Difference between revisions of "Domain"

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[[Category:Creature Mechanics]]
 
[[Category:Creature Mechanics]]
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[[Category:Feats]]
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[[Category:Class Feats]]
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[[Category:Cleric Class Feats]]
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{{Feat
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| Name = {{PAGENAME}}
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| Type = Class
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| Use = Varies
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| Prerequisites = [[Cleric]] 1
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}}
 
{{ExternalSource_d20srd|http://www.d20srd.org/srd/spellLists/clericDomains.htm}}
 
{{ExternalSource_d20srd|http://www.d20srd.org/srd/spellLists/clericDomains.htm}}
 
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Domain}}
 
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Domain}}
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{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Domain}}
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[[Cleric]]s specialize in two areas of magical expertise called Domains. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. A domain must be supported by a Cleric's [[Deity]].
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A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains.
  
 
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
 
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
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With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
 
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
  
{{DomainOverview
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{{Domains}}
| Name = Air
 
| Description = Clerics with the air domain are masters of elemental air, being granted spells thematic to the element and power over creatures of the element.
 
| Power = Clerics with the air domain turn elementals as if they were undead.
 
| Spell1 = Obscuring Mist
 
| Spell2 = Wind Wall
 
| Spell3 = Gaseous Form
 
| Spell4 = Air Walk
 
| Spell5 = Control Winds
 
| Spell6 = Chain Lightning
 
| Spell7 = Control Weather
 
| Spell8 = Whirlwind
 
| Spell9 = Elemental Swarm
 
}}
 
 
 
{{DomainOverview
 
| Name = Animal
 
| Description = Clerics with the animal domain are attuned to nature and the fauna within it.
 
| Power = Clerics with animal domain may cast Speak With Animals, as the spell, once per day.
 
| Spell1 = Calm Animals
 
| Spell2 = Hold Animal
 
| Spell3 = Dominate Animal
 
| Spell4 = Summon Nature's Ally IV
 
| Spell5 = Commune with Nature
 
| Spell6 = Antilife Shell
 
| Spell7 = Animal Shapes
 
| Spell8 = Summon Nature's Ally VIII
 
| Spell9 = Shapechange
 
}}
 
 
 
{{DomainOverview
 
| Name = Balance
 
| Description = Clerics with the balance domain work by contemplation and reflection, casting spells that promote clarity.
 
| Power = Once per day, as a free action, you may add your Wisdom modifier to your armor class. This bonuc lasts for 1 round per cleric level.
 
| Spell1 = Make Whole
 
| Spell2 = Calm Emotions
 
| Spell3 = Clarity of Mind
 
| Spell4 = Dismissal
 
| Spell5 = Mass Sanctuary
 
| Spell6 = Banishment
 
| Spell7 = Word of Balance
 
| Spell8 = Protection from Spells
 
| Spell9 = Weighed in the Balance
 
}}
 
 
 
{{DomainOverview
 
| Name = Cavern
 
| Description = Clerics with the cavern domain are at home underground, able to move through often-confusing passages with ease and comfort.
 
| Power = Clerics with cavern domain receive stonecunning, as a [[Dwarves | Dwarf]].
 
| Spell1 = Detect Secret Doors
 
| Spell2 = Darkness
 
| Spell3 = Meld Into Stone
 
| Spell4 = Leomund's Secure Shelter
 
| Spell5 = Passwall
 
| Spell6 = Find the Path
 
| Spell7 = Maw of Stone
 
| Spell8 = Earthquake
 
| Spell9 = Imprisonment
 
}}
 
 
 
{{DomainOverview
 
| Name = Chaos
 
| Description = Clerics with the chaos domain wield the forces of chaos with greater power than other divine spellcasters.
 
| Power = Clerics with chaos domain cast spells with the chaos descriptor at +1 caster level.
 
| Spell1 = Protection from Law
 
| Spell2 = Shatter
 
| Spell3 = Magic Circle Against Law
 
| Spell4 = Chaos Hammer
 
| Spell5 = Dispel Law
 
| Spell6 = Animate Objects
 
| Spell7 = Word of Chaos
 
| Spell8 = Cloak of Chaos
 
| Spell9 = Summon Monster IX
 
}}
 
 
 
{{DomainOverview
 
| Name = Charm
 
| Description = Clerics with the charm domain are especially-gifted in the arts of persuasion, and have powers to help them convince others to help them.
 
| Power = Clerics with charm domain may increase their charisma by 4 for one minute once per day.
 
| Spell1 = Charm Person
 
| Spell2 = Calm Emotions
 
| Spell3 = Suggestion
 
| Spell4 = Good Hope
 
| Spell5 = Charm Monster
 
| Spell6 = Geas
 
| Spell7 = Insanity
 
| Spell8 = Demand
 
| Spell9 = Dominate Monster
 
}}
 
 
 
{{DomainOverview
 
| Name = Cold
 
| Description = Clerics with the cold domain are masters of chillness, able to alter temperature and mastering elemental creatures.
 
| Power = Clerics with the cold domain turn elementals as if they were undead.
 
| Spell1 = Chill Touch
 
| Spell2 = Chill Metal
 
| Spell3 = Sleet Storm
 
| Spell4 = Ice Storm
 
| Spell5 = Wall of Ice
 
| Spell6 = Cone of Cold
 
| Spell7 = Control Weather
 
| Spell8 = Polar Ray
 
| Spell9 = Obedient Avalanche
 
}}
 
 
 
{{DomainOverview
 
| Name = Darkness
 
| Description = Clerics with the darkness domain are at home in the dark, and without their sight.
 
| Power =  Clerics with the darkness domain receive the Blind Fight feat for free.
 
| Spell1 = Obscuring Mist
 
| Spell2 = Blindness/ Deafness
 
| Spell3 = Blacklight
 
| Spell4 = Armor of Darkness
 
| Spell5 = Darkbolt
 
| Spell6 = Prying Eyes
 
| Spell7 = Nightmare
 
| Spell8 = Power Word Blind
 
| Spell9 = Power Word Kill
 
}}
 
 
 
{{DomainOverview
 
| Name = Death
 
| Description = Clerics with the death domain have power over the transition from life to death, wielding powers related to observing and causing lives to end.
 
| Power =  Clerics with the death domain may deliver a death touch once per day, killing a target with fewer than 1d6 hit points per cleric level providing the typical rules for delivering a magical death touch attack.
 
| Spell1 = Cause Fear
 
| Spell2 = Death Knell
 
| Spell3 = Animate Dead
 
| Spell4 = Death Ward
 
| Spell5 = Slay Living
 
| Spell6 = Create Undead
 
| Spell7 = Destruction
 
| Spell8 = Create Greater Undead
 
| Spell9 = Wail of the Banshee
 
}}
 
 
 
{{DomainOverview
 
| Name = Destruction
 
| Description = Clerics with the destruction domain wield the power of the breakage and decay of things around them.
 
| Power =  Clerics with the destruction domain may perform a special smite attack once per day, dealing extra damage to those who don't share their faith.
 
| Spell1 = Inflict Light Wounds
 
| Spell2 = Shatter
 
| Spell3 = Contagion
 
| Spell4 = Inflict Critical Wounds
 
| Spell5 = Mass Inflict Light Wounds
 
| Spell6 = Harm
 
| Spell7 = Disintegrate
 
| Spell8 = Earthquake
 
| Spell9 = Implosion
 
}}
 
  
{{DomainOverview
+
{{Feats}}
| Name = Dream Domain
 
Drow
 
| Description = Clerics with the drow domain are paragons of drow value, being nimble well equipped to handle matters of subterfuge.
 
| Power =  Clerics with charm domain receives Lightning Reflexes for free.
 
| Spell1 = Cloak of Dark Power
 
| Spell2 = Clairaudience/Clairvoyance
 
| Spell3 = Suggestion
 
| Spell4 = Discern Lies
 
| Spell5 = Spiderform
 
| Spell6 = Greater Dispel Magic
 
| Spell7 = Word of Chaos
 
| Spell8 = Greater Planar Ally
 
| Spell9 = Gate
 
}}
 
 
 
{{DomainOverview
 
| Name = Dwarf
 
| Description = Clerics with the dwarf domain are paragons of dwarven value, being stalwart and creative, equipped to build and hold their ground.
 
| Power =  Clerics with dwarf domain receive Great Fortitude for free.
 
| Spell1 = Magic Weapon
 
| Spell2 = Bear's Endurance
 
| Spell3 = Glyph of Warding
 
| Spell4 = Greater Magic Weapon
 
| Spell5 = Fabricate
 
| Spell6 = Stone Tell
 
| Spell7 = Dictum
 
| Spell8 = Protection from Spells
 
| Spell9 = Elemental Swarm
 
}}
 
 
 
{{DomainOverview
 
| Name = Earth
 
| Description = Clerics with the earth domain are masters of the earth element, moving and shaping the ground with ease and commanding the creatures of their element.
 
| Power =  Clerics with the earth domain turn elementals as if they were undead.
 
| Spell1 = Magic Stone
 
| Spell2 = Soften Earth and Stone
 
| Spell3 = Stone Shape
 
| Spell4 = Spike Stones
 
| Spell5 = Wall of Stone
 
| Spell6 = Stoneskin
 
| Spell7 = Earthquake
 
| Spell8 = Iron Body
 
| Spell9 = Elemental Swarm
 
}}
 
 
 
{{DomainOverview
 
| Name = Elf
 
| Description = Clerics with the elf domain are paragons of elven value, being graceful and precise, living comfortably in the forests.
 
| Power =  Clerics with elf domain receive Point Blank Shot for free.
 
| Spell1 = True Strike
 
| Spell2 = Cat's Grace
 
| Spell3 = Snare
 
| Spell4 = Tree Stride
 
| Spell5 = Commune with Nature
 
| Spell6 = Find the Path
 
| Spell7 = Liveoak
 
| Spell8 = Sunburst
 
| Spell9 = Antipathy
 
}}
 
 
 
{{DomainOverview
 
| Name = Evil
 
| Description = Clerics with the evil domain wield evil magics with exceptional power.
 
| Power =  Clerics with the evil domain cast spells with the evil descriptor at +1 caster level.
 
| Spell1 = Protection from Good
 
| Spell2 = Desecrate
 
| Spell3 = Magic Circle Against Good
 
| Spell4 = Unholy Blight
 
| Spell5 = Dispel Good
 
| Spell6 = Create Undead
 
| Spell7 = Blasphemy
 
| Spell8 = Unholy Aura
 
| Spell9 = Summon Monster IX
 
}}
 
 
 
{{DomainOverview
 
| Name = Fate
 
| Description = Clerics with the fate domain have their fingers on the pulse of destiny, having aware of how things are doomed, or destined, to unfold.
 
| Power =  Clerics with fate domain receive Uncanny Dodge for free.
 
| Spell1 = True Strike
 
| Spell2 = Augury
 
| Spell3 = Bestow Curse
 
| Spell4 = Divination
 
| Spell5 = Mark of Justice
 
| Spell6 = Geas/Quest
 
| Spell7 = Vision
 
| Spell8 = Moment of Prescience
 
| Spell9 = Foresight
 
}}
 
 
 
{{DomainOverview
 
| Name = Fire
 
| Description = Clerics with the fire domain are masters of the fire element, setting their surroundings ablaze with their power and controlling the creatures of their element.
 
| Power =  Clerics with the fire domain turn elementals as if they were undead.
 
| Spell1 = Burning Hands
 
| Spell2 = Produce Flame
 
| Spell3 = Resist Energy
 
| Spell4 = Wall of Fire
 
| Spell5 = Fire Shield
 
| Spell6 = Fire Seeds
 
| Spell7 = Fire Storm
 
| Spell8 = Incendiary Cloud
 
| Spell9 = Elemental Swarm
 
}}
 
 
 
{{DomainOverview
 
| Name = Fury Domain
 
Good
 
| Description = Clerics with the good domain wield good magics with exceptional power.
 
| Power =  Clerics with the good domain cast spells with the good descriptor at +1 caster level.
 
| Spell1 = Protection from Evil
 
| Spell2 = Aid
 
| Spell3 = Magic Circle Against Evil
 
| Spell4 = Holy Smite
 
| Spell5 = Dispel Evil
 
| Spell6 = Blade Barrier
 
| Spell7 = Holy Word
 
| Spell8 = Holy Aura
 
| Spell9 = Summon Monster IX
 
}}
 
 
 
{{DomainOverview
 
| Name = Hatred
 
| Description = Clerics with the Hatred domain are masters of bitterness and revenge, specializing in visiting terrible events onto those who disagree with them.
 
| Power =  Clerics with the hatred domain receive a special smite ability, which may be used once per day to gain a bonus to attack and damage against people of different faith.
 
| Spell1 = Doom
 
| Spell2 = Scare
 
| Spell3 = Bestow Curse
 
| Spell4 = Song of Discord
 
| Spell5 = Righteous Might
 
| Spell6 = Forbiddance
 
| Spell7 = Blasphemy
 
| Spell8 = Antipathy
 
| Spell9 = Wail of the Banshees
 
}}
 
 
 
{{DomainOverview
 
| Name = Healing
 
| Description = Clerics with the healing domain wield healing magics with exceptional power.
 
| Power =  Clerics with the healing domain cast healing spells at +1 caster level.
 
| Spell1 = Cure LightWounds
 
| Spell2 = Cure Moderate Wounds
 
| Spell3 = Cure Serious Wounds
 
| Spell4 = Cure Critical Wounds
 
| Spell5 = Mass Cure Light Wounds
 
| Spell6 = Heal
 
| Spell7 = Regenerate
 
| Spell8 = Mass Cure Critical Wounds
 
| Spell9 = Mass Heal
 
}}
 
 
 
{{DomainOverview
 
| Name = Knowledge
 
| Description = Clerics with the knowledge domain are skilled diviners, gaining knowledge more easily than others.
 
 
 
| Spell1 = Detect Secret Doors
 
| Spell2 = Detect Thoughts
 
| Spell3 = Clairaudience/ Clairvoyance
 
| Spell4 = Divination
 
| Spell5 = True Seeing
 
| Spell6 = Find the Path
 
| Spell7 = Legend Lore
 
| Spell8 = Discern Location
 
| Spell9 = Foresight
 
}}
 
 
 
{{DomainOverview
 
| Name = Law
 
| Description = Clerics with the law domain wield law magics with exceptional power.
 
| Power =  Clerics with the law domain cast spells with the law descriptor at +1 caster level.
 
| Spell1 = Protection from Chaos
 
| Spell2 = Calm Emotions
 
| Spell3 = Magic Circle Against Chaos
 
| Spell4 = Order's Wrath
 
| Spell5 = Dispel Chaos
 
| Spell6 = Hold Monster
 
| Spell7 = Dictum
 
| Spell8 = Shield of Law
 
| Spell9 = Summon Monster IX
 
}}
 
 
 
{{DomainOverview
 
| Name = Luck
 
| Description = Clerics with the luck domain are luckier than others.
 
| Power =  Clerics with the luck domain receive have an extraordinary ability that allows them to reroll one roll that they have just made before the game master declares whether the roll results in success or failure. They must take the result of the reroll, even if it’s worse than the original roll. Note that this an RP-only ability, and must be used at the discretion of the Dungeon Master.
 
| Spell1 = Entropic Shield
 
| Spell2 = Aid
 
| Spell3 = Protection from Energy
 
| Spell4 = Freedom of Movement
 
| Spell5 = Break Enchantment
 
| Spell6 = Mislead
 
| Spell7 = Spell Turning
 
| Spell8 = Moment of Prescience
 
| Spell9 = Miracle
 
}}
 
 
 
{{DomainOverview
 
| Name = Magic
 
| Description = Clerics with the magic domain are more in tune with the lore and behavior of magic-- even arcane magic-- than most clerics.
 
 
 
| Spell1 = Magic Aura
 
| Spell2 = Identify
 
| Spell3 = Dispel Magic
 
| Spell4 = Imbue with Spell Ability
 
| Spell5 = Spell Resistance
 
| Spell6 = Antimagic Field
 
| Spell7 = Spell Turning
 
| Spell8 = Protection from Spells
 
| Spell9 = Mage's Disjunction
 
}}
 
 
 
{{DomainOverview
 
| Name = Moon
 
| Description = Clerics with the moon domain know well the powers of lunar cycle, and gain power over creatures influenced by it, such as lycanthropes.
 
| Power =  Clerics with moon domain may turn lycanthropes as if they were undead.
 
| Spell1 = Faerie Fire
 
| Spell2 = Moonbeam
 
| Spell3 = Moon Blade
 
| Spell4 = Good Hope
 
| Spell5 = Moon Path
 
| Spell6 = Permanent Image
 
| Spell7 = Insanity
 
| Spell8 = Animal Shapes
 
| Spell9 = Moonfire
 
}}
 
 
 
{{DomainOverview
 
| Name = Orc
 
| Description = Clerics with the orc domain are paragons of orcish virtue, acting with wrath and vigor in response to obstacles.
 
| Power =  Clerics with orc domain may use a special smite attack once per day. This attack does additional damage to those who don't follow the orcish gods.
 
| Spell1 = Cause Fear
 
| Spell2 = Produce Flame
 
| Spell3 = Prayer
 
| Spell4 = Divine Power
 
| Spell5 = Prying Eyes
 
| Spell6 = Eyebite
 
| Spell7 = Blasphemy
 
| Spell8 = Cloak ofChaos
 
| Spell9 = Power Word: Kill
 
}}
 
 
 
{{DomainOverview
 
| Name = Planning
 
| Description = Clerics with the planning domains are masters of strategy, gifted with abilities to allow them to prepare for the long term.
 
| Power =  Clerics with planning domain receive Extend Spell for free.
 
| Spell1 = Deathwatch
 
| Spell2 = Augury
 
| Spell3 = Clairaudience/Clairvoyance
 
| Spell4 = Imbue with Spell Ability
 
| Spell5 = Detect Scrying
 
| Spell6 = Heroes' Feast
 
| Spell7 = Greater Scrying
 
| Spell8 = Discern Location
 
| Spell9 = Time Stop
 
}}
 
 
 
{{DomainOverview
 
| Name = Plant
 
| Description = Clerics with the plant domain are especially in tune with nature, and command the flora within.
 
| Power =  Clerics with the plant domain turn plants as if they were undead.
 
| Spell1 = Entangle
 
| Spell2 = Barkskin
 
| Spell3 = Plant Growth
 
| Spell4 = Command Plants
 
| Spell5 = Wall of Thorns
 
| Spell6 = Repel Wood
 
| Spell7 = Animate Plants
 
| Spell8 = Control Plants
 
| Spell9 = Shambler
 
}}
 
 
 
{{DomainOverview
 
| Name = Portal
 
| Description = Clerics with the portal domain are knowledgeable and equipped to handle magical travel.
 
| Power =  Clerics with portal domain may find inactive portals as if they were secret doors.
 
| Spell1 = Summon Monster I
 
| Spell2 = Analyze Portal
 
| Spell3 = Dimensional Anchor
 
| Spell4 = Dimension Door
 
| Spell5 = Teleport
 
| Spell6 = Banishment
 
| Spell7 = Etherealness
 
| Spell8 = Dimensional Lock
 
| Spell9 = Gate
 
}}
 
 
 
{{DomainOverview
 
| Name = Protection
 
| Description = Clerics with the protection domain are specialists in keeping safe, often able to endure uncommon hardship as a result.
 
| Power =  Clerics with the protection domain cast a specialized version of sanctuary once per day, having a higher save DC to keep enemies from targeting them.
 
| Spell1 = Sanctuary
 
| Spell2 = Shield Other
 
| Spell3 = Protection from Energy
 
| Spell4 = Spell Immunity
 
| Spell5 = Spell Resistance
 
| Spell6 = Anitmagic Field
 
| Spell7 = Repulsion
 
| Spell8 = Mind Blank
 
| Spell9 = Prismatic Sphere
 
}}
 
 
 
{{DomainOverview
 
| Name = Repose
 
| Description = Clerics with the repose domain are those who oversee the process of death, but do so as the impartial distributors of end of life, rather than by the wanton slaughter of clerics of the death domain.
 
| Power =  Clerics with the repose domain may perform a touch of death once per day, which kills a target with less than 1d6 hit points per cleric level, per the rules for dealing a magical death touch attack.
 
| Spell1 = Hide from Undead
 
| Spell2 = Gentle Repose
 
| Spell3 = Speak with Dead
 
| Spell4 = Death Ward
 
| Spell5 = Slay Living
 
| Spell6 = Undeath to Death
 
| Spell7 = Destruction
 
| Spell8 = Surelife
 
| Spell9 = Wail of the Banshee
 
}}
 
 
 
{{DomainOverview
 
| Name = Retribution
 
| Description = Clerics with the retribution domain are concerned with the distribution of punishment for crimes past, and are invested well in defense and countering.
 
| Power =  Clerics with the retribution domain may perform a smite attack once per day, doing additional damage to targets who do not share their faith.
 
| Spell1 = Shield of Faith
 
| Spell2 = Bear's Endurance
 
| Spell3 = Speak with Dead
 
| Spell4 = Fire Shield
 
| Spell5 = Mark of Justice
 
| Spell6 = Banishment
 
| Spell7 = Spell Turning
 
| Spell8 = Discern Location
 
| Spell9 = Storm of Vengeance
 
}}
 
 
 
{{DomainOverview
 
| Name = Rune
 
| Description = Clerics with the rune domain are concerned heavily with written records and the magical meanings of writing.
 
| Power =  Clerics with the rune domain receive Scribe Scroll for free.
 
| Spell1 = Erase
 
| Spell2 = Secret Page
 
| Spell3 = Glyph of Warding
 
| Spell4 = Explosive Runes
 
| Spell5 = Lesser Planar Binding
 
| Spell6 = Greater Glyph of Warding
 
| Spell7 = Drawmij's Instant Summons
 
| Spell8 = Transcribe Symbol
 
| Spell9 = Teleportation Circle
 
}}
 
 
 
{{DomainOverview
 
| Name = Scalykind
 
| Description = Clerics with the scalykind domain are masters of reptilekind, and often view themselves as the modern representatives of a grand draconic culture.
 
| Power =  Clerics with the scalykind domain can turn animals as undead.
 
| Spell1 = Magic Fang
 
| Spell2 = Animal Trance
 
| Spell3 = Greater Magic Fang
 
| Spell4 = Poison
 
| Spell5 = Animal Growth
 
| Spell6 = Eyebite
 
| Spell7 = Vipergout
 
| Spell8 = Animal Shapes
 
| Spell9 = Shapechange
 
}}
 
 
 
{{DomainOverview
 
| Name = Slime
 
| Description = Clerics with the slime domain are masters of living slimes and oozes, and are imbued with powers of slime and corrosion.
 
| Power =  Clerics with the slime domain can turn oozes as undead.
 
| Spell1 = Grease
 
| Spell2 = Acid Arrow
 
| Spell3 = Poison
 
| Spell4 = Rusting Grasp
 
| Spell5 = Black Tentacles
 
| Spell6 = Transmute Rock to Mud
 
| Spell7 = Destruction
 
| Spell8 = Power Word: Blind
 
| Spell9 = Implosion
 
}}
 
 
 
{{DomainOverview
 
| Name = Spider
 
| Description = Clerics with the spider domain are masters of vermin, and are blessed with a series of spider-themed powers.
 
| Power =  Clerics with the spider domain can turn spiders as undead.
 
| Spell1 = Spider Climb
 
| Spell2 = Summon Swarm
 
| Spell3 = Phantom Steed
 
| Spell4 = Giant Vermin
 
| Spell5 = Insect Plague
 
| Spell6 = SpiderCurse
 
| Spell7 = Stone Spiders
 
| Spell8 = Creeping Doom
 
| Spell9 = Spider Shapes
 
}}
 
 
 
{{DomainOverview
 
| Name = Storm
 
| Description = Clerics with the storm domain are at home in stormy skies, preferring to channel the destructive powers of weather over the more-versatile ways of elemental air.
 
| Power =  Clerics with the storm domain resist the first 5 points of damage from electrical attacks which hit them.
 
| Spell1 = Entropic Shield
 
| Spell2 = Gust of Wind
 
| Spell3 = Call Lightning
 
| Spell4 = Sleet Storm
 
| Spell5 = Ice Storm
 
| Spell6 = Call Lightning Storm
 
| Spell7 = Control Weather
 
| Spell8 = Whirlwind
 
| Spell9 = Storm of Vengeance
 
}}
 
 
 
{{DomainOverview
 
| Name = Strength
 
| Description = Clerics with the strength domain are focused on physical excellence, being able to call on powers to make themselves stronger.
 
| Power =  Clerics with the strength domain can improve their strength for a short time once per day.
 
| Spell1 = Enlarge Person
 
| Spell2 = Bull's Strength
 
| Spell3 = Magic Vestment
 
| Spell4 = Spell Immunity
 
| Spell5 = Righteous Might
 
| Spell6 = Stoneskin
 
| Spell7 = Grasping Hand
 
| Spell8 = Clenched Fist
 
| Spell9 = Crushing Hand
 
}}
 
 
 
{{DomainOverview
 
| Name = Sun
 
| Description = Clerics with the sun domain are focused on the power of daylight, holding exceptional power over undead as a result.
 
| Power =  Turn undead attempts from clerics with the sun domain are more powerful than a typical cleric's.
 
| Spell1 = Endure Elements
 
| Spell2 = Heat Metal
 
| Spell3 = Searing Light
 
| Spell4 = Fire Shield
 
| Spell5 = Flame Strike
 
| Spell6 = Fire Seeds
 
| Spell7 = Sunbeam
 
| Spell8 = Sunburst
 
| Spell9 = Prismatic Sphere
 
}}
 
 
 
{{DomainOverview
 
| Name = Time
 
| Description = Clerics with the time domain are masters of the temporal, adjusting the flow of time to their benefit.
 
| Power =  Clerics with the time domain receive improved initiative for free.
 
| Spell1 = True Strike
 
| Spell2 = Gentle Repose
 
| Spell3 = Haste
 
| Spell4 = Freedom of Movement
 
| Spell5 = Permanency
 
| Spell6 = Contingency
 
| Spell7 = Moment of Prescience
 
| Spell8 = Foresight
 
| Spell9 = Time Stop
 
}}
 
 
 
{{DomainOverview
 
| Name = Travel
 
| Description = Clerics with the travel domain are better-suited to movement, able to travel through difficult terrain and across great distance by magic.
 
| Power =  Clerics with the travel domain cast Freedom of Movement once per day as a spell-like ability.
 
| Spell1 = Longstrider
 
| Spell2 = Locate Object
 
| Spell3 = Fly
 
| Spell4 = Dimension Door
 
| Spell5 = Teleport
 
| Spell6 = Find the Path
 
| Spell7 = Greater Teleport
 
| Spell8 = Phase Door
 
| Spell9 = Astral Projection
 
}}
 
 
 
{{DomainOverview
 
| Name = Trickery
 
| Description = Clerics with the trickery domain are well-suited to acts of deption, throwing others off of their trail with exceptional ease.
 
| Power =  Add Bluff, Disguise, and Hide to your list of cleric class skills.
 
| Spell1 = Disguise Self
 
| Spell2 = Invisibility
 
| Spell3 = Nondetection
 
| Spell4 = Confusion
 
| Spell5 = False Vision
 
| Spell6 = Mislead
 
| Spell7 = Screen
 
| Spell8 = Polymorph Any Object
 
| Spell9 = Time Stop
 
}}
 
 
 
{{DomainOverview
 
| Name = Undeath
 
| Description = Clerics with the undeath domain are at home with the undead, empowered to strengthen and cow them especially well.
 
| Power =  Clerics with the undeath domain receive the Extra Turning feat for free.
 
| Spell1 = Detect Undead
 
| Spell2 = Desecrate
 
| Spell3 = Animate Dead
 
| Spell4 = Death Ward
 
| Spell5 = Mass Inflict Light Wounds
 
| Spell6 = Create Undead
 
| Spell7 = Control Undead
 
| Spell8 = Create Greater Undead
 
| Spell9 = Energy Drain
 
}}
 
 
 
{{DomainOverview
 
| Name = War
 
| Description = Clerics with the war domain are at home on the battlefield, wielding weapons with the skill of a trained fighter.
 
| Power =  Clerics with the war domain receive proficiency and focus in their patron's favored weapon.
 
| Spell1 = Magic Weapon
 
| Spell2 = Spiritual Weapon
 
| Spell3 = Magic Vestment
 
| Spell4 = Divine Power
 
| Spell5 = Flame Strike
 
| Spell6 = Blade Barrier
 
| Spell7 = Power Word: Blind
 
| Spell8 = Power Word: Stun
 
| Spell9 = Power Word: Kill
 
}}
 
 
 
{{DomainOverview
 
| Name = Water
 
| Description = Clerics with the water domain are masters of the element of water, controlling the element itself and creatures of the elemental force.
 
| Power =  Clerics with the water domain turn elementals as if they were undead.
 
| Spell1 = Obscuring Mist
 
| Spell2 = Fog Cloud
 
| Spell3 = Water Breathing
 
| Spell4 = Control Water
 
| Spell5 = Ice Storm
 
| Spell6 = Cone of Cold
 
| Spell7 = Acid Fog
 
| Spell8 = Horrid Wilting
 
| Spell9 = Elemental Swam
 
}}
 

Latest revision as of 17:55, 27 January 2014

Domain
Type Class
Use Varies
Prerequisites Cleric 1
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Clerics specialize in two areas of magical expertise called Domains. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. A domain must be supported by a Cleric's Deity.

A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.