Domains
Nature of the Gods | Deities of Traykon |
Monsterous Deities | Elven Pantheon |
Goblin Pantheon | Demon Lords |
High Miracles | Divine Domains |
Dwarf Pantheon | Orc Pantheon |
Lost Gods | Legacy Deities |
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
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- Air Domain
- Animal Domain
- Artifice Domain
- Celerity Domain
- Chaos Domain
- Charm Domain
- Community Domain
- Creation Domain
- Darkness Domain
- Death Domain
- Destruction Domain
- Disease Domain
- Earth Domain
- Evil Domain
- Fire Domain
- Glory Domain
- Good Domain
- Healing Domain
- Ice Domain
- Knowledge Domain
- Law Domain
- Liberation Domain
- Luck Domain
- Madness Domain
- Magic Domain
- Nobility Domain
- Nullification Domain
- Plant Domain
- Protection Domain
- Repose Domain
- Rune Domain
- Strength Domain
- Sun Domain
- Thaumaturgy Domain
- Travel Domain
- Trickery Domain
- Void Domain
- War Domain
- Water Domain
- Weather Domain