D20 Pathfinder Domain Power Use Again Feat
A cleric's deity influences her alignment, what magic she can perform, her values, and how others run across her. A cleric chooses ii domains from amid those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Practiced, or Law) only if her alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the cleric. Unless otherwise noted, activating a domain power is a standard activeness. If a domain ability calls for a saving throw, the DC of the salvage is equal to 10 + 1/2 the character'southward cleric level + her Charisma modifier.
Domains
Air | Brute | Artifice | Chaos | Charm | Community |
Darkness | Death | Destruction | Earth | Erosion | Evil |
Fire | Glory | Good | Healing | Holy | Water ice |
Knowledge | Police | Liberation | Lightning | Luck | Madness |
Magic | Dignity | Plant | Protection | Repose | Ruins |
Rune | Scalykind | Shadow | Strength | Sun | Time |
Travel | Trickery | Vermin | Void | State of war | H2o |
Atmospheric condition |
Air Domain
You lot can manipulate mist and wind, and are resistant to wind harm. Granted Powers:
- Wind Boom (Su): As a standard action, you can unleash a blast of wind targeting any foe inside 30 feet equally a ranged affect assault. This blast of current of air deals 1d6 points of wind harm + 1 point for every two cleric levels you possess. You can use this power a number of times per day equal to 3 + your Charisma modifier.
- Air current Resistance (Ex): At 6th level, you gain resist wind 10. This resistance increases to 20 at 12th level. At 20th level, you gain amnesty to wind.
Creature Domain
You can speak with and befriend animals with ease. In addition, yous treat Handle Animal as a course skill. Granted Powers:
- Speak with Animals (Su): You can may embrace and communicate at volition with all animals, magical beasts and vermin, for a number of rounds per 24-hour interval equal to 3 + your cleric level.
- Brute's Senses ( Ex ): At quaternary level, you gain darkvision and scent, both out to a range of 30 feet. If you already have darkvision its range increases by 30 ft.
Artifice Domain
You lot tin repair damage to objects and animate objects with life. Granted Powers:
- Artificer's Touch (Sp): You can bandage mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by hitting them with a melee bear on attack. Objects and constructs take 1d6 points of damage +i for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You tin can use this power a number of times per day equal to 3 + your Charisma modifier.
- Dancing Weapons (Su): At 8th level, y'all can give a weapon touched the dancing special weapon quality for iv rounds. You can use this ability once per day at eighth level, and an additional time per 24-hour interval for every iv levels beyond eighth.
Chaos Domain
Your impact infuses life and weapons with chaos, and y'all revel in all things anarchic. Granted Powers:
- Touch of Anarchy (Su): You tin can imbue a target with chaos as a melee touch set on. For the next round, the target suffers from the unlucky status effect. You can use this ability a number of times per day equal to iii + your Charisma modifier.
- Chaos Blade (Su): At eighth level, you lot can give a weapon touched the anarchic special weapon quality for a number of rounds equal to ane/2 your cleric level. You can use this ability once per day at eighth level, and an additional fourth dimension per mean solar day for every 4 levels beyond eighth.
Charm Domain
You can baffle and befuddle foes with a touch on or a smile, and your dazzler and grace are divine. Granted Powers:
- Dazing Bear on (Su): You lot can cause a living fauna to become mazed for 1 round every bit a melee touch on attack. Creatures with more Hit Die than your cleric level are unaffected. You can use this ability a number of times per day equal to iii + your Charisma modifier.
- Charming Smile (Sp): At 8th level, you lot tin can cast charm as a swift activity, with a DC of 10 + 1/2 your cleric level + your Charisma modifier. Yous can simply have one creature overjoyed in this way at a fourth dimension. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you tin dismiss the charm at any time as a gratuitous action. Each attempt to use this ability consumes 1 round of its duration, whether or non the brute succeeds on its save to resist the effect.
Your impact can heal wounds, and your presence instills unity and strengthens emotional bonds. Granted Powers:
- Calming Touch (Su): You tin bear upon a brute as a standard action to heal information technology of 1d6 points of nonlethal impairment + 1 point per cleric level. This touch on also removes the fatigued, shaken, and sickened atmospheric condition (but has no effect on more than astringent conditions). You can utilize this ability a number of times per solar day equal to 3 + your Charisma modifier.
- Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to permit your allies to use your saving throw against the upshot in place of their own. Each ally must decide individually before the rolls are fabricated. Using this ability is an firsthand activity. You tin can utilise this power one time per day at 8th level, and one boosted time per day for every four cleric levels beyond 8th.
Darkness Domain
Yous manipulate shadows and darkness. Yous receive Bullheaded-Fight equally a bonus feat. Granted Powers:
- Touch of Darkness (Su): As a melee touch attack, you can cause a beast'southward vision to exist fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to ane/2 your cleric level (minimum one). Yous can utilize this ability a number of times per twenty-four hour period equal to iii + your Charisma modifier.
- Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You lot can use this ability for a number of rounds per day equal to 1/ii your cleric level. These rounds do not need to be consecutive.
Decease Domain
You can crusade the living to bleed at a touch on, and notice comfort in the presence of the dead. Granted Powers:
- Bleeding Touch (Su): As a melee bear upon attack, you tin can crusade a living creature to take 1d6 points of damage per round. This result persists for a number of rounds equal to 1/two your cleric level (minimum 1) or until stopped with a DC 15 Heal cheque or any spell or upshot that heals damage. You can use this ability a number of times per twenty-four hour period equal to 3 + your Charisma modifier.
- Death'southward Embrace (Ex): At 8th level, you heal impairment instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, y'all heal hit points just similar undead in the expanse.
Devastation Domain
You revel in ruin and devastation, and tin can deliver particularly destructive attacks. Granted Powers:
- Destructive Smite (Su): You lot proceeds the destructive smite power: the supernatural ability to make a single melee set on with a morale bonus on damage rolls equal to 1/two your cleric level (minimum 1). You must declare the destructive smite before making the set on. You tin can use this power a number of times per solar day equal to 3 + your Charisma modifier.
- Destructive Aura (Su): At eighth level, you can emit a thirty-pes aura of destruction for a number of rounds per mean solar day equal to your cleric level. All attacks made confronting targets in this aura (including you) proceeds a morale bonus on damage equal to 1/ii your cleric level and all disquisitional threats are automatically confirmed. These rounds practice not need to exist consecutive.
Earth Domain
You have mastery over globe, metal, and stone. Granted Powers:
- Earth Blast (Su): As a standard activity, yous can unleash a nail of earth targeting any foe within thirty feet as a ranged bear on attack. This globe blast deals 1d6 points of world damage + 1 point for every two cleric levels you possess. Yous can use this ability a number of times per mean solar day equal to iii + your Charisma modifier.
- World Resistance (Ex): At sixth level, you gain resist earth ten. This resistance increases to 20 at twelfth level. At 20th level, you gain immunity to earth.
Erosion Domain
You lot command the crumbling of stone and revel in rust; the decay and destruction of metal and rock over fourth dimension appeals to and delights you. Granted Powers:
- Rusting Impact (Su): You lot tin can cause an opponent'southward metal armor or weapon to become dry and breakable as it magically corrodes and rusts. You make a melee touch attack against a creature wearing metal armor or wielding a metal weapon. If y'all hitting, cull a metal weapon, suit of metal armor, or metallic shield carried or worn by that creature. The object takes an amount of hit indicate damage equal to 1d6 + half your cleric level. If the item is not magical, or if your caster level is greater than the item'due south caster level, this damage bypasses the particular'due south hardness. You lot can employ this ability a number of times per mean solar day equal to iii + your Charisma modifier.
- Erosion Aura (Su): At 8th level, you can project an aureola of magically enhanced erosion as a standard activity. Objects fabricated primarily of metal or stone within this aura lose 10 points of hardness. Magic items retain a minimum hardness equal to twice their enhancement bonus and can endeavor a Fortitude saving throw (DC = 10 + half your cleric level + your Charisma modifier) to negate this consequence. A construct fabricated primarily of metal or stone must succeed at a Fortitude save or lose all harm reduction and hardness for 1 round. You tin utilise this power a number of times per twenty-four hour period equal to 3 + your Charisma modifier.
Evil Domain
You lot are sinister and cruel, and have wholly pledged your soul to the cause of evil. Granted Powers:
- Touch of Evil (Su): Y'all can cause a creature to get sickened as a melee touch attack. This power lasts for a number of rounds equal to 1/2 your cleric level (minimum i). Yous can apply this ability a number of times per mean solar day equal to 3 + your Charisma modifier.
- Scythe of Evil (Su): At 8th level, yous can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can utilise this ability in one case per twenty-four hour period at 8th level, and an boosted time per 24-hour interval for every four levels beyond 8th.
Burn Domain
You can call along fire and your flesh does not burn. Granted Powers:
- Fire Bolt (Su): As a standard activity, you can unleash a scorching bolt of divine fire from your outstretched mitt. You can target whatever single foe within 30 anxiety as a ranged touch attack with this bolt of fire. If you lot hit the foe, the burn down bolt deals 1d6 points of fire damage + 1 indicate for every two cleric levels you possess. Yous can apply this power a number of times per 24-hour interval equal to 3 + your Charisma modifier.
- Fire Resistance (Ex): At 6th level, you gain resist fire x. This resistance increases to xx at 12th level. At 20th level, y'all gain amnesty to fire.
Celebrity Domain
Y'all are infused with the glory of the divine, and are a true foe of the undead. In addition, when yous channel positive energy to harm undead creatures, the salve DC to halve the damage is increased by 2. Granted Powers:
- Bear upon of Glory (Su): You can cause your hand to shimmer with divine radiance, assuasive yous to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill cheque or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can employ this power to grant the bonus a number of times per twenty-four hours equal to 3 + your Charisma modifier.
- Aura of Heroism (Sp): At eighth level, you can emit a 30-pes aureola of heroism for a number of rounds per 24-hour interval equal to your cleric level. Using this power is a swift action. Allies in the surface area are treated as if they were under the effects of heroism. These rounds do not need to exist sequent.
Good Domain
You have pledged your life and soul to goodness and purity. Granted Powers:
- Touch of Good (Su): You lot can impact a creature as a standard action, granting a sacred bonus on set on rolls, skill checks, power checks, and saving throws equal to half your cleric level (minimum ane) for 1 circular. Y'all can apply this power a number of times per day equal to 3 + your Charisma modifier.
- Holy Lance (Su): At 8th level, you tin can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. Yous can utilize this ability once per day at 8th level, and an additional time per day for every four levels across eighth.
Healing Domain
Your touch staves off pain and expiry, and your healing magic is particularly vital and potent. Granted Powers:
- Rebuke Death (Su): You tin can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels yous possess. You can simply use this ability on a creature that is below 0 hit points. Yous can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Healer's Blessing (Su): At sixth level, all of your cure spells are treated as if they were empowered, increasing the amount of harm healed past half (+l%). This does non use to damage dealt to undead with a cure spell. This does non stack with the Empower Spell metamagic feat.
Holy Domain
You can manipulate calorie-free and holy energies, and are resistant to holy impairment. Granted Powers:
- Holy Boom (Su): Equally a standard action, you can unleash a nail of holy targeting any foe within xxx feet as a ranged touch assail. This nail of holy deals 1d6 points of holy damage + i point for every ii cleric levels you lot possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Holy Resistance (Ex): At 6th level, you proceeds resist holy x. This resistance increases to twenty at 12th level. At 20th level, yous proceeds immunity to holy.
Ice Domain
You can dispense ice and are resistant to ice impairment. Granted Powers:
- Icicle (Su): Every bit a standard action, you lot can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch assault. The icicle deals 1d6 points of ice damage + 1 bespeak for every two cleric levels you possess. You tin can use this ability a number of times per 24-hour interval equal to 3 + your Charisma modifier.
- Ice Resistance (Ex): At 6th level, y'all gain resist ice 10. This resistance increases to twenty at 12th level. At 20th level, you proceeds immunity to ice.
Cognition Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Granted Powers:
- Lore Keeper (Su): You can touch a beast to larn almost its abilities and weaknesses. With a successful touch attack, you gain data every bit if you made the advisable Knowledge skill check with a outcome equal to 15 + your cleric level + your Charisma modifier.
- Remote Viewing (Sp): Starting at 6th level, y'all can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this power for a number of rounds per day equal to your cleric level. These rounds exercise not demand to be consecutive.
Law Domain
Yous follow a strict and ordered code of laws, and in then doing, achieve enlightenment. Granted Powers:
- Touch of Law (Su): You can touch a willing creature as a standard action, infusing information technology with the power of divine club and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 circular equally if the natural d20 roll resulted in an eleven. You tin utilize this ability a number of times per mean solar day equal to iii + your Charisma modifier.
- Staff of Club (Su): At 8th level, y'all tin can give a weapon touched the evident special weapon quality for a number of rounds equal to i/2 your cleric level. You can utilise this ability in one case per day at 8th level, and an additional time per mean solar day for every iv levels beyond 8th.
Liberation Domain
You are a spirit of freedom and a staunch foe confronting all who would enslave and oppress. Granted Powers:
- Liberation (Su): Y'all have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, y'all can move normally regardless of magical furnishings that impede movement, equally if you were affected by freedom of motion. This result occurs automatically as soon as it applies. These rounds practice not need to be consecutive.
- Freedom's Telephone call (Su): At 8th level, you lot can emit a 30-foot aura of liberty for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, disabled, frightened, grappled, immobilized, panicked, paralyzed, pinned, or shaken weather. This aureola only suppresses these furnishings, and they return once a creature leaves the aureola or when the aureola ends, if applicable. These rounds exercise not need to be consecutive.
Lightning Domain
You can manipulate lightning and are resistant to lightning damage. Granted Powers:
- Lightning Arc (Su): Every bit a standard activity, yous can unleash an arc of lightning targeting whatsoever foe within xxx anxiety every bit a ranged touch on assail. This arc of lightning deals 1d6 points of lightning damage + ane point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Lightning Resistance (Ex): At 6th level, you gain resist lightning 10. This resistance increases to twenty at 12th level. At 20th level, yous gain immunity to lightning
Luck Domain
You are infused with luck, and your mere presence can spread expert fortune. Granted Powers:
- Bit of Luck (Su): Y'all can touch a willing beast equally a standard activeness, giving it a chip of luck. For the next round, any time the target rolls a d20, he gains the lucky condition effect. You can employ this ability a number of times per day equal to iii + your Charisma modifier.
- Good Fortune (Ex): At 6th level, as an immediate action, you gain the lucky status effect for 1 roll. You tin can utilize this ability in one case per 24-hour interval at sixth level, and one additional time per day for every half-dozen cleric levels beyond 6th.
Madness Domain
You lot encompass the madness that lurks deep in your centre, and tin unleash it to bulldoze your foes insane or to cede certain abilities to strop others. Granted Powers:
- Vision of Madness (Su): You tin can give a creature a vision of madness as a melee impact assault. Cull 1 of the post-obit: assault rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/two your cleric level (minimum +one) and a penalty to the other two types of rolls equal to one/2 your cleric level (minimum –ane). This effect fades after 3 rounds. You can utilise this ability a number of times per twenty-four hours equal to 3 + your Charisma modifier.
- Aura of Madness (Su): At 8th level, you can emit a 30-human foot aura of madness for a number of rounds per twenty-four hours equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Charisma modifier. The defoliation effect ends immediately when the beast leaves the area or the aureola expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be sequent.
Magic Domain
Y'all are a true student of all things mystical, and see divinity in the purity of magic. Granted Powers:
- Mitt of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you tin can make a unmarried attack using a melee weapon at a range of 30 feet. This attack is treated equally a ranged attack with a thrown weapon, except that you lot add together your Charisma modifier to the assail roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a gainsay maneuver. You tin use this ability a number of times per solar day equal to 3 + your Charisma modifier.
- Dispelling Touch (Sp): At 8th level, you can utilize a targeted dispel effect as a melee touch attack. You tin use this ability once per twenty-four hours at 8th level and one additional fourth dimension per twenty-four hours for every four cleric levels beyond 8th.
Nobility Domain
You lot are a great leader, an inspiration to all who follow the teachings of your faith. Granted Powers:
- Inspiring Word (Su): As a standard activity, y'all tin can speak an inspiring word to a creature inside xxx feet. That animal receives a +2 morale bonus on assail rolls, skill checks, power checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum i). You lot tin employ this power a number of times per solar day equal to iii + your Charisma modifier.
- Leadership (Ex): At 8th level, you receive Leadership equally a bonus feat. In improver, you proceeds a +2 bonus on your leadership score as long as you uphold the tenets of your deity
Plant Domain
You find solace in the greenish, can grow defensive thorns, and can communicate with plants. Granted Powers:
- Wooden Fist (Su): Every bit a free action, your hands tin become as hard every bit woods, covered in tiny thorns. While yous have wooden fists, your unarmed strikes do not provoke attacks of opportunity, bargain lethal damage, and gain a bonus on damage rolls equal to 1/ii your cleric level (minimum +i). You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
- Brier Armor (Su): At sixth level, you tin can cause a host of wooden thorns to burst from your skin as a free activeness. While bramble armor is in event, whatsoever foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + one indicate per two cleric levels you possess. Y'all tin can apply this ability for a number of rounds per twenty-four hours equal to your cleric level. These rounds do not need to be consecutive.
Protection Domain
Your faith is your greatest source of protection, and y'all can use that religion to defend others. In improver, you receive a +1 resistance bonus on saving throws. This bonus increases past 1 for every 5 cleric levels yous possess. Granted Powers:
- Resistant Touch (Su): As a standard action, you tin can bear upon an ally to grant him your resistance bonus for one minute. When you use this ability, y'all lose your resistance bonus granted by the Protection domain for 1 minute. You lot can employ this ability a number of times per day equal to 3 + your Charisma modifier.
- Aura of Protection (Su): At 8th level, you can emit a 30-foot aureola of protection for a number of rounds per day equal to your cleric level. You and your allies within this aureola gain a +1 deflection bonus to Air conditioning and resistance 5 confronting all elements (globe, fire, ice, lightning, h2o, and wind). The deflection bonus increases by +1 for every 4 cleric levels you lot possess beyond eighth. At 14th level, the resistance against all elements increases to 10. These rounds do not demand to be sequent.
Quiet Domain
You see death non as something to be feared, but equally a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear. Granted Powers:
- Gentle Rest (Su): Your touch can fill a creature with lethargy, causing a living animate being to get staggered for 1 round every bit a melee touch attack. If you touch a staggered living beast, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Charisma modifier. You can employ this power a number of times per day equal to 3 + your Charisma modifier.
- Ward Against Expiry (Su): At 8th level, y'all tin can emit a 30-foot aureola that wards against expiry for a number of rounds per day equal to your cleric level. Living creatures in this expanse are immune to all decease effects, energy bleed, and effects that cause negative levels. This ward does non remove negative levels that a animal has already gained, but the negative levels take no event while the animate being is inside the warded area. These rounds do not need to be consecutive.
Ruins Domain
Yous sense nature'south creeping reclamation of what once belonged to the civilized globe and empathise how to ensure ruins that hold ability or significance will persist. Granted Powers:
- Ruin Touch on (Su): You lot can strengthen or weaken objects with your touch. With a melee touch attack, you tin can increase or decrease the hardness of an object (up to a ten-human foot cube) or construct by an amount equal to half your cleric level (minimum 1) for i minute. Yous cannot reduce an object'southward hardness below 0, and the same target cannot be affected past this power more than than in one case. You can use this power a number of times per day equal to 3 + your Charisma modifier.
- Remembrance (Sp): At 4th level, when within a ruin or other structure that is no longer claimed by civilization, you can call upon the wisdom of the land and its long-dead residents. In one case per day for every 4 cleric levels y'all possess, you can cast divination equally a spell-like ability.
- Surefooted (Ex): At eighth level, your speed is non reduced by hard terrain unless the terrain has been magically manipulated to impede move.
Rune Domain
In foreign and eldritch runes yous find potent magic. Yous proceeds Scribe Roll every bit a bonus feat. Granted Powers:
- Nail Rune (Su): Every bit a standard action, yous can create a smash rune in any side by side square. Whatever creature entering this square takes 1d6 points of damage + 1 betoken for every two cleric levels you lot possess. This rune deals either earth, fire, water ice, lightning, water, or wind impairment, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a nail rune in a square occupied past another creature. This rune counts every bit a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill bank check and disarmed with a DC 26 Disable Device skill check. You tin employ this ability a number of times per day equal to 3 + your Charisma modifier.
- Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must exist of at least one level lower than the highest-level cleric spell you tin can cast and it must target 1 or more than creatures. Regardless of the number of targets the spell can normally impact, it only affects the animate being that triggers the rune.
Scalykind Domain
Yous have innate connexion to snakes and their kin. Granted Powers:
- Venomous Stare (Su): You lot are a true lord of reptiles, able to induce hurting, panic, and confusion with a mere glance, and your mesmerizing eyes can even bulldoze weak creatures into unconsciousness. As a standard activeness, you lot can activate a gaze attack with a xxx-pes range. This is an active gaze set on that can target a single beast within range. The target must brand a Will relieve (DC = x + 1/2 your cleric level + your Charisma modifier). Those who fail take 1d6 points of nonlethal damage + one indicate for every two cleric levels you lot possess and are fascinated until the commencement of your adjacent turn. You tin use this ability a number of times per day equal to iii + your Charisma modifier. This is a mind-affecting result.
- Dragonbreath ( Su ): At 4th level, you may use a breath weapon once per twenty-four hour period as a standard action . When you gain this ability, cull globe, burn down, ice, lightning, water or current of air — this determines what kind of damage your breath weapon deals. In one case you make this choice, yous cannot alter it subsequently. Your breath weapon fills a 15-pes cone, and deals 3d6 points of damage — this harm increases by 1d6 points every two levels after 4th. A creature hitting past your dragonbreath attack can attempt a Reflex save (DC 10 + i/2 your cleric level + your Charisma modifier) to take half damage. At ninth level, you can use this ability two times per twenty-four hour period, and at 14th level you lot tin can apply it three times per 24-hour interval.
Shadow Domain
You can dispense darkness and shadows, and are resistant to shadow impairment. Granted Powers:
- Shadow Nail (Su): As a standard action, you can unleash a blast of shadow targeting whatsoever foe inside thirty anxiety equally a ranged bear on attack. This blast of shadow deals 1d6 points of shadow damage + 1 point for every two cleric levels you possess. You tin can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Shadow Resistance (Ex): At 6th level, you gain resist shadow 10. This resistance increases to twenty at twelfth level. At 20th level, you proceeds immunity to shadow.
Force Domain
In strength and brawn there is truth—your religion gives you lot incredible might and power. Granted Powers:
- Forcefulness Surge (Su): As a standard activity, you lot can touch a beast to give it corking force. For ane round, the target gains an enhancement bonus equal to one/2 your cleric level (minimum +1) to melee attacks, gainsay maneuver checks that rely on Strength, Strength-based skills, and Forcefulness checks. You can use this ability a number of times per day equal to iii + your Charisma modifier.
- Might of the Gods (Su): At eighth level, you can add together your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus simply applies on Strength checks and Strength-based skill checks. These rounds do non need to be consecutive.
Sun Domain
You see truth in the pure and burning lite of the sunday, and can phone call upon its approval or wrath to piece of work great deeds. Granted Powers:
- Sun's Blessing (Su): Whenever you channel positive free energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add together their channel resistance to their saves when yous channel positive energy.
- Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of impairment equal to your cleric level each round that they remain within the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds practice not need to be consecutive.
Time Domain
You seek to control the temporal nature of fourth dimension. Granted Powers:
- Do-Over (Su): You may immediately reroll a failed skill bank check, saving throw or attack curlicue. You lot must have the second gyre regardless of its value. You lot tin can utilise this ability a number of times per solar day equal to three + your Charisma modifier.
- Insight (Su): At eighth level, as an immediate action, you tin can emit a 30-pes temporal aura that grants you and all allies inside the area of issue a bonus to initiative count equal to half your cleric level (minimum 1). You tin use this power can be used a number of times per day equal to 3 + your Charisma modifier.
Travel Domain
You are an explorer and discover enlightenment in the simple joy of travel, exist it by pes or conveyance or magic. Increase your base speed by 10 feet. Granted Powers:
- Agile Feet (Su): As a gratuitous action, y'all tin can gain increased mobility for 1 circular. For the next round, you ignore all difficult terrain and do non accept whatever penalties for moving through it. You can employ this ability a number of times per twenty-four hours equal to 3 + your Charisma modifier.
- Dimensional Hop (Su): At 8th level, you can teleport up to 10 feet per cleric level per day as a motility action. This teleportation must be used in five-foot increments and such movement does not provoke attacks of opportunity. Yous must have line of sight to your destination to apply this power. Y'all can bring other willing creatures with y'all, merely you must expend an equal amount of distance for each creature brought.
Trickery Domain
You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Granted Powers:
- Copycat (Sp): You can create an illusory double of yourself equally a movement action. This double functions as a unmarried mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory indistinguishable is dispelled or destroyed. You can accept no more than one copycat at a time. This ability does not stack with the mirror prototype spell. You tin use this power a number of times per mean solar day equal to iii + your Charisma modifier.
- Master'due south Illusion (Sp): At eighth level, you tin create an illusion that hides the appearance of yourself and any number of allies within 30 feet for one circular per cleric level. This ability otherwise functions similar the spell veil. The relieve DC to discount this issue is equal to 10 + 1/two your cleric level + your Charisma modifier. The rounds practise not demand to be consecutive.
Vermin Domain
You see the perfection of nature in the spindly limbs and strange forms of all vermin, great and small alike. Granted Powers:
- Vermin Whisperer (Su): You can use wild empathy to influence vermin every bit easily equally you influence animals if you practise not already possess this ability. When you do so, you impart a modicum of implanted intelligence on the vermin, allowing you lot to interact with vermin as if they were animals. Vermin whisperer functions but on vermin that are mindless or have an Intelligence score of ii or lower.
- Sudden Sting (Su): At 8th level, y'all tin can inflict a lingering, painful sting, as a swift activity, that requires a successful melee impact attack. This sting deals 1d4 points of piercing damage plus 1 betoken for every 2 cleric levels you take, and the target must succeed at a Fortitude salve (DC 10 + one-half your cleric level + your Charisma modifier) or go staggered for 1 round. This is a pain effect. Y'all can apply this ability a number of times per 24-hour interval equal to iii + your Charisma modifier.
Void Domain
You can telephone call upon the cold darkness between the stars to bequeath otherworldly madness. Granted Powers:
- Guarded Mind (Ex): Yous gain a +2 insight bonus on saving throws confronting all mind-affecting effects.
- Part the Veil (Su): At eighth level, y'all tin can lace spells you bandage with the raw madness that waits in the outer darkness. Activating this ability is a swift activity that you lot must use as you cast a spell that targets a single animate being and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level equally visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to stop the effect—these boosted saving throws utilize just to the additional confusion effect and not to the original spell effect. Part the veil is a heed-affecting effect. Yous tin use this power a number of times per day equal to ane/2 your cleric level.
State of war Domain
You are a crusader for your god, always ready and willing to fight to defend your religion. Granted Powers:
- Battle Rage (Su): You can touch a creature as a standard action to requite it a bonus on melee harm rolls equal to 1/2 your cleric level for 1 circular (minimum +1). You can practise so a number of times per twenty-four hours equal to three + your Charisma modifier.
- Weapon Master (Su): At 8th level, every bit a swift action, you proceeds the use of 1 gainsay feat for a number of rounds per day equal to your cleric level. These rounds exercise not need to exist consecutive and yous can alter the feat chosen each time you use this power. You must come across the prerequisites to use this feat.
Water Domain
You can dispense water and mist, and are resistant to water harm. Granted Powers:
- Water Blast (Su): Every bit a standard action, you can fire a nail of water, targeting any foe within 30 anxiety every bit a ranged touch attack. The blast of water deals 1d6 points of water damage + 1 signal for every ii cleric levels you possess. You lot can apply this power a number of times per twenty-four hours equal to 3 + your Charisma modifier.
- Water Resistance (Ex): At 6th level, you gain resist water x. This resistance increases to xx at twelfth level. At 20th level, you lot gain immunity to h2o.
Weather Domain
With power over tempest and sky, you can call downwards the wrath of the gods upon the earth below. Granted Powers:
- Storm Burst (Su): As a standard action, you can create a storm outburst targeting whatever foe inside xxx feet as a ranged touch on assault. The tempest burst deals 1d6 points of nonlethal damage + one point for every 2 cleric levels y'all possess. In addition, the target is buffeted by winds and rain, causing information technology to take a –two penalty on attack rolls for i round. You can use this ability a number of times per twenty-four hour period equal to 3 + your Charisma modifier.
- Lightning Lord (Sp): At 8th level, you can phone call down a number of bolts of lightning per twenty-four hours equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature tin can exist the target of more than than i bolt and no two targets can be more than thirty feet apart. This ability otherwise functions as call lightning.
Source: https://www.finalfantasyd20.com/classes/base-classes/cleric/domains/
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