Cleric Domain List
Cleric Domain List
Cleric Domain List
Spells in this color are not on the regular Cleric spell list.
Granted Power (Su): Turn or destroy earth c reatures as a good Cleric turns undead. Rebuke,
c ommand, 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 granted power is a supernatural
ability.
Granted Power: You cast transmutation spells on living targets at +1 c aster level.
Granted Power (Sp): You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of Cleric class skills.
Granted Power: Gain +4 competenc e bonus on Craft c hec ks. You cast creation spells at +1
c aster level.
Granted Power: Once per day, as a standard action, you may determine the most valuable item
within 30'. An item's value is determined by its listed gold-piece price. If you cannot see the most
valuable item within range, you become aware of its general location (within 5'), but you gain no
insight into what the item is. This ability does not tell you the gold piece value of an item.
1. Sticky Fingers: Grants you a +10 bonus on Sleight of Hand c hec ks.
2. Treasure Scent: Allows you to detec t and follow valuable materials by scent.
3. Locate Object: Senses direction toward objec t (specific or type).
4. Shrink Item: Object shrinks to one-sixteenth size.
5. Telekinesis: Moves object, attacks c reature, or hurls object or c reature.
6. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you c an retrieve it at
will.
7. Sequester: Subject is invisible to sight and scrying; renders c reature c omatose.
8. Discern Location: Reveals exact location of creature or object.
9. Antipathy: Object or location affec ted by spell repels c ertain creatures.
Granted Power: 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.
1. Magic Fang: One natural weapon of subjec t creature gets +1 on attack and damage rolls.
2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
3. Magic Fang, Greater: One natural weapon of subjec t creature gets +1/4 levels on attac k
and damage rolls (max +5).
4. Claws of the Savage: Subject gains claws that deal damage based on size.
5. Charm Monster: Makes monster believe it is your ally.
6. Hold Monster: As hold person, but any creature.
7. Whirlwind of Teeth: Creates moving 5'/level cylinder that deals 1d8 damage/2 levels eac h
round.
8. Spread of Savagery: Creatures within 10'/level bec ome hostile and savage.
9. Were-Doom: 1d4 creatures infected with lycanthropy.
Granted Power: You are immune to pressure damage from desc ending into even the greatest of
oceanic depths.
Blackwater Domain Spells
Granted Power (Su): Rebuke or command blightspawned c reatures and evil-aligned animals or
plants as an evil Cleric rebukes undead. You may use this ability a number of times per day equal
to 3 + your Charisma modifier. This is a supernatural ability.
Granted Power: You gain the stonec unning ability (Player's Handbook 15). If you already have
stonec unning, your racial bonus on checks to notic e unusual stonework increases to +4.
Granted Power: 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.
Granted Power (Su): You gain the supernatural ability to smite evil onc e per day. Add a +4
bonus to your melee attac k roll and your Cleric level to your damage. You must dec lare the smite
before making the attac k, and the attempt is wasted if the target is not evil.
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
2. Shatter: Sonic vibration damages objects or crystalline c reatures.
3. Magic Circle Against Law: As protec tion spells, but 10' radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful c reatures.
5. Dispel Law: +4 bonus against attac ks by lawful creatures.
6. Animate Objects: Objec ts attack your foes.
7. Word of Chaos: Kills, c onfuses, stuns, or deafens nonchaotic subjects.
8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar c reature to fight for you (Chaotic only).
Granted Power: You can boost your Charisma by 4 points onc e per day. Activating this power
is a free ac tion. The Charisma increase lasts 1 minute.
Granted Power: Add Gather Information and Knowledge (loc al) to your list of Cleric class skills.
Granted Power (Su): You can turn or destroy fire c reatures as a good Cleric turns undead. You
c an also rebuke or command cold c reatures as an evil Cleric rebukes undead. Use these abilities a
total number of times per day equal to 3 plus your Charisma modifier.
1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 STR damage.
2. Chill Metal: Cold metal damages those who touc h it.
3. Sleet Storm: Hampers vision and movement.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
5. Wall of Ice: Ic e plane c reates wall with 15 hp +1/level, or hemisphere c an trap c reatures
inside.
6. Cone of Cold: 1d6/level cold damage.
7. Control Weather: Changes weather in local area.
8. Polar Ray: Ranged touch attack deals 1d6/level c old damage.
9. Obedient Avalanche: Snowy avalanche c rushes and buries your foes.
Granted Power: Gain a +10 competenc e bonus on Profession checks to earn a living (not
c hecks to acc omplish specialized tasks).
Add Appraise to your list of Cleric class skills.
Granted Power (Sp): Use c alm emotions as a spell-like ability once per day. Gain a +2 bonus
on Diplomac y checks.
Granted Power (Ex): You gain a +1 bonus on opposed checks you make.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one
per four levels.
2. Zeal: You move through foes to attac k the enemy you want.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4. Divine Power: You gain attack bonus, +6 to STR, and 1 hp/level.
5. Righteous Might: Your size increases, and you gain c ombat bonuses.
6. Zealot PactX: You automatically gain combat bonuses when you attack someone of
opposite alignment.
7. Regenerate: Subjec t's severed limbs grow bac k, c ures 4d8 damage + 1/level (max +35).
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-c elestial
or half-fiendish.
Granted Power: Once per day, you can attack an objec t and ignore its hardness.
1. Doom: One subject suffers -2 on attac ks, damage, saves, and c hecks.
2. Blindness/Deafness: Makes subjec t blinded or deafened.
3. Contagion: Infec ts subject with chosen disease.
4. Morality Undone M: Subjec t becomes evil.
5. Feeblemind: Subject's INT and CHA drop to 1.
6. Pox: Deals 1d4 CON drain to one creature/level.
7. Insanity: Subjec t suffers c ontinuous c onfusion.
8. Befoul: Turns large amount of water poisonous
9. DespoilM: Kills plants and damages objec ts in 100'/level radius.
Granted Power (Su): You radiate an aura of c ourage that grants all allies within 10' (including
yourself) a +4 morale bonus on saving throws against fear effec ts. This ability functions only while
you are c onsc ious.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one
per four levels.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Cloak of Bravery: You and your allies gain a bonus on saves against fear.
4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
5. Valiant Fury: +4 STR, CON; +2 Will saves; extra attack.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear;
temporary hp.
8. Lion's Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attac ks and
saves against fear, temporary hp.
9. Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus
on attac ks.
Granted Power: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus
as a bonus feat for one Craft skill of your c hoice.
Granted Power (Su): You may use a death touch once per day. Your death touc h is a
supernatural ability that produc es a death effec t. You must suc ceed on a melee touc h attack
against a living c reature (using the rules for touch spells). When you touc h, roll 1d6 per Cleric
level you possess. If the total at least equals the creature's c urrent hit points, it dies (no save).
Granted Power: Your limit for c reating undead animated with spells inc reases to three times
your c aster level instead of the normal two times c aster level.
Deathbound Domain Spells
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures
in place of one of your turn undead attempts. The greater rebuking is like a normal rebuking
exc ept that the deathless creatures that would be rebuked are commanded instead.
Granted Power (Su): You may use a touch of decay once per day. Your touch of decay is a
supernatural ability that causes putrescenc e in organic matter and weakens inorganic matter. You
must suc ceed on a melee touch attack to affect a creature (using the rules for touch spells). If
you touch a living creature inc luding construc ts with the living subtype, you deal 1d4 points of
Constitution damage. If you touch an undead creature, an object, or a construc t without the
living construct subtype, you deal 2d6 ponts of damage +1 point per Cleric level.
1. Doom: One subject suffers -2 on attac ks, damage, saves, and c hecks.
2. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.
3. Contagion: Infec ts subject with chosen disease.
4. Enervation: Subject gains 1d4 negative levels.
5. Blight: Withers one plant or deals 1d6/level damage to plant creatures.
6. Antilife Shell: 10' field hedges out living creatures.
7. Withering Palm: Touch attack deals 1 point STR and 1 point CON damage per two c aster
levels.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Energy Drain: Subjec t gains 2d4 negative levels.
Granted Power (Su): You gain a +1 profane bonus on attac k and damage rolls for unarmed
strikes and attacks with natural weapons.
Granted Power (Su): Once per day as an immediate action, you can grant a willing creature
within 30' the ability to reroll an attac k, save, ability c hec k, or skill check. You must be able to
see the c reature to be affected. You cannot use this power on yourself.
1. Omen of Peril: You know how dangerous the future will be.
2. Augury MF: Learns whether an action will be good or bad.
3. Delay Death: Losing hit points doesn't kill subjec t.
4. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and c hec ks; or 50%
c hance of losing each ac tion.
5. Stalwart Pact: You gain combat bonuses automatically when reduc ed to half points or
lower.
6. Warp Destiny: Reverse failed save or hit in combat.
7. Bestow Curse, Greater: As bestow curse:, but more severe penalties.
8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
9. Choose Destiny: Gain two c hances for succ ess on every action.
Granted Power (Su): You gain the smite power, the supernatural ability to make a single melee
attac k 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.
1. Inflict Light Wounds: Touc h attac k, 1d8 damage +1/level (max +5).
2. Shatter: Sonic vibration damages objects or crystalline c reatures.
3. Contagion: Infec ts subject with chosen disease.
4. Inflict Critical Wounds: Touch attac k, 4d8 damage +1/level (max +20).
5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many c reatures.
6. Harm: Deals 10 points/level damage to target.
7. Disintegrate: Makes one c reature or object vanish.
8. Earthquake: Intense tremor shakes 5'/level radius.
9. Implosion: Kills one c reature/round.
Granted Power: Once per day, as an immediate action, add your class level as a bonus on a
single Bluff, Diplomacy, Intimidate, or Sense Motive c hec k.
1. Protection from Good: +2 to AC and saves, counter mind c ontrol, hedge out elementals
and outsiders.
2. Devil's Eye: See through magical darkness up to 30'.
3. Devil's Ego: Gain +4 to CHA and change type to outsider for 1 min./level.
4. Hellfire: Explosion of infernal fire deals 1d8 damage/2 levels in 10' radius.
5. Planar Binding, Lesser: Traps extraplanar c reature of 6 HD or less until it performs a task.
6. Planar Binding: As lesser planar binding, but up to 12 HD.
7. Hellfire Storm: Explosion of infernal fire deals 1d8 damage/level in 20' radius.
8. Demand: As sending, plus you can send suggestion.
9. Investiture of the Pit Fiend: Target gains powerful c law attacks, ability to inflic t disease,
or ability to inflic t terror.
Granted Power: Add Bluff and Intimidate to your list of Cleric class skills.
1. Magic Fang: One natural weapon of subjec t creature gets +1 on attack and damage rolls.
2. Resist Energy: Ignores 10 (or more) points of damage/attac k from specified energy type.
3. Magic Fang, Greater: One natural weapon of subjec t creature gets +1/4 levels on attac k
and damage rolls (max +5).
4. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one
suggestion.
5. True SeeingM: Lets you see all things as they really are.
6. StoneskinM: Ignore 10 points of damage per attack.
7. Dragon Ally X: As lesser dragon ally, but up to 15 HD.
8. Suggestion, Mass: As suggestion, plus one/level subjects.
9. Dominate Monster: As dominate person, but any creature.
Granted Power: Bec ause you have long delved into dreams and nightmares, you are immune to
fear effects.
Granted Power (Su): You can perform a feat of enduranc e, which is the supernatural ability to
gain an enhancement bonus to Constitution equal to one-half your level. Ac tivating the power is a
free action, the power lasts one minute, and it is usable once per day.
Granted Power: Once per day as a standard action, you can channel a bolt of Abyssal entropy
as a ranged touch attack, dealing 1d8 points of damage per Cleric level you possess. Half the
damage is sonic damage, and half is unholy damage that c annot be reduc ed by sonic resistance
or immunity.
Granted Power: Add Bluff to your list of Cleric class skills. In addition, you cast spells that
damage or drain ability sc ores or bestow negative levels at +1 caster level.
1. Protection from Good: +2 to AC and saves, counter mind c ontrol, hedge out elementals
and outsiders.
2. DesecrateM: Fills area with negative energy, making undead stronger.
3. Magical Circle against Good: As protection spells, but 10' radius and 10 min./level.
4. Unholy Blight: Damages and sickens good c reatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjec ts.
8. Unholy AuraF: +4 to AC, +4 resistanc e ,SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar c reature to fight for you (Evil only).
Granted Power (Su): You have the supernatural ability to force 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 rec eptacle. If it is a ghost or a possessing
fiend, it becomes ethereal and free-floating again. In any case, the spirt c annot attempt to
possess the same vic tim again for 24 hours.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
2. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
3. Remove Curse: Frees object or person from c urse.
4. Dismissal: Forc es a creature to return to native plane.
5. Dispel Evil: +4 bonus against attac ks by evil creatures.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjec ts.
8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Freedom: Releases c reature from imprisonment.
Granted Power (Su): Once per day as a free ac tion, you can protect a number of creatures
equal to your Charisma modifier (minimum one c reature) with a +4 dodge bonus to AC. This ability
lasts 1 round per level. An affected creature loses this porotec tion if it moves more than 10' from
you. You c an affec t yourself with this ability.
Granted Power (Ex): You gain the unc anny dodge ability. If you have another class that gives
you uncanny dodge, your Cleric levels add to that c lass's levels for determining when you gain the
improved unc anny dodge class feature (Player's Handbook 26).
Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.
Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of feys (suc h
as dryads, nymphs, and sprites).
Fey Domain Spells
1. Faerie Fire: Outlines subject with light, c anc eling blur, concealment, and the like.
2. Charm Person: Makes one person your friend.
3. Inspired Aim: Allies within 40' gain +2 insight bonus on ranged attack rolls.
4. Blinding Beauty: You bec ome as beautiful as a nymph, and can blind humanoids who look
at you.
5. Tree Stride: Step from one tree to another far away.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Liveoak: Oak bec omes treant guardian.
8. Unearthly Beauty: As blinding beauty, but c reatures must save or die.
9. Summon Nature's Ally IX: Summons creature to fight.
Granted Power (Su): Turn or destroy water c reatures as a good Cleric turns undead. Rebuke,
c ommand, 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 granted power is a supernatural
ability.
Granted Power (Su): By manipulating c osmic forces of inertia, once per day you can reroll any
damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.
Granted Power: You gain a +2 insight bonus on Craft and Appraise c hecks related to stone or
metal items.
Granted Power: Once per day as a free ac tion, you can designate a single c reature or objec t
as the target of your fury. You gain a +2 profane bonus on attack rolls against the designated
c reature or objec t and deal an extra 2 points of damage with each succ essful strike upon it.
These bonuses persist until you selec t a new target for your attac ks.
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning
damage roll.
Granted Power: For a total time per day of 1 round per Cleric level you possess, you c an
increase your size as if you were affected by the enlarge person spell. Ac tivating the power or
ending it is a free action.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attac ks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjec ts.
8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar c reature to fight for you (Good only).
Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand
c hecks.
1. Cheat: Caster rerolls when determining the suc cess of a game of chanc e.
2. Entice Gift: Subject gives c aster what it's holding.
3. Knock: Opens loc ked or magically sealed door.
4. Fire TrapM: Opened object deals 1d4 damage +1/level.
5. Fabricate: Transforms raw materials into finished items.
6. Guards and Wards: Array of magical effec ts protec ts area.
7. Teleport Object: As teleport, but affec ts a touc hed object.
8. Phantasmal Thief: Creates an unseen force that steals from others.
9. Sympathy M: Objec t or loc ation attracts certain c reatures.
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb,
Jump, Move Silently, and Hide c hecks. Activating this ability is a free ac tion.
Granted Power: Once per day as a free ac tion, choose one opponent. Against that foe you
gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.
1. Doom: One subject suffers -2 on attac ks, damage, saves, and c hecks.
2. Scare: Panics creatures of less than 6 HD.
3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and c hec ks; or 50%
c hance of losing each ac tion.
4. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
5. Righteous Might: Your size increases, and you gain c ombat bonuses.
6. ForbiddanceM: Blocks planar travel, damages c reatures of different alignment.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjec ts.
8. Antipathy: Object or location affec ted by spell repels c ertain creatures.
9. Wail of the Banshee: Kills one creature/level.
Healing Domain (Player's Handbook 187)
Core Deities: Pelor.
Eberron Deities: Olladra.
Forgotten Relams Deities: Berronar Truesilver, Ilmater, Lurue, Luthic, Sharindlar, Torm.
Other Deities: Al'Akbar, Callarduran Smoothhands, Glautru, Iallanis, Sheyanna Flaxenstrand,
Skerrit, Skoraeus Stonebones, Taiia.
Granted Power: Intimidate is a class skill. You gain a +4 sac red bonus on Diplomacy and
Intimidate c hecks.
Granted Power: You gain a bite attack. If you are Small, your bite attac k 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 attac k, use the higher of the two damage values. This is
c onsidered a sec ondary natural attac k.
Granted Power (Ex): You gain unc anny dodge, the extraordinary ability to reac t to danger
before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if
any) regardless of being c aught flat-footed or struck by an invisible attacker. If you gain
unc anny dodge from a sec ond class (such as Barbarian or Rogue), you automatically gain
improved unc anny dodge, as detailed in those class descriptions.
Insight Domain Spells
Granted Power: Add all Knowledge skills to your list of Cleric class skills.
You c ast divination spells at +1 caster level.
Kobold Domain
Core Deities: Kurtulmak.
Other Deities: None.
Granted Power: Add Disable Device and Search to your list of Cleric class skills.
You c an use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
You can use the Disable Device skill to disarm magic traps. A Cleric with the Kobold domain who
beats a trap's DC by 10 or more with a Disable Device c hec k can study a trap, figure out how it
works, and bypass it (with their party) without disarming it.
1. Protection from Chaos: +2 to AC and saves, c ounter mind control, hedge out elementals
and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effec ts.
3. Magic Circle against Chaos: As protection spells, but 10' radius and 10 min./level.
4. Order's Wrath: Damages and dazes c haotic c reatures.
5. Dispel Chaos: +4 bonus against attac ks by c haotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjec ts.
8. Shield of LawM: +4 to AC, +4 resistanc e, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar c reature to fight for you (Lawful only).
Granted Power (Su): If you are affec ted by a charm, c ompulsion or fear effec t and fail your
saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra
c hance to succ eed on your saving throw. This granted power is c onsidered a supernatural ability.
1. Omen of Peril: You know how dangerous the future will be.
2. Undetectable Alignment: Conc eals alignment for 24 hours.
3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and
petrification.
6. Dispel Magic, Greater: As dispel magic , but up to +20 on check.
7. RefugeM: Alters item to transport its possessor to you.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Unbinding: Frees everyone in range from spells that constrain or bind.
Granted Power: Once per day, you can grant 1d6 temporary hit points +1 per Cleric level to a
c reature you touch. These temporary hit points last for a maximum of 1 hour/level.
Granted Power (Ex): You gain the power of good fortune, which is usable once per day. This
extraordinary ability allows you to reroll one roll that you have just made before the DM dec lares
whether the roll results in succ ess or failure. You must take the result of the reroll, even if it's
worse that the original roll.
1. Entropic Shield: Ranged attacks against you have 20% miss chanc e.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subject from enc hantments, alterations, c urses, and
petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels bac k at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
9. MiracleX: Requests a deity's interc ession.
Granted Power: Once per day as a free ac tion, you gain an enhancement bonus to Charisma
equal to your Cleric level. The power lasts for 1 round.
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill
c hecks 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 c hec k or Will save. You must
c hoose to use this benefit before the c hec k or save is rolled.
Granted Power: 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.
Granted Power: Once per day, you can c ast one spell as though it had the Empower Spell
feat applied to it. However, you c ast the spell at its normal level, not at two levels higher, and
use the normal casting time of the spell. You need not know the Empower Spell feat to use this
ability.
Granted Power (Sp): Once per day 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 an abjuration effect with a duration of 1 hour.
Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for
either the light hammer or the warhammer (your choic e).
Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive chec ks.
Granted Power: 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 Charisma modifier.
1. Faerie Fire: Outlines subject with light, c anc eling blur, concealment, and the like.
2. Moonbeam: Forces lycanthropes to regain human shape.
3. Moon Blade: Creates sword that does 1d8 damage +1/2 levels, sc rambles magic.
4. Fear: Subjects within cone flee for 1 round/level.
5. Moon Path: Creates invisible stair or bridge.
6. Permanent ImageM: Includes sight, sound, and smell.
7. Insanity: Subjec t suffers c ontinuous c onfusion.
8. Animal Shapes: One ally/level polymorphs into c hosen animal.
9. Moonfire: Cone of light damages c reatures, reveals hidden things, negates electricity
damage.
Granted Power (Su): Once per day, you can use a free action to c hannel 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.
1. Divine Favor: You gain +1/3 levels on attack rolls and damage rolls.
2. Spiritual Weapon: Magical weapon attac ks on its own.
3. Visage of the Deity, Lesser: Your form bec omes more like your deity's.
4. Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
5. Righteous Might: Your size increases, and you gain c ombat bonuses.
6. Visage of the Deity: As lesser visage of the deity, but you get celestial or fiendish
qualities.
7. Blasphemy*/Holy Word*: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Holy AuraF*/Unholy AuraF*: +4 AC, +4 resistanc e, and SR 25 against evil/good spells.
9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-c elestial
or half-fiendish.
*Choose good or evil version based on your alignment.
Granted Power (Su): Rebuke, c ommand, or bolster undead as an evil Cleric . Use this ability a
number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural
ability.
Granted Power (Sp): Once per day as a standard action, you c an inspire allies, giving them a
+2 morale bonus on saving throws, attac k rolls and damage rolls, ability c hecks, and skill c hec ks.
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).
1. Divine Favor: You gain +1/3 levels on attack rolls and damage rolls.
2. Enthrall: Captivates all within 100' + 10'/level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Discern Lies: Reveals deliberate falsehoods.
5. Command, Greater: As command, but affec ts one subject/level.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Repulsion: Creatures c an't approach you.
8. Demand: As sending, plus you can send suggestion.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.
Granted Power (Su): 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 automatic ally as soon as it
applies, lasts until it runs out or is no longer needed, and c an operate multiple times per day (up
to the total daily time limit).
Granted Power: You can rebuke or c ommand oozes as an evil Cleric rebukes or commands
undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.
Granted Power (Su): You gain the smite power, the ability to make a single melee attack with
a +4 bonus on attac k rolls and a bonus on damage rolls equal to your Cleric level (if you hit). You
must declare the smite before making the attac k. It is usable onc e per day. If used against a
dwarf or an elf, you get a +4 bonus on the smite attack roll.
Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of Cleric class skills.
Granted Power (Su): For a total time per day of 1 round per Cleric level, as a free action you
c an ac t as if under the effect of the rage spell. This granted power is a supernatural ability.
Granted Power: Charac ter converts damage that he deals in one blow per day into healing for
himself, up to 1 point of damage per level.
Granted Power: You gain immunity to the effects of all diseases, though you c an still carry
infectious diseases.
1. Doom: One subject suffers -2 on attac ks, damage, saves, and c hecks.
2. Summon Swarm: Summons swarm of bats, rats, or spiders.
3. Contagion: Infec ts subject with chosen disease.
4. Poison: Touch deals 1d10 CON damage, repeats in 1 minute.
5. Plague of Rats: Summons horde of rats.
6. Curse of Lycanthropy: Causes temporary lycanthropy in subjec t.
7. Scourge: Inflicts a disease that must be magic ally cured, one subject/level.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Otyugh Swarm: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
Granted Power (Su): Rebuke or command plant c reatures as an evil Cleric rebukes or
c ommands undead. Use this ability a total number of times per day equal to 3 + your Charisma
modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of Cleric class skills.
Granted Power: You are immune to any effec t that damages or drains your Charisma.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one
per four levels.
2. Lastai's CaressF: Intense feelings of good leave evil subjec t cowering, frightened,
nauseated, or shaken.
3. Heart's Ease: Removes fear, despair, confusion, insanity, and some mind-influencing
effects; restores 2d4 points of temporary Wisdom damage.
4. Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
5. Eagle's Splendor, Mass: As eagle's splendor, affects one subjec t/level.
6. Celestial BloodM: Grant energy resistance, +4 on saves against poison, and damage
reduction 10/evil.
7. Empyreal Ecstasy: Targets immune to pain and mind-influencing effects, and take half
damage from melee and ranged attac ks; –4 to skill c hec ks.
8. Spread of ContentmentM: Calms hostile creatures within 10'/level radius.
9. Sublime Revelry: Targets are immune to pain and mind-influenc ing effec ts, and take half
damage from melee and ranged attac ks.
Granted Power: You can detec t an active or inactive portal as if it were a normal secret door
(Search DC 20).
Granted Power: Whenever your roll a 1 on a saving throw, you can immediately reroll the save.
You must keep the result of the sec ond roll if it is another 1.
Granted Power (Su): You can generate a protec tive ward as a supernatural ability. Grant
someone you touch a resistance bonus equal to your Cleric level on his or her next saving throw.
Ac tivating this power is a standard action. The protec tive ward is an abjuration effect with a
duration of 1 hour that is usable onc e per day.
Granted Power (Su): If you fall below 0 hit points, you regain a number of hit points equal to
1d8 + your Charisma modifier. This ability func tions onc e per day. If an attack brings you to -10
hit points or lower, you die before this power takes effect.
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose
Cleric s are barred from casting evil spells.
Granted Power (Sp): The character may use a death touch once per day. The death touch is a
spell-like ability that is a death effect. The c haracter must suc ceed at a melee touch attack
against a living c reature (using the rules for touch spells). When the c harac ter touc hes, roll 1d6
per his or her Cleric level. If the total at least equals the creature's current hit points, it dies.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject plus one
per four levels.
2. Restoration, Lesser: Dispels magic al ability penalty or regains 1d6 ability damage.
3. Remove Disease: Cures all diseases affecting subject.
4. RestorationM: Restores level and ability score drains.
5. Raise DeadM: Restores life to subject who died as long as one day/level ago.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
8. ResurrectionM: Fully restore dead subject.
9. True ResurrectionM: As resurrec tion, plus remains aren't needed.
Retribution Domain (Spell Compendium 279)
Core Deities: St. Cuthbert.
Forgotten Realms Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr,
Uthgar.
Other Deities: None.
Granted Power (Su): Once per day, if you have been harmed by someone in combat, you c an
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.
Granted Power: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus
feat. If you already possess that feat, you gain Weapon Focus (Valenar double scimitar)
instead.
Granted Power: Once per day, you can shape a small amount of sand into any solid object you
c an imagine, up to 8 cubic feet in volume. You can shape one objec t or several, up to a number
equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.
You must make a special Wisdom check (d20 + your WIS modifier + ½ your Cleric level) against
a DC determined by the size and complexity of the item. The item to be c reated has a base DC of
5, plus the modifiers on the table below.
Item Complexity Modifier
Fine details +2
Functioning tool +2
Functioning armor/weapon +5
Multiple parts +5
Masterwork version +10
Moving parts +10
Eac h attempt to create an item requires a number of minutes equal to its DC. You can take 10
or take 20 on this chec k. Created items persist for 1 minute per Cleric level, and c an only be solid
objec ts. The objects c reated have no magic al properties, though they radiate faint transmutation
magic.
All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2,
Tiny 3, Small 5, Medium 8, Large 10.
1. Magic Fang: One natural weapon of subjec t creature gets +1 on attack and damage rolls.
2. Animal Trance†: Fasc inates 2d6 HD of animals.
3. Magic Fang, Greater: One natural weapon of subjec t creature gets +1/4 levels on attac k
and damage rolls (max +5).
4. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
5. Animal Growth†: One animal/2 levels doubles in size.
6. Eyebite: Target becomes panic ked, sickened, and c omatose.
7. Creeping Doom*: Swarms of c entipedes attack at your command.
8. Animal Shapes†: One ally/level polymorphs into chosen animal.
9. ShapechangeF: Transforms you into any c reature, and c hange forms once per round.
†Affec ts only ophidian and reptilian c reatures.
*Composed of tiny snakes.
Granted Power: You gain Expert Swimmer or Rapid Swimming (your c hoic e) as a bonus
feat.
Granted Power: Your fly speed (or glide speed) improves by 5'.
Add Spot to your list of Cleric class skills.
1. Raptor's Sight: Gain +5 on Spot c hec ks; range inc rement penalty halved.
2. Summon Dire Hawk: Summons dire hawk to serve you.
3. Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled.
4. Aerial Alacrity: +30' fly speed, +1 AC and Reflex saves while flying, maneuverability
improves by one c ategory.
5. Control Winds: Change wind direction and speed.
6. Wind Walk: You and your allies turn vaporous and travel quickly.
7. Reverse Gravity: Objects and creatures fall upward..
8. Mastery of the Sky: Gain +2 on attack rolls and damage rolls while airborne;
maneuverability becomes perfect; foes inc ur penalties against you.
9. Summon Devoted Roc: Summons powerful roc to serve you.
Granted Power: Rebuke or command oozes as an evil Cleric rebukes or commands undead. You
c an use this abilities a number of times per day equal to 3 + your Charisma modifier.
Granted Power: You are c losest to your god while lazing and relaxing. You take no penalty to
Armor Class against melee attacks while prone.
Sloth Domain Spells
Granted Power: You gain a +2 bonus on Conc entration checks and Spellcraft c hecks.
Granted Power: Rebuke or command spiders as an evil Cleric rebukes or commands undead. You
c an use this abilities a number of times per day equal to 3 + your Charisma modifier.
Granted Power: Sympathetic strike. You can forc e opponents to take damage they have dealt
you. Onc e per day, you c an make a melee touc h attac k on the target, and deal damage equal to
the damage the target dealt to you in the last round, to a maximum of 5 hp per divine caster level
you possess.
1. Entropic Shield: Ranged attacks against you have 20% miss chanc e.
2. Gust of Wind: Blows away or knocks down smaller c reatures.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Sleet Storm: Hampers vision and movement.
5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
6. Summon Monster VI*: Calls extraplanar c reature to fight for you.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and c an pick up creatures.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.
*Air spell only.
Granted Power (Su): You can perform a feat of strength as a supernatural ability. You gain an
enhanc ement bonus to Strength equal to your Cleric level. Activating the power is a free action,
the power lasts one round, and it is usable onc e per day.
Granted Power (Sp): You can use a pain touc h onc e per day. Make a melee touc h attack
against a living c reature, whic h bestows on that creature a -2 penalty to Strength and Dexterity
for 1 minute on a suc cessful attack. This ability does not affec t c reatures that have immunity to
extra damage from critical hits.
Granted Power: You are c onsidered a native of the waste for purposes of heat resistanc e (you
have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based
skill c hec ks.
1. Impede Sun's Brilliance: Diminishes the heat and light of the sun in an area.
2. Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
3. Protection from Dessication: Absorb 10 points/level of dessic ation damage.
4. Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
5. Unearthly Heat: Target is subjec ted to unearthly heat for 1 round/level.
6. Sunbeam: Beam blinds and deals 4d6 damage.
7. Control Weather: Changes weather in local area.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.
Granted Power: Add +2 to your c aster level for all conjuration (summoning) or c onjuration
(c alling) spells.
Granted Power: Once per day, you can perform a greater turning against undead in plac e of a
regular turning. The greater turning is like a normal turning exc ept that the undead creatures that
would be turned are destroyed instead.
Granted Power: Select a gender. As long as you wear no armor, you gain a +2 c ompetence
bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save
DC for any mind-affecting spells or abilities you use against this gender increases by 1.
Granted Power: Rebuke or command oozes as an evil Cleric rebukes or commands undead. Use
this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2
bonus on Constitution c hec ks to resist dehydration.
1. Parching Touch: One touc h/level deals 1d6 damage and possibly 1 CON damage.
2. Desiccate: Deals 1d6/2 levels desicc ation damage and dehydrates living creature.
3. Tormenting Thirst: Subject is overwhelmed by thirst.
4. Dispel Water: Cancels water spells and effects or dismisses water creatures.
5. Desiccate, Mass: Desiccates several c reatures.
6. Symbol of ThirstM: Triggered rune overwhelms nearby c reatures with thirst.
7. Mephit Mob*: Summons multiple mephits.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Energy Drain: Subjec t gains 2d4 negative levels.
*Dust, salt, or sulfur mephits only.
Granted Power (Sp): Once per day as a free ac tion, you can use detec t thoughts, affecting
one subjec t and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).
Granted Power (Su): For a total time per day of 1 round per Cleric level you possess, you c an
act normally regardless of magical effec ts that impede movement as if you were affec ted by the
spell freedom of movement. This effec t oc curs 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.
Granted Power: Once per day, when you attac k a flat-footed opponent, you can deal
additional damage equal to 1d6 per two Cleric levels you possess (round up, not down, in this
c ase) with a single melee attac k. You must declare that you are using this ability before making
the attac k, and if you miss the opponent that use of your power is wasted. Creatures immune to
c ritic al hits are also immune to this additional damage.
Granted Power: Add Bluff, Disguise, and Hide to your list of Cleric c lass skills.
Granted Powesr: You gain a bonus on Sense Motive checks equal to your Cleric level. You cast
divination spells at +1 c aster level.
Truth Domain Spells
Granted Power: Add +1 to the save DC of any enc hantment (compulsion) spell you cast.
Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary)
and Weapon Focus feat with the deity's favored weapon.
See this list for deities and their favored weapons.
Granted Power (Su): Rebuke, c ommand, or bolster c onstruct 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.
1. Repair Light Damage: Repairs 1d8 + 1/level damage (max +5) to a c onstruct.
2. Construct Essence, Lesser: Grants a living c onstruct qualities of the construc t type.
3. Stone ConstructM: Construc t gains DR 10/adamantine.
4. Repair Critical Damage: Repairs 4d8 + 1/level damage (max +20) for a c onstruct.
5. Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
6. Iron ConstructM: Construc t gains DR 15/adamantine and takes half damage from ac id and
fire.
7. Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct
type.
8. Total Repair: Repairs 10/level damage to a construct.
9. Summon Warforged Champion:: Summons a mighty warforged titan.
Granted Power (Su): Turn or destroy fire creatures as a good Cleric turns undead. Rebuke,
c ommand, or bolster water c reatures 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.
Granted Power: Add Appraise to your list of Cleric c lass skills. You gain Skill Focus (Appraise)
as a bonus feat.
Granted Power: Your vision is unobstruc ted by nonmagic al weather conditions. Add Survival to
your list of Cleric class skills. You gain a +2 bonus on all weather-related Survival c hecks.
Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill
c hecks.
Granted Power: Once per day, you can subtrac t a number of points from your Wisdom score
equal to or less than your Cleric level. For every 2 points you subtrac t from your Wisdom sc ore,
add 1 point and add them to your Strength sc ore. You suffer all the effects of reduced Wisdom,
including ac cess 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 c annot be
ended prematurely.