Below are the various Domains you may select from. Each deity allows access to certain Domains, so be sure to check what your selected deity allows before choosing. The POWER listed under each Domain is the granted power that the deity bestows upon you for choosing that Domain. The SPELLS are what the deity grants you access to upon your gaining access to each spell level, usable once per day each.
If you are confused on how spells work, because you are a first time gamer, or do not play spellcasters often, PLEASE read this ERRATA on how to read spells. It is extremely useful and is written by D&D official, Skip Williams.
Changes from the FORGOTTEN REALMS Campaign Setting
The list of deities for each domain includes a few changes from the domain list in the FORGOTTEN REALMS Campaign Setting. The addition of the Cold and Repose domains (the latter introduced in Faiths and Pantheons) requires some slight shifting of domains. The affected deities are:
Auril: Air, Cold, Evil, Storm.
Jergal: Fate, Law, Repose, Rune, Suffering.
Kelemvor: Fate, Law, Protection, Repose, Travel.
Osiris: Good, Law, Plant, Repose, Retribution.
Ulutiu: Animal, Cold, Law, Ocean, Protection.
Urogalan: Earth, Halfling, Law, Protection, Repose.
We use D&D domains as well as other d20 systems, so if it is wrong in your D&D book, it is because we have added new domains from other books, some have the same domain name. Please choose which domain you'd like to use. Sometimes they can be completely different from each other (having different powers AND spells).
If the DM wishes, this rule may change or be omitted entirely, so please ask if you are unsure, he may want you to use D&D spells only, so it's important to ask.
OCEAN
(From the Player’s Guide to Faerûn)
DEITIES: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur
POWER: You have the supernatural ability to breathe water as if under the effect of a water breathing spell for up to 10 rounds per cleric level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. This duration need not be consecutive—it can be used in increments as small as one round.
SPELLS:
1) Endure Elements (hot or cold only)
2) Sound Burst
3) Water Breathing
4) Freedom of Movement
5) Wall of Ice
6) Otiluke's Freezing Sphere
7) Waterspout
8) Maelstrom
9) Elemental Swarm (water only)
ORACLE
(From the d20 Ultimate Divine Spellbook)
POWER: You cast divination spells at +1 caster level and all divination spells last one additional round, minute or hour (as appropriate to the spell).
SPELLS:
1) True Strike
2) Augury
3) Divination
4) Scrying
5) Commune
6) Legend Lore
7) Vision
8) Discern Location
9) Foresight
ORC
(From the Player’s Guide to Faerûn)
DEITIES: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
POWER: You gain the smite ability. Once per day, you may attempt to smite an opponent with one normal melee attack. If you hit, you gain a bonus equal to your cleric level on your damage roll. For example, a 4th level cleric of Bahgtru armed with a longsword would deal 1d8+4 points of damage, plus any additional bonuses from high strength or magical effects that normally apply. If you use this ability against a dwarf or an elf, you also gain a +4 bonus on the smite attack roll. Smite is a supernatural ability.
SPELLS:
1) Cause Fear
2) Produce Flame
3) Prayer
4) Divine Power
5) Prying Eyes
6) Eyebite
7) Blasphemy
8) Cloak of Chaos
9) Power Word Kill
PAIN
(From the Book of Vile Darkness)
DEITIES: Rallaster, Scahrossar
POWER: Character converts damage that he deals in one blow per day into healing for himself, up to 1 point of damage per level.
SPELLS:
1) Angry Ache
2) Sadism
3) Wrack
4) Liquid Pain
5) Thousand Needles
6) Pox
7) Wave of Pain
8) Symbol (pain only)
9) Eternity of Torture
PERVERSION
(From the d20 Book of Erotic Fantasy)
DEITIES: Vershnat, Zanbos
POWER: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare making the smite before making the attack. It is useable once per day.
SPELLS:
1) Reverse Gender
2) Cursed Orgasm
3) Impotency
4) Fiendish Seed
5) Baleful Polymorph
6) Symbol of Fear
7) Insanity
8) Symbol of Insanity
9) Energy Drain
PLANNING
(From the Complete Warrior, Player's Guide to Faerûn)
DEITIES: Boccob, Gond, Halmyr, Helm, Ilneval, Red Knight, Siamorphe, Ubtao, Vecna, Wee Jas
POWER: You gain Extend Spell as a bonus feat.
SPELLS:
1) Deathwatch
2) Augury
3) Clairaudience/Clairvoyance
4) *Status (Complete Warrior)
Imbue with Spell Ability (Player's Guide to Faerûn)
5) Detect Scrying
6) Heros' Feast
7) Scrying, Greater
8) Discern Location
9) Time Stop
* Both books are from D&D, Complete Warrior came before Player's Guide to Faerûn, so the guide is the more updated version. However DM's should use whichever book they have available for their campaign
PLANT
(From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
DEITIES: Angharradh, Baervan Wildwanderer, Chauntea, Ehlonna, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Obad-Hai, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao
POWER: Rebuke or command plant creatures as an evil cleric would undead. Use this ability a total of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your skill lists for cleric.
SPELLS:
1) Entangle
2) Barkskin
3) Plant Growth
4) Command Plants
5) Wall of Thorns
6) Repel Wood
7) Animate Plants
8) Control Plants
9) Shambler
PLANT
(From the d20 Ultimate Divine Spellbook)
POWER: Rebuke or command plant creatures as an evil cleric would undead. Use this ability a total of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your skill lists for cleric.
SPELLS:
1) Entangle
2) Barkskin
3) Plant Growth
4) Command Plants
5) Wall of Thorns
6) Repel Wood
7) Animate Plants, Cultivation
8) Control Plants
9) Shambler, Obedient Growth
PLEASURE
(from the Book of Exalted Deeds)
DEITY: Lastai
POWER: You are immune to any effect that damages or drains your Charisma.
SPELLS:
1) Remove Fear
2) Lastai's Caress
3) Heart's Ease
4) Remove Fatigue
5) Eagle's Splendor, Mass
6) Celestial Blood
7) Empyreal Ecstasy
8) Spread of Contentment
9) Sublime Revelry
PLEASURE
(From the d20 Book of Erotic Fantasy)
DEITY: Aaluran
POWER: You may use a soothing touch once per day. Your soothing touch is a supernatural ability that removes fatigue and heals damage equal to your cleric level.
SPECIAL: This domain may only be chosen by a cleric who serves a deity of love, lust and/or beauty, or you have taken a class/prestiege class that requires this domain.
SPELLS:
1) Vision of Exquisite Pleasure
2) Suggestion
3) Orgasmic Vibrations
4) Vision of Exquisite Pleasure, Mass
5) Symbol of Persuasion
6) Orgasmic Vibrations, Mass
7) Limited Wish
8) Charm Monster, Mass
9) Wish
POISON
(From the d20 Ultimate Divine Spellbook)
POWER: You can cast poison once per day as a spell-like ability.
SPELLS:
1) Detect Poison
2) Delay Poison
3) Venom
4) Poison Armour
5) Venom Arrow
6) Poison Fog
7) Restoration, Greater
8) Rain of Poison
9) Venomous Explosion
PORTAL
(From the Player's Guide to Faerûn)
DEITIES: Eilistraee, Shaundakul
POWER: You can detect an active or inactive portal as if it were a normal secret door (DC 20)
SPELLS:
1) Summon Monster I
2) Analyze Portal
3) Dimensional Anchor
4) Dimension Door
5) Teleport
6) Banishment
7) Etherealness
8) Dimensional Lock
9) Gate
PREDATOR
(From the d20 Ultimate Divine Spellbook)
POWER: You gain the Track feat for free.
SPELLS:
1) Detect Animals or Plants
2) Cat's Grace
3) Magic Fang, Greater
4) Cull the Weak
5) Poison
6) Find the Path
7) True Seeing
8) Animal Shapes
9) Foresight
PROTECTION
(From the Player’s Guide to Faerûn, Player’s Handbook 3.5)
DEITIES: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, St. Cuthbert, Deneir, Dumathoin, Eldath, Fharlanghn, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celantil, Helm, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selûne, Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla
POWER: You can generate a Protective Ward as a supernatural abilty. 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.
SPELLS:
1) Sanctuary
2) Shield Other
3) Protection from Energy
4) Spell Immunity
5) Spell Resistance
6) Antimagic Field
7) Repulsion
8) Mind Blank
9) Prismatic Sphere
PROTECTION
(From the d20 Ultimate Divine Spellbook)
POWER: You can generate a protective ward as a supernatural abilty. 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.
SPELLS:
1) Sanctuary, Aegis of the Gods, Endure Sunlight
2) Shield Other, Protection from Sunlight
3) Protection from Energy
4) Spell Immunity
5) Spell Resistance
6) Antimagic Field, Flameblock
7) Repulsion
8) Mind Blank
9) Prismatic Sphere, Relocation
Page Last Updated June 16th, 2006
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