immediate action any time you are brought to 0 or fewer hit points to regain hit points equal to your Charisma modifier. If an attack brings you to -10 hp or lower, you die before this power can take effect. This healing becomes 1d6+Charisma modifier at 5th level, 2d6+Charisma modifier at 10th level, 4d6+Charisma modifier at 15th level, and 6d6+Charisma modifier at 20th. This is a supernatural ability.
Strength Domain
Domain Skill: Add Climb, Jump, and Swim to your class skills.
Domain Power: You may activate this power as a free action to gain a +4 bonus to Strength for 1 round. This bonus becomes +8 at 5th level, +12 at 10th level, +16 at 15th level, and +20 at 20th. This is a spell-like ability.
Sun Domain
Domain Skill: Spot
Domain Power: Turn Undead (Su).
Time Domain
Domain Skill: Knowledge (History)
Domain Power: Make a melee touch attack to activate this power. If your attack hits, for 1 round, the creature touched is frozen in time (Will negates), unable to act but also unaffected by any actions or circumstances around it. You may extend the duration of this power up to 2 rounds at 5th level, 3 rounds at 10th level, 4 rounds at 15th level, and 5 rounds at 20th. This is a supernatural ability.
Travel Domain
Domain Skill: Add Decipher Script and Speak Language to your class skills.
Domain Power: You may activate this power as a free action, even when it is not your turn, to produce a Freedom of Movement effect as the spell. This effect lasts only 1 round. This is a spell-like ability.
Trickery Domain
Domain Skill: Sleight of Hand
Domain Power: You may activate this power as an immediate action after a creature within 5ft per Cleric level rolls a twenty-sided die before you learn the results of the roll to force that creature to reroll the dice, taking the worse of the two rolls (Will negates). This is a supernatural ability.
War Domain
Domain Skill: Balance
Domain Power: You may activate this power as a free action whenever you make a melee attack to gain a +4 bonus to the attack roll and deal 1d6 additional damage. This additional damage becomes +2d6 at 5th level, 4d6 at 10th level, 6d6 at 15th level, and 10d6 at 20th level. This is an extraordinary ability.
Water Domain
Domain Skill: Swim. You also gain a +8 bonus to Swim checks made to perform some special action or avoid a hazard, can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided you swim in a straight line.
Domain Power: As listed in the SRD.
Weather Domain
Domain Skill: Survival
Domain Power: Activating this power requires 1 entire round of Concentration, after which an aura is centered on you out to 50ft per Cleric level that lasts for 1 minute. During that time, at the start of each of your turns randomly select a foe within the area. That creature takes 1d6+Cha electricity damage (Reflex negates). This damage becomes 2d6+Cha at 5th level, 4d6+Cha at 10th level, 6d6+Cha at 15th level, and 10d6+Cha at 20th. This ability cannot be used indoors and is a spell-like ability.
Wrath Domain
Domain Skill: You gain a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: Activating this power is a swift action that marks a creature within your line of sight for the next minute. The next time the marked creature deals damage to you, record the damage it deals. The next time you deal the marked creature damage you discharge the power, removing the mark, and deal your normal amount of damage or the recorded damage, whichever is more. You can mark only one creature at a time in this way, but you may discharge a mark prematurely if you wish as a free action. You must take damage from the marked creature within 1 minute of using this power and, after taking damage, you must strike your foe within 1 minute, or the power is wasted. This is a supernatural ability.
1Symbolic Weapon/Shield Property
A weapon or shield with this property is treated for all purposes as a Cleric's holy symbol. Furthermore, while wielding a Symbolic Weapon or Shield a Cleric may ignore the somatic components of spells she casts. Finally, a Symbolic Weapon overcomes damage reduction as aligned with the Cleric's alignment, while a Symbolic Shield grants the Cleric DR 3/alignments that oppose the Cleric's alignment (neutral Clerics do not gain these benefits).
Moderate Transmutation; CL 3rd; Craft Magic Arms and Armor, align weapon; Price +1 bonus.
Divine Blessing
Prerequisites: Domain Power
Benefit: Each time you take this feat you add three to your total uses of Domain Power per day.
Special: You may take Divine Blessing multiple times. Its effects stack. Each time you take the feat, you gain three additional uses of Domain Power per day. Divine Blessing may be used in place of Extra Turning to meet the prerequisites of feats or prestige classes.
Designer's Notes
First things first, this is not a reimagining of the Cleric archetype as I often do with base classes. I handled that pretty well, I think, with my Priest class. This aims to keep the spirit of the Cleric class while bringing its phenomenal cosmic power a bit more down to earth. These changes aren't enough to lower the Cleric's power beyond Tier 2. If you'd prefer you can eliminate 8th and 9th level spells (see the Spells section for an alternate spells per day table), that should bring it much closer to Tier 3. Changes to spells or feats is beyond the scope of this project, as the main idea here is to avoid too many new things for players to learn. Let me know what you think.
http://neverwintervault.org/sites/neverwintervault.org/files/project/1548/images/reliquary.jpg
Alignment: Any (see spells)
HD: d8
Level
Base Attack
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Domains, Domain Power
3
1
2nd
+1
+0
+0
+3
4
2
3rd
+2
+0
+0
+3
4
3
1
4th
+3
+1
+1
+4
4
3
2
5th
+3
+1
+1
+4
Domain Power
4
3
3
1
6th
+4
+2
+2
+5
4
4
3
2
7th
+5
+2
+2
+5
4
4
3
3
1
8th
+6/+1
+2
+2
+6
4
4
4
3
2
9th
+6/+1
+3
+3
+6
4
4
4
3
3
1
10th
+7/+2
+3
+3
+7
Domain Power
4
4
4
4
3
2
11th
+8/+3
+3
+3
+7
4
4
4
4
3
3
1
12th
+9/+4
+4
+4
+8
4
4
4
4
4
3
2
13th
+9/+4
+4
+4
+8
4
4
4
4
4
3
3
1
14th
+10/+5
+4
+4
+9
4
4
4
4
4
4
3
2
15th
+11/+6/+1
+5
+5
+9
Domain Power
4
4
4
4
4
4
3
3
1
16th
+12/+7/+2
+5
+5
+10
4
4
4
4
4
4
4
3
2
17th
+12/+7/+2
+5
+5
+10
4
4
4
4
4
4
4
3
3
1
18th
+13/+8/+3
+6
+6
+11
4
4
4
4
4
4
4
4
3
2
19th
+14/+9/+4
+6
+6
+11
4
4
4
4
4
4
4
4
4
3
20th
+15/+10/+5
+6
+6
+12
Domain Power
4
4
4
4
4
4
4
4
4
4
Class Skills (2+Int): Concentration, Craft, Diplomacy, Heal, and Knowledge (Religion) (plus Domain Skills).
Weapon & Armor Proficiency
Clerics are proficient with all simple weapons and with their deity's favored weapon (if they worship a deity). Clerics are proficient with light armor, medium armor, and shields (but not Tower Shields).
Spells
A Cleric casts divine spells which are drawn from a spell list unique to each member of the class. This unique spell list is comprised of all orisons from the Cleric spell list* as well as all spells from her chosen domains (see Domains).
*(The above mentions of the Cleric spell list reference the normal WotC Cleric spell list)
A Cleric casts her spells spontaneously as a Sorcerer does, and she knows each spell on her list of a level she is able to cast. To cast a spell, a Cleric must have a Wisdom score of at least 10 + spell level. She may not learn or cast a spell with an alignment opposed to her own, or opposed to her deity's if she worships one. A Cleric may cast any spell on her spell list, provided that she can cast spells of that level.
Like other spellcasters, a Cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. The saving throw DC of a spell cast by a Cleric is 10 + 1/2 Cleric level + Wisdom modifier regardless of the spell's level.
When a Cleric casts a spell it always has a divine focus (DF) component, and so she must always present her holy symbol in order to cast1. This is not done merely by wearing the symbol in plain view or having it emblazoned upon herself; rather, she must take the symbol in hand and hold it aloft.
Restricted Spells Per Day Table (no 8th or 9th level)
Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
1st
3
1
2nd
4
2
3rd
4
3
1
4th
4
3
2
5th
4
4
3
6th
4
4
3
1
7th
4
4
3
2
8th
4
4
4
2
9th
4
4
4
3
1
10th
4
4
4
3
2
11th
4
4
4
3
2
12th
4
4
4
4
3
1
13th
4
4
4
4
3
2
14th
4
4
4
4
3
2
15th
4
4
4
4
4
3
1
16th
4
4
4
4
4
3
2
17th
4
4
4
4
4
4
2
18th
4
4
4
4
4
4
3
1
19th
4
4
4
4
4
4
3
2
20th
4
4
4
4
4
4
4
4
Prayer
At 1st level, a Cleric chooses a specific time of the day, usually associated with some daily event, to set aside for prayer. A Cleric that does not pray at their chosen time suffers a -2 penalty to attack rolls and to caster level until which time she is able to pray. This penalty increases by -2 for every 24 hours the Cleric goes without praying. If her caster level is reduced to 0 in this way, the Cleric may not cast spells. Her time in prayer requires 1 hour of uninterrupted Concentration.
When praying, a Cleric often asks for guidance from whatever spirituality motivates her. If she does, starting at 2nd level, she may request additional power to add a single spell per two Cleric levels from the Cleric spell list to her spells known of a spell level she is able to cast. She may not add more than one spell per spell level in this way. These additional spells are removed from her list of spells known the next time she is scheduled to pray whether she prays at that time or not.
Domains
Clerics choose five domains at 1st level, adding the spells from those domains to her spell list and additional skills to her skill list (see below). A Cleric does not gain the domain powers of domains chosen this way (see Domain Power). She may not choose domains associated with an alignment opposed to her own, or opposed to her deity's alignment if she worships one.
A Cleric does not need to worship a deity; however, if she does she may gain additional benefits depending on the domains she chooses. If a Cleric chooses at least two domains granted by her deity she gains a +1 bonus to her caster level when casting spells among her deity's granted domains. If a Cleric chooses all of the domains granted by her deity (as many or as few as this may be) she gains an additional spell slot per day of each spell level available to her. A Cleric that worships a deity doesn't need to choose any of the domains granted by her deity, but many do.
Domain Power
At first level, 5th level, and every five levels thereafter, a Cleric gains the domain power of one of her chosen domains. A Cleric may use her domain powers in total a number of times each day equal to 3 + her Charisma modifier. Activating a domain power taking longer than a swift action requires the Cleric to clearly present her holy symbol and provokes attacks of opportunity (even if it is a supernatural ability). Each time she gains a new domain power, she gains an additional use of her domain powers per day. The saving throw DC for any domain power is 10 + 1/2 Cleric level + Charisma modifier.
Domain Power is used in place of Turn/Rebuke Undead for the purpose of qualifying for feats, items, or class features. If she has any feats, items, or class features that spend Turn/Rebuke Undead attempts to produce an effect she may instead spend a daily use of her domain powers (see below).
Cleric Domains: Skills & Powers
If a domain power grows in power at 5th, 10th, 15th, and 20th level, it does so only at Cleric 5, Cleric 10, Cleric 15, and Cleric 20. All bonuses granted by domain powers are sacred or profane in nature (depending on the Cleric's alignment; neutral defaults to sacred).
When more than one domain would add the same spell to your spell list you gain a +1 bonus to caster level when casting that spell for each domain beyond the first.
When more than one domain would add the same skill to your class skills you gain a +2 sacred or profane bonus to checks with that skill.
More domains to be added later...
Air Domain
Domain Skill: Ride.
Domain Power: As listed in the SRD.
Animal Domain
Domain Skill: Handle Animal
Domain Power: Activating this power is a swift action, and when you do choose Claws or Bite. For 1 minute you gain a +10ft bonus to land speed, a natural attack according to your choice (2 claws that deal 1d4+Str, or 1 bite that deals 1d10 + 1.5 x Str), and either Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) (Claws) or Trip (http://www.d20srd.org/srd/monsters/wolf.htm) (Bite). The bonus to Speed becomes +20ft at 5th level, +30ft at 10th level, +40ft at 15th level, and +50ft at 20th. This is a supernatural ability.
Artifice Domain
Domain Skill: You get a +3 sacred or profane bonus to all Craft checks rather than adding a new skill to your class skills.
Domain Power: As a standard action, you may Turn and/or Rebuke Constructs, regardless of your alignment, choosing which to use as you activate this power. This is a supernatural ability.
Balance Domain
Domain Skill: You get a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as a free action, even when it isn't your turn, to add your Wisdom modifier to an ability check, attack roll, damage roll, opposed roll, or saving throw. You may use this power more than once on the same roll if you choose. This is an extraordinary ability.
Celerity Domain
Domain Skill: Tumble
Domain Power: You may activate this power as an immediate action. If you do, choose one - Make an attack of opportunity against a creature you threaten; or give up your next move action to move up to 1/2 your speed. This is an extraordinary ability.
Chaos Domain
Domain Skill: Bluff
Domain Power: Activating this power is a swift action and creates an aura centered on you out to 5ft per Cleric level that lasts for 1 round, within which chaotic spells gain a +1 bonus to caster level and lawful spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Charm Domain
Domain Skill: You gain a +2 sacred or profane bonus to Charisma based skill checks (aside from Use Magic Device) rather than adding a new skill to your class skills.
Domain Power: Make a melee touch attack to activate this power. If your attack hits, for 1 round, the target is flat-footed (Will negates) and suffers a -4 penalty to Listen, Search, and Spot checks to notice anything other than you (Will halves). This power lasts 2 rounds and the penalty becomes -8 at 5th level, 3 rounds and -12 at 10th level, 4 rounds and -16 at 15th level, and 5 rounds and -20 at 20th. This power is an extraordinary ability.
Cold Domain
Domain Skill: Survival
Domain Power: Activating this power is a standard action that deals 1d6+Cha modifier cold damage to creatures in a 10ft cone-shaped area (Reflex half). This cone deals 2d6+Cha cold damage in a 20ft area at 5th level, 4d6+Cha cold damage in a 30ft area at 10th level, 6d6+Cha cold damage in a 40ft area at 15th level, and 10d6+Cha cold damage in a 50ft area at 20th level. This is a supernatural ability.
Community Domain
Domain Skill: Knowledge (Local) and Profession.
Domain Power: Activating this power is a standard action that creates an aura centered on you out to 5ft per Cleric level that lasts for 1 minute. During that time, if an ally in the area is attacked, instead of its own AC, use the highest AC among allies in the area. Moreover, if an ally must make a saving throw, instead of its own save bonuses, that ally adds the highest save bonus among allies in the area to its roll. This is a supernatural ability.
Darkness Domain
Domain Skill: Listen
Domain Power: Activating this power is a free action that grants you darkvision out to 30ft per Cleric level for 1 minute. At 5th level you also gain the Blind-Fight feat. At 10th level you also gain tremorsense out to 60ft. At 15th level you also gain blindsense out to 90ft. At 20th level you also gain blindsight out to 120ft. This is a spell-like ability.
Death Domain
Domain Skill: Intimidate
Domain Power: Rebuke Undead (Su).
Deathbound Domain
Domain Skill: Autohypnosis
Domain Power: Activating this ability is a swift action. When you do, for 1 minute you gain Resistance to Cold 3 and DR 1/--. You also have a 10% chance to negate critical hits, fatigue, exhaustion, or poison as well as the sickened and nauseated conditions. These grow to Resistance 6, DR 2, and 20% at 5th level, Resistance 9, DR 3, and 30% at 10th level, Resistance 12, DR 4, and 40% at 15th level, and Resistance 15, DR 5, and 50% at 20th. This is a supernatural ability.
Decay Domain
Domain Skill: Disable Device
Domain Power: You may activate this power as a standard action to make a ranged touch attack against an enemy within 60ft. If your attack hits that foe suffers 1d6+Cha acid damage and, unless their Reflex save succeeds, so does any item they are wearing or holding (including armor). At 5th level the range and damage of this attack become 120ft and 2d6+Cha acid damage, 180ft and 4d6+Cha acid damage at 10th level, 240ft and 6d6+Cha acid damage at 15th level, and 300ft and 10d6+Cha acid damage at 20th. This is a supernatural ability.
Destiny Domain
Domain Skill: You gain a +2 sacred or profane bonus to Diplomacy, Heal, and Knowledge (Religion) checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as an immediate action after rolling a twenty-sided die and after learning the results of your roll to reroll the dice, taking the better of the two rolls. This is a supernatural ability.
Destruction Domain
Domain Skill: Knowledge (Architecture & Engineering)
Domain Power: When you cast a spell that deals hit point damage you may activate this power as a free action to add +1 to every damage die rolled for that spell. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is a supernatural ability.
Domination Domain
Domain Skill: Knowledge (Geography)
Domain Power: You may activate this power as a free action once per round to produce a Command effect as the spell against a creature within 5ft per Cleric level. This is an extraordinary ability. A creature that successfully saves against this effect is immune until you gain a level.
Dragon Domain
Domain Skill: Intimidate
Domain Power: Choose cold, electricity, or fire when you gain this domain power. You may activate this power as a free action when you charge or cast a spell on a foe or group of foes. It's effects last for 1 minute. If you do, foes within 30ft with fewer HD than your Cleric level are panicked, while creatures with HD greater than or equal to your Cleric level are shaken (Will negates). Allies within 30ft of you deal 1d6 extra damage of the chosen type when they make a melee attack against a creature that failed its saving throw against this ability. Creatures whose saving throws succeeded are immune to the fear effect until you gain a level. The extra damage becomes 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th. This is a supernatural ability.
Dream Domain
Domain Skill: Escape Artist (or Lucid Dreaming (http://www.iourn.com/dnd/skills/skilldes.htm) if the DM prefers)
Domain Power: You may activate this power as a swift action to mimic the Augury spell as a spell-like ability.
Drow Domain
Domain Skill: Hide
Domain Power:
Dwarf Domain
Domain Skill: Search; you also gain a +2 sacred or profane bonus to Appraise, Search, and Craft checks relating to metal or stone.
Domain Power: Activating this power is a standard action that creates an aura centered on you out to 5ft per Cleric level, that lasts 1 minute, within which allies that touch the ground get a +1 bonus to attack and damage rolls, a +4 bonus to AC against Goblinoids and Giants, and a +4 bonus to resist Bull Rush, Grapple, Overrun, and Trip attacks. Enemies within the area that touch the ground suffer a -1 penalty to attack and damage rolls. The bonuses and penalties to attack and damage rolls become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Earth Domain
Domain Skill: Survival
Domain Power: As listed in the SRD.
Elf Domain
Domain Skill: Knowledge (Arcane)
Domain Power: You may activate this power as a free action whenever you make a ranged attack to gain a +4 bonus to the attack roll and deal 1d6 additional damage. This additional damage becomes +2d6 at 5th level, 4d6 at 10th level, 6d6 at 15th level, and 10d6 at 20th level. This is an extraordinary ability.
Envy Domain
Domain Skill: Disguise and Forgery
Domain Power:
Evil Domain
Domain Skill: Move Silently
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which evil spells gain a +1 bonus to caster level and good spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Exorcism Domain
Domain Skill: You gain a +3 sacred or profane bonus to Knowledge (Religion) checks rather than adding a new skill to your class skills.
Domain Power: Activating this power is full-round action that forces possessing spirits out of the bodies they inhabit. You make a Charisma check and consult Table 8-16: Turning Undead, page 159 of the Player's Handbook, using your cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirt returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirt cannot attempt to possess the same victim again for 24 hours. This is a supernatural ability.
Fire Domain
Domain Skill: Tumble
Domain Power: As listed in the SRD.
Force Domain
Domain Skill: Knowledge (The Planes)
Domain Power: You may activate this power as a free action whenever you make a melee attack to cause all damage dealt by the attack to become force damage and add +2 damage to the attack. If your attack hits a corporeal target you may make a Bull Rush attempt against the creature struck with a +4 bonus to your roll. You may not move with the creature if you succeed, but you may move the creature more than 5ft depending on how well you succeed. This additional damage becomes +4 at 5th level, +8 at 10th level, +12 at 15th level, and +20 at 20th level. This is a supernatural ability.
Gnome Domain
Domain Skill: Bluff
Domain Power:
Good Domain
Domain Skill: Sense Motive
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which good spells gain a +1 bonus to caster level and evil spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Greed Domain
Domain Skill: Sleight of Hand
Domain Power:
Halfling Domain
Domain Skill: Hide
Domain Power:
Hatred Domain
Domain Skill: Intimidate
Domain Power:
Healing Domain
Domain Skill: You gain a +3 sacred or profane bonus to Heal checks rather than adding a new skill to your class skills.
Domain Power: When you cast a spell that restores hit point damage you may activate this power as a free action to cast that spell as a swift action and increase its range to Close (25ft + 5ft per two caster levels) if it was not already. This is a supernatural ability.
Hunger Domain
Domain Skill: Survival
Domain Power:
Knowledge Domain
Domain Skill: Add the Knowledge skill of your choice to your class skills.
Domain Power: You may activate this power as a swift action to gain a +4 bonus to Intelligence for 1 minute. This bonus becomes +8 at 5th level, +12 at 10th level, +16 at 15th level, and +20 at 20th. This is a spell-like ability.
Law Domain
Domain Skill: Listen
Domain Power: Activating this power is a swift action and creates an aura out to 5ft per Cleric level that lasts for 1 round, within which lawful spells gain a +1 bonus to caster level and chaotic spells suffer a -1 penalty to caster level. The bonus and penalty become +2/-2 at 5th level, +3/-3 at 10th level, +4/-4 at 15th level, and +5/-5 at 20th. This is a supernatural ability.
Luck Domain
Domain Skill: Escape Artist
Domain Power: When you cast a spell you may activate this power as a free action. If you do, subtract 3 from your caster level for that spell, then roll 1d6 adding the result to your caster level for that spell. If you roll 6, add 1 to the save DC of the spell, if any. Add 2 to the save DC at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th. This is a supernatural ability.
Madness Domain
Domain Skill: Bluff
Domain Power:
Magic Domain
Domain Skill: Use Magic Device
Domain Power: When you cast a spell you may activate this power as a free action to gain a +1 bonus to caster level with that spell. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is a supernatural ability.
Nobility Domain
Domain Skill: Knowledge (History) and Knowledge (Nobility & Royalty)
Domain Power: Activating this ability is a standard action that creates an aura centered on you out to 5ft per Cleric level that lasts for 1 minute, within which all allies (not including yourself) gain a +1 bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus becomes +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th. This is an extraordinary ability.
Plant Domain
Domain Skill: Knowledge (Nature)
Domain Power: Activating this ability is a swift action. When you do, for 1 minute you gain 4 temporary hit points, +1 natural armor, and DR 1/adamantine. You also have a 10% chance to negate critical hits, paralysis, poison, and stunning. These grow to 8 temp hp, +2 NA, DR 2, and 20% at 5th level, 12 temp hp, +3 NA, DR 3, and 30% at 10th level, 16 temp hp, +4 NA, DR 4, and 40% at 15th level, and 20 temp hp, +5 NA, DR 5, and 50% at 20th. This is a supernatural ability.
Protection Domain
Domain Skill: You gain a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as a swift action to grant all allies within 5ft per Cleric level (including yourself) a +2 bonus to their next saving throw. This effect lasts 1 minute or until discharged whichever comes first. This bonus becomes +4 at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th. This is a spell-like ability.
Renewal Domain
Domain Skill: You gain a +2 sacred or profane bonus to all Craft and Heal checks rather than adding a new skill to your class skills.
Domain Power: You may activate this power as an immediate action any time you are brought to 0 or fewer hit points to regain hit points equal to your Charisma modifier. If an attack brings you to -10 hp or lower, you die before this power can take effect. This healing becomes 1d6+Charisma modifier at 5th level, 2d6+Charisma modifier at 10th level, 4d6+Charisma modifier at 15th level, and 6d6+Charisma modifier at 20th. This is a supernatural ability.
Strength Domain
Domain Skill: Add Climb, Jump, and Swim to your class skills.
Domain Power: You may activate this power as a free action to gain a +4 bonus to Strength for 1 round. This bonus becomes +8 at 5th level, +12 at 10th level, +16 at 15th level, and +20 at 20th. This is a spell-like ability.
Sun Domain
Domain Skill: Spot
Domain Power: Turn Undead (Su).
Time Domain
Domain Skill: Knowledge (History)
Domain Power: Make a melee touch attack to activate this power. If your attack hits, for 1 round, the creature touched is frozen in time (Will negates), unable to act but also unaffected by any actions or circumstances around it. You may extend the duration of this power up to 2 rounds at 5th level, 3 rounds at 10th level, 4 rounds at 15th level, and 5 rounds at 20th. This is a supernatural ability.
Travel Domain
Domain Skill: Add Decipher Script and Speak Language to your class skills.
Domain Power: You may activate this power as a free action, even when it is not your turn, to produce a Freedom of Movement effect as the spell. This effect lasts only 1 round. This is a spell-like ability.
Trickery Domain
Domain Skill: Sleight of Hand
Domain Power: You may activate this power as an immediate action after a creature within 5ft per Cleric level rolls a twenty-sided die before you learn the results of the roll to force that creature to reroll the dice, taking the worse of the two rolls (Will negates). This is a supernatural ability.
War Domain
Domain Skill: Balance
Domain Power: You may activate this power as a free action whenever you make a melee attack to gain a +4 bonus to the attack roll and deal 1d6 additional damage. This additional damage becomes +2d6 at 5th level, 4d6 at 10th level, 6d6 at 15th level, and 10d6 at 20th level. This is an extraordinary ability.
Water Domain
Domain Skill: Swim. You also gain a +8 bonus to Swim checks made to perform some special action or avoid a hazard, can always choose to take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming, provided you swim in a straight line.
Domain Power: As listed in the SRD.
Weather Domain
Domain Skill: Survival
Domain Power: Activating this power requires 1 entire round of Concentration, after which an aura is centered on you out to 50ft per Cleric level that lasts for 1 minute. During that time, at the start of each of your turns randomly select a foe within the area. That creature takes 1d6+Cha electricity damage (Reflex negates). This damage becomes 2d6+Cha at 5th level, 4d6+Cha at 10th level, 6d6+Cha at 15th level, and 10d6+Cha at 20th. This ability cannot be used indoors and is a spell-like ability.
Wrath Domain
Domain Skill: You gain a +3 sacred or profane bonus to Concentration checks rather than adding a new skill to your class skills.
Domain Power: Activating this power is a swift action that marks a creature within your line of sight for the next minute. The next time the marked creature deals damage to you, record the damage it deals. The next time you deal the marked creature damage you discharge the power, removing the mark, and deal your normal amount of damage or the recorded damage, whichever is more. You can mark only one creature at a time in this way, but you may discharge a mark prematurely if you wish as a free action. You must take damage from the marked creature within 1 minute of using this power and, after taking damage, you must strike your foe within 1 minute, or the power is wasted. This is a supernatural ability.
1Symbolic Weapon/Shield Property
A weapon or shield with this property is treated for all purposes as a Cleric's holy symbol. Furthermore, while wielding a Symbolic Weapon or Shield a Cleric may ignore the somatic components of spells she casts. Finally, a Symbolic Weapon overcomes damage reduction as aligned with the Cleric's alignment, while a Symbolic Shield grants the Cleric DR 3/alignments that oppose the Cleric's alignment (neutral Clerics do not gain these benefits).
Moderate Transmutation; CL 3rd; Craft Magic Arms and Armor, align weapon; Price +1 bonus.
Divine Blessing
Prerequisites: Domain Power
Benefit: Each time you take this feat you add three to your total uses of Domain Power per day.
Special: You may take Divine Blessing multiple times. Its effects stack. Each time you take the feat, you gain three additional uses of Domain Power per day. Divine Blessing may be used in place of Extra Turning to meet the prerequisites of feats or prestige classes.