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ngilop
2021-03-30, 03:23 PM
Hey everybody, I am trying to make domains a more integral part of the cleric. My plan is i guess akin to pathfinder, to give abilities at higher levels for the various domains. Across the board the 4th level ability is going to require the expenditure of turn attempts. I am not really sure what I should do for the alignment domains at 1st level and just a +1 caster level really doesn't do much.


As always any and all help or ideas are appreciated :smile:

Air
1st: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability.
4th: Spend a turn attempt to allow the target (you can target yourself with this ability) the ability to fly for 1 minute. Provided the target is not medium or heavy encumbered.
10th: The Cleric is surrounded with roiling, violent winds. If a target misses a melee attack against the Cleric that target is pushed back 5 feet as if successfully bullrushed. A dispel magic or greater dispel magic stop the aura for 3 rounds, while a disjunction stops it for 1 round per caster level. This is a supernatural ability
16th: Once per day as a full round action can cast the Control Winds spell. The winds are automatically at Tornado strength. All opponents within the area of the effect take 2d6 damage per round that they remain in the winds.

Animal
1st: Use speak with animals once per day as a spell-like ability, increasing by once a day for ever 5th level afterwards. Add Knowledge (nature) to your list of cleric class skills.
4th: Spend a turn attempt to Dominate Animal
10th:
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Balance
1st: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level. Gain an addition use for every 6th level afterwards
4th:
10th:
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Cavern
1st: You gain the stonecunning ability (PH 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.
4th:
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Celerity
1st: Your land speed is faster than the normal for your race by 10'. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.
4th:
10th:
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Chaos
1st: Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
4th: Spend a turn attempt to roll a d6 at the start of each encounter. Gain a bonus to a different effect depending on the result of the roll, for the duration of the encounter:


Bonus
Roll


Armor Class
1


Attack Rolls
2



Damage Rolls
3


Save Throws
4


Skill Checks
5


Roll Twice, ignoring 6s
6


10th: Any spell you cast that gives a morale bonus finds it duration doubled. This stacks with the Extend Spell feat.
16th: Once per day, you can cause a target within 30 feet to go permanently insane, as the spell Insanity. The target gets a Will save (DC 10 + 1/2 Cleric levels + casting ability score modifier) in order to reduce the effect. If they make their save, they are affected by the Confusion spell.

Charm
1st: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute. Gain an additional use at 8th and 15th level.
4th: Spend a turn attempt to affect an ally as if by the spell Heroism OR an enemy as if by the spell Delusions of grandeu. This only last 1 round per cleric level instead of the normal duration.
10th: You are surrounded by an aura in a 10 foot radius that mimics the effects of a Charm Person spell. Those affected get a +4 bonus on opposed charisma checks, while being threatened or attacked by you or your allies automatically breaks the effect.
16th: Once a day you can cast Dominate Monster as a spell-like ability. This bypasses immunity, though those normally immune gain a +4 bonus to their save.

Cold
1st: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Cha modifier. This is a supernatural ability.
4th: Spend a turn attempt to give yourself and all allies within a 10 foot radius the frost weapon enchant as well as cold resistance 10. This lasts for 1 minute.
10th:
16th:

Community
1st: Use calm emotions as a spell-like ability once per day for every 4 levels. Gain a +2 bonus on Diplomacy checks.
4th:
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Competition
1st: You gain a +1 bonus on opposed checks you make. This increases by +1 at 6th level and every 6th level afterwards.
4th:
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Courage
1st:You radiate an aura of courage that grants all allies within 10' (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious. This is a supernatural ability
4th:
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Craft
1st: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.
4th: Animate Servant At 4th level, as a full-round action, you can give life to inanimate objects by spending a turn attempt. This ability functions as animate objects using your cleric level as the caster level. This is a spell-like ability, and last for a number of rounds equal to 1 + your Charisma modifier. The object animated cannot have more HD than you have levels in cleric.
10th: Aura of Efficiency you can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. Any equipment wielded by your allies within this area gets a bonus to hardness equal to 1/2 your cleric level, and your alliesÂ’ attacks against targets within this area ignore an equal amount of hardness. this is a supernatural ability.
16th:

Creation
1st: You cast conjuration (creation) spells at +1 caster level. You can cast Mending as a spell-like ability 3 times per day, plus a number of times equal to your Charisma modifier.
4th: At 4th level as a swift action by spending a turn attempt, you can give any weapon or armor you touch the properties of being made from a special material such as adamantine, cold iron, or silver. The transformation lasts for 10 minutes per day per your cleric level and can be ended by you with a thought as a free action. You can use this ability as many times per day on as many weapons and armor as you like as long as the total time of these transformations does not exceed your maximum allotted per day. When this maximum is reached, all objects previously transformed by you revert to their original material if they have not already done so.
10th: Divine Alchemy[/U] You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or 1 day per cleric level, whichever comes first.
You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
16th:

[B]Darkness
1st: Gain blind-fight as a bonus feat
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Death
1st: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save). You gain an additional use at 7th and again at 14th level.
4th:
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Deathbound
1st: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.
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Destruction
1st: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. The ability is usable once per day and an additional time at every 5th level.
4th:
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Domination
1st: You gain Spell Focus (Enchantment) as a bonus feat. You can cast command once a day as a spell-like ability for every 4 levels.
4th:
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Dragon
1st: Add Bluff and Intimidate to your list of cleric class skills.
4th:
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Dream
1st: You are immune to fear effects.
4th:
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Drow
1st: You gain Lightning Reflexes as a bonus feat.
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Dwarf
1st: You gain Great Fortitude as a bonus feat.
4th:
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Earth
1st: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability.
4th:
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Elf
1st: You gain the Point Blank Shot feat.
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Envy
1st: Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels with a +1 bonus to the spell DC.
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Evil
1st:
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Family
1st: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10' from you. You can affect yourself with this ability. This is a supernatural ability and can be used an additional time at 5th level and every 5th level afterwards
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Fate
1st: You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).
4th:
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Fire
1st: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability.
4th:
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Force
1st: By manipulating cosmic forces of inertia, once per day per every 6 levels, you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.
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Glory
1st: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
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Gluttony
1st: For a total time per day of 2 rounds per cleric level you possess, you can increase your size as if you were affected by the enlarge person spell. Activating the power or ending it is a free action. This is a
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Gnome
1st: You cast illusion spells at +1 caster level. Cast Ghost sounds as a spell-like ability 3 times per day, plus a number of times equal to your Charisma modifier.
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Good
1st:
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Greed
1st: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks. Further more appraise checks take 2 full rounds instead of the usual 10 full rounds.
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Halfling
1st: For one minute per cleric level, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this supernatural ability is a free action, and must be spent in 1 minute increments.
4th:
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Hatred
1st: Once per day for every 4 levels as a free action, choose one opponent. Against that foe you gain a +2 divine bonus on attack rolls, saving throws, and Armor Class for 1 minute.
4th: Spend a turn attempt to gain the favored enemy class ability, your effective ranger level is equal to your levels in cleric. This is a supernatural ability and last for 1 minute.
10th:
16th:

Healing
1st: Potent Healing. spells that restore hit points heal for an additional 25%. this stacks with the increase from empower spell.
4th: Spend a turn attempt and as a standard heal a target for 1d8 plus 1 per level. This increases by 1d8 every 2 levels after 1st. Example. 1d8+1 at 1st, 5d8+9 at 9th, or 10d8+20 at 20th. This is a spell-like ability
10th: Aura of Life. Fast healing 1 surrounds the cleric in a 15 foot radius. A dispel magic or greater dispel magic stop the aura for 3 rounds, while a disjunction stops it for 1 round per caster level. This is a supernatural ability
16th: Touch of life. You can touch a target that has died within 1 round per wisdom modifier. The target is cure of all negative afflictions currently affecting it and is brought to 1 HP. This ability can only be used once per day

Hunger
1st: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.
4th:
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Illusion
1st: You cast all illusion spells at +2 caster level.
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Inquisition
1st:
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Knowledge
1st: Add all Knowledge skills to your list of cleric class skills. Furthermore add a bonus to all knowledge checks equal to 1 plus 1 per every 4th cleric level.
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Law
1st:
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Liberation
1st: If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This is considered a supernatural ability.
4th:
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Luck
1st: You gain the power of good fortune, which is usable once per day for every 5th level. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse that the original roll.
4th:
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Lust
1st: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round. Gain an additional use of this ability at 4th level and every 4th level afterwards
4th:
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Madness
1st: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled Gain an additional use at 6th level and every 6th level afterwards.
4th:
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Magic
1st: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
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Mentalism
1st: Once per day for every 4 levels as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is a spell-like abjuration effect with a duration of 1 hour.
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Metal
1st:
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Mind
1st: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks as well as a +1 bonus to will saves.
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16th:

Moon
1st: Turn or destroy lycanthropes as a good cleric turns undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.
4th:
10th:
16th:

Mysticism
1st: Once per day, you can use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). The effect lasts for 1 round per cleric level. This is a supernatural ability
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Nobility
1st: Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to your Charisma bonus (minimum 1 round). This is a spell like ability and you gain an additional use at 6th level and every 6th level afterwards
4th:
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Ocean
1st: You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit). This is a supernatural bility
4th:
10th:
16th:

Oracle
1st: You cast all divination spells at +3 caster levels.
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Orc
1st: You gain the smite power, the ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against a dwarf or an elf, you get an additional +4 bonus on the smite attack roll. This is a supernatural ability.
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Pact
1st: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills
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Pestilence
1st: You gain immunity to the effects of all diseases, though you can still carry infectious diseases.
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Planning
1st: You gain Extend Spell as a bonus feat.
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Plant
1st: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.
4th:
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Portal
1st: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
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Pride
1st: Whenever your roll a 1 on a saving throw or an attack roll, you can immediately reroll the save or attack. You must keep the result of the second roll if it is another 1.
4th:
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Protection
1st: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day per every 4 levels..
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Purification
1st: You cast all abjuration spells at +2 caster levels.
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Renewal
1st: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.
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Retribution
1st: Once per day, if you have been harmed by someone 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. Gain an additional strike at 6th level and every 6th level afterwards.
4th:
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Rune
1st: You gain Scribe Scroll as a bonus feat.
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Scalykind
1st: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + Charisma modifier.
4th:
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Slime
1st: Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this abilities a number of times per day equal to 3 + your Cha modifier.
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Sloth
1st: You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone.
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Spell
1st: You gain a +2 bonus on Concentration checks and Spellcraft checks.
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Spider
1st: Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this abilities a number of times per day equal to 3 + your Cha modifier.
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Storm
1st: You gain resistance to electricity 5. This increases to 10 at 7th level and to 20 at 14 level.
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Strength
1st: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts one round, and it is usable 3 plus your Cha modifier times per day
4th:
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Suffering
1st: You can use a pain touch once per 4 levels per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits. This is a spell-like ability.
4th:
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16th:

Summoner
1st: Summon Monster spells last an additional number of rounds equal to your charisma modifier
4th:
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Sun
1st: Once per day for every 5 levels, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
4th:
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Time
1st: You gain Improved Initiative as a bonus feat.
4th:
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Trade
1st: Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).
4th:
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Travel
1st: For a total time per day of 2 rounds per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
4th:
10th:
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Trickery
1st: Add Bluff, Disguise, and Hide to your list of cleric class skills.
4th:
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Tyranny
1st: Add +1 to the save DC of any enchantment (compulsion) spell you cast.
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Undeath
1st: You gain Extra Turning as a bonus feat.
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War
1st: Proficiency with 1 weapon of choice as well as Weapon Focus for the same weapon.
4th: Expend a turn attempt as a free action deal damage as if your weapon is a size larger for 4 rounds
10th:
16th:

Water
1st: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
4th:
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Wealth
1st: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.
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Windstorm
1st: Inclement weather has less of an effect on you. Rain and snow don't penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger.
4th:
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Wrath
1st: Once per day plus an additional time for every 5th level, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every point you subtract from your Wisdom score, add 2 points to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.
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