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Cleric Domain List

Spells in this color are not on the regular Cleric spell list.

Air Domain (Player's Handbook 185)


Core Deities: Bahamut, Obad-Hai.
Eberron Deities: Balinor.
Forgotten Realms Deities: Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryroyl,
Valkur.
Other Deities: Atroa, Rillifane Rallathil, Taiia, Telchur, Zoser.

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.

Air Domain Spells

1. Obscuring Mist: Fog surrounds you.


2. Wind Wall: Deflects arrows, smaller c reatures and gases.
3. Gaseous Form: Subject bec omes insubstantial and c an fly slowly.
4. Air Walk: Subjec t treads on air as if solid (climb at 45 degree angle).
5. Control Winds: Change wind direction and speed.
6. Chain Lightning: 1d6/level damage; 1 sec ondary bolt/level eac h deals half damage.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and c an pick up creatures.
9. Elemental Swarm: Summons multiple elementals (Air only).

Alteration Domain (Dragonlance Campaign Setting 102)


Core Deities: None.
Other Deities: None.

Granted Power: You cast transmutation spells on living targets at +1 c aster level.

Alteration Domain Spells

1. Enlarge Person: Humanoid creature doubles in size.


2. Alter Self: Assume form of a similar c reature.
3. Gaseous Form: Subject bec omes insubstantial and c an fly slowly.
4. Polymorph: Gives one willing subject a new form.
5. Baleful Polymorph: Transforms subject into harmless animal.
6. Flesh to Stone: Turns subject c reature into statue.
7. Regenerate: Subjec t's severed limbs grow bac k, c ures 4d8 damage + 1/level (max +35).
8. Polymorph Any Object: Changes any subject into anything else.
9. ShapechangeF: Transforms you into any c reature, and c hange forms once per round.

Animal Domain (Player's Handbook 186)


Core Deities: Ehlonna, Obad-Hai.
Eberron Deities: Balinor.
Forgotten Realms Deities: Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel
Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard
Harr, Ulutiu, Uthgar.
Other Deities: Beory, Bralm, Eadro, Hiatea, Llerg, Procan, Semuanya, Skerrit, Wastri.

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.

Animal Domain Spells

1. Calm Animals: Calms (2d4 + level) HD of animals.


2. Hold Animal: Paralyzes one animal for 1 round/level.
3. Dominate Animal: Subject animal obeys silent mental commands.
4. Summon Nature's Ally IV*: Calls c reature to fight.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Antilife Shell: 10' field hedges out living creatures.
7. Animal Shapes: One ally/level polymorphs into c hosen animal.
8. Summon Nature's Ally VIII*: Calls c reature to fight.
9. ShapechangeF: Transforms you into any c reature, and c hange forms once per round.
*Can only summon animals.

Artifice Domain (Eberron Campaign Setting 104)


Core Deities: None.
Eberron Deities: Onatar, the Traveler.
Forgotten Realms Deities: Gond.
Other Deities: Bleredd, Tvashtri (Visvakarma).

Granted Power: Gain +4 competenc e bonus on Craft c hec ks. You cast creation spells at +1
c aster level.

Artifice Domain Spells

1. Animate Rope: Makes a rope move at your command.


2. Wood Shape: Rearranges wooden objec ts to suit you.
3. Stone Shape: Sc ulpts stone into any shape.
4. Minor Creation: Creates one c loth or wood object.
5. Fabricate: Transforms raw materials into finished items.
6. Major Creation: As minor creation, plus stone and metal.
7. HardeningM: Inc reases hardness of target by 1 per 2 levels.
8. True CreationX: Creates permanent non-magic al objec t.
9. Prismatic sphere: As prismatic wall, but surrounds on all sides.

Avarice Domain (Dragon 323 63)


Core Deities: Garl Glittergold, Moradin, Olidammara.
Eberron Deities: The Keeper, Kol Korran.
Forgotten Realms Deities: Abbathor, Brandobaris, Cyric , Dumathoin, Finder Wyvernspur,
Gargauth, Geb, Hoar, Mask, Nephthys, Shargaas, Velsharoon, Vergadain, Vhaeraun, Waukeen.
Other Deities: Mouqol, Tharizdun, Xan Yae.

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.

Avarice Domain Spells

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.

Balance Domain (Spell Compendium 271)


Core Deities: Boccob.
Forgotten Realms Deities: Grumbar, Oghma, Ubtao, Waukeen.
Other Deities: Gilean, Kelanen, Lendys.

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.

Balance Domain Spells

1. Make Whole: Repairs an objec t.


2. Calm Emotions: Calms creatures, negating emotion effec ts.
3. Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll
of c onc ealment miss c hance.
4. Dismissal: Forc es a creature to return to native plane.
5. Sanctuary, Mass: One c reature/level can't be attacked, and can't attac k.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutrsl c ratures.
8. Protection from SpellsMF: Confers +8 resistanc e bonus.
9. Weighed in the Balance: Harms or heals creatures within 30' of you.

Bestial Domain (Book of Vile Darkness 80)


Core Deities: None.
Other Deities: Karaan, Yeenoghu.

Granted Power: Charac ter gains the scent extraordinary ability.

Bestial Domain Spells

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.

Blackwater Domain (Stormwrack 109)


Core Deities: None.
Other Deities: Blibdoolpoolp, Sekolah, Yeathan.

Granted Power: You are immune to pressure damage from desc ending into even the greatest of
oceanic depths.
Blackwater Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
3. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
4. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to
one creature/3 levels.
5. Blackwater Tentacle: Create blac kwater tentacle that attacks your foe.
6. Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a
negative level.
7. Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6
damage/hour.
8. Maelstrom: Water vortex traps and damages c reatures and objec ts.
9. Doom of the Seas: Summons a fiendish kraken under your c ommand.

Blightbringer Domain (Unapproachable East 34)


Core Deities: None.
Forgotten Realms Deities: Talona.
Other Deities: None.

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.

Blightbringer Domain Spells

1. Hold Animal: Paralyzes one animal for 1 round/level.


2. Maw of Stone: Deals 1d6/two levels cold damage in a 10' radius.
3. Contagion: Infec ts subject with chosen disease.
4. Fear: Subjects within cone flee for 1 round/level.
5. Cone of Cold: 1d6/level cold damage.
6. Finger of Death: Kills one subject.
7. Command Plants: Sway the actions of one or more plant creatures.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Energy Drain: Subjec t gains 2d4 negative levels.

Cavern Domain (Spell Compendium 271)


Core Deities: Gruumsh.
Forgotten Realms Deities: Dumathoin, Geb, Ghaunadaur, Grumbar, Luthic, Segojan Earthc aller,
Shar.
Other Deities: Beltar, Callarduran Smoothhands.

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.

Cavern Domain Spells

1. Detect Secret Doors: Reveals hidden doors within 60'.


2. Darkness: 20' radius of supernatural shadow.
3. Meld into Stone: You and your gear merge with stone.
4. Leomund's Secure Shelter: Creates sturdy cottage.
5. Passwall: Creates passage through wood or stone wall.
6. Find the Path: Shows most direct way to a location.
7. Maw of Stone: Animates cavern opening or chamber.
8. Earthquake: Intense tremor shakes 5'/level radius.
9. Imprisonment: Entombs subject beneath the earth.
Celerity Domain (Spell Compendium 271)
Core Deities: Ehlonna, Fharlanghn, Olidammara.
Other Deities: Xan Yae, Zuoken.

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.

Celerity Domain Spells

1. Expeditious Retreat: Your speed inc reases by 30'.


2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
3. Blur: Attacks miss 20% of the time.
4. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
5. Tree Stride: Step from one tree to another far away.
6. Wind Walk: You and your allies turn vaporous and travel quickly.
7. Cat's Grace, Mass: As cat's grac e, affec ts one subject/level.
8. Blink, Improved: As blink, but safer and with more control.
9. Time Stop: You act freely for 1d4+1 rounds.

Celestial Domain (Book of Exalted Deeds 86)


Core Deities: None.
Other Deities: Domiel, Pistis Sophia.

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.

Celestial Domain Spells

1. Vision of Heaven: Evil creature is dazed for 1 round.


2. ConsecrateM: Fills area with positive energy, making undead weaker and deathless
stronger.
3. Blessed Sight: Evil auras bec ome visible to you.
4. Planar Ally, LesserX: Exchange servic es with a 6 HD extraplanar creature.
5. Heavenly Lightning: Arc s of radiant lightning deal 3d6 damage to one target per two
c aster levels.
6. Call Faithful Servants: Summons 1d4 lantern archons, c oure eladrins, or musteval
guardinals.
7. Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per
level.
8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. GateX: Connects two planes for travel or summoning.

Chaos Domain (Player's Handbook 186)


Core Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, Lolth, Olidammara.
Eberron Deities: Dol Dorn, the Shadow, the Traveler.
Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Beshaba, Cyric,
Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur,
Garagos, Ghaunadaur, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lurue,
Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selûne, Selvetarm, Sheyanna
Flaxenstrand, Sharess, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona,
Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vhaeraun.
Other Deities: Beltar, Deep Sashelas, Demogorgon, Diirinka, Doresain, Gelf Darkhearth, Graz'zt,
the Great Mother, Grolantor, the Glutton, Istus, Iuz, Karaan, Laogzed, Lirr, Llerg, Maglubiyet,
Merrshaulk, Proc an, Stronmaus, Taiia, Telchur, Tharizdun, Thrym, Trithereon, Vaprak, Yeenoghu,
Zoser.

Granted Power: You cast chaos spells at +1 c aster level.

Chaos Domain Spells

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).

Charm Domain (Spell Compendium 271)


Core Deities: None.
Eberron Deities: Kol Korran.
Forgotten Realms Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil,
Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.
Other Deities: None.

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.

Charm Domain Spells

1. Charm Person: Makes one person your friend.


2. Calm Emotions: Calms creatures, negating emotion effec ts.
3. Suggestion: Compels subject to follow stated c ourse of action.
4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
5. Charm Monster: Makes monster believe it is your ally.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Insanity: Subjec t suffers c ontinuous c onfusion.
8. Demand: As sending, plus you can send suggestion.
9. Dominate Monster: As dominate person, but any creature.

City Domain (Races of Destiny 162-163)


Core Deities: Olidammara.
Other Deities: Urbanus.

Granted Power: Add Gather Information and Knowledge (loc al) to your list of Cleric class skills.

City Domain Spells

1. Rooftop Strider: Move ac ross uneven surfaces with ease.


2. City Lights: Absorb nearby light to release as blinding flare.
3. Winding Alleys: Trap foe in phantasmal maze.
4. Commune with City: Learn about city.
5. Skyline Runner: You can walk normally on any city surface.
6. City Stride: Teleport between two cities.
7. Urban Shield: City grants c over to you, not to enemies.
8. City's Might: Gain enhancements to STR and CON, damage reduction, while in city.
9. Animate City: City stuctures attac k, slow down enemies.
Cold Domain (Spell Compendium 271)
Core Deities: Bahamut.
Forgotten Realms Deities: Auril, Ulutiu.
Other Deities: Iborighu, Levistus, Telc hur, Thrym.

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.

Cold Domain Spells

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.

Commerce Domain (Eberron Campaign Setting 105)


Core Deities: None.
Eberron Deities: Kol Korran.
Other Deities: Shinare.

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.

Commerce Domain Spells

1. Comprehend Languages: You understand all spoken and written languages.


2. Zone of Truth: Subjec ts within range cannot lie.
3. Tongues: Speak any language.
4. Glibness: Gain +30 on Bluff c hec ks, and your lies can esc ape magic al disc ernment.
5. True SeeingM: Lets you see all things as they really are.
6. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you c an retrieve it at
will.
7. RefugeM: Alters item to transport its possessor to you.
8. Analyze DweomerF: Reveals magical aspects of subject.
9. Polymorph Any Object: Changes any subject into anything else.

Community Domain (Spell Compendium 271-272)


Core Deities: Corellon Larethian, Garl Glittergold, Yondalla.
Eberron Deities: Boldrei.
Other Deities: Allitur, Berei, Bralm, Estanna, Rao.

Granted Power (Sp): Use c alm emotions as a spell-like ability once per day. Gain a +2 bonus
on Diplomac y checks.

Community Domain Spells


1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Status: Monitors condition, position of allies.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4. Tongues: Speak any language.
5. Rary's Telepathic Bond: Link lets allies c ommunicate.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. RefugeM: Alters item to transport its possessor to you.
8. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
9. Heal, Mass: As heal, but with several subjects.

Competition Domain (Spell Compendium 272)


Core Deities: Hextor, Kord, Kurtulmak.
Forgotten Realms Deities: Clangeddin Silverbeard.
Other Deities: Bahgtru, Grolantor, Joramy, Llerg, Maglubiyet, Sekolah.

Granted Power (Ex): You gain a +1 bonus on opposed checks you make.

Competition Domain Spells

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.

Corruption Domain (Fiendish Codex I 88)


Core Deities: None.
Forgotten Realms Deities: Ghaunadaur.
Other Deities: Demogorgon, Juiblex, Pale Night, the Patient One.

Granted Power: Once per day, you can attack an objec t and ignore its hardness.

Corruption Domain Spells

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.

Courage Domain (Spell Compendium 272)


Core Deities: Heironeous, Kord.
Forgotten Realms Deities: Arvoreen, Clangeddin Silverbeard, Gaerdal Ironhand.
Other Deities: Azor'alq, Bahgtru, Ilneval, Llerg.

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.

Courage Domain Spells

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.

Craft Domain (Spell Compendium 272)


Core Deities: Garl Glittergold, Moradin.
Forgotten Realms Deities: Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Geb, Gond,
Laduguer, Thoth.
Other Deities: Callarduran Smoothhands.

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.

Craft Domain Spells

1. Animate Rope: Makes a rope move at your command.


2. Wood Shape: Rearranges wooden objec ts to suit you.
3. Stone Shape: Sc ulpts stone into any shape.
4. Minor Creation:
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Fantastic Machine: Creates a machine to perform a single simple task.
7. Major Creation: As minor creation, plus stone and metal.
8. ForcecageM: Cube or cage of force imprisons all inside.
9. Fantastic Machine, Greater: Creates a machine to perform multiple tasks.

Creation Domain (Spell Compendium 272)


Core Deities: Garl Glittergold, Moradin, Yondalla.
Other Deities: Annam, Beory, Berei, Bleredd, Deep Sashelas, Flandal Steelskin, Semuanya.

Granted Power: You cast conjuration (creation) spells at +1 caster level.

Creation Domain Spells

1. Create Water: Creates 2 gallons/level of pure water.


2. Minor Image: As silent image, plus some sound.
3. Create Food and Water: Feeds three humans (or one horse)/level.
4. Minor Creation: Creates one c loth or wood object.
5. Major Creation: As minor creation, plus stone and metal.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Permanent ImageM: Includes sight, sound, and smell.
8. True CreationX: As major c reation, but permanent.
9. Pavilion of Grandeur: A feast and a great pavilion are c reated.

Darkness Domain (Spell Compendium 272)


Core Deities: Lolth.
Forgotten Realms Deities: Mask, Set, Shar, Shargaas.
Other Deities: Graz'zt, the Patient One, the Xammux.

Granted Power: You gain Blind-Fight as a bonus feat.

Darkness Domain Spells

1. Obscuring Mist: Fog surrounds you.


2. Blindness/Deafness: Makes subjec t blinded or deafened.
3. Blacklight: Create an aura of total darkness.
4. Armor of Darkness: Shroud grants deflec tion bonus, darkvision, and other effects.
5. Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
7. Nightmare: Sends vision dealing 1d10 damage, fatigue.
8. Power Word Blind: Blinds c reature with 200 hp or less.
9. Power Word Kill: Kills one c reature with 100 hp or less.

Death Domain (Player's Handbook 186)


Core Deities: Nerull, Wee Jas.
Eberron Deities: The Keeper, the Blood of Vol.
Forgotten Realms Deities: Jergal, Kelemvor, Osiris, Urogalan, Velsharoon, Yurtrus.
Other Deities: Doresain, Glautru, the Great Mother, Grolantor, Inc abulos, Laogzed, Memnor,
Sc ahrossar, Taiia.

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).

Death Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to STR, and +1 caster level.
3. Animate Dead: Creates undead skeletons and zombies.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Slay Living: Touc h attack kills subject.
6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
7. DestructionF: Kills subjec t and destroys remains.
8. Create Greater Undead: Create shadows, wraiths, spec tres, or devourers.
9. Wail of the Banshee: Kills one creature/level.

Deathbound Domain (Spell Compendium 272-273)


Core Deities: None.
Other Deities: Afflux.

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

1. Chill of the Grave: Ray causes cold damage.


2. Blade of Pain and Fear: Creates blade of gnashing teeth.
3. Fangs of the Vampire King: Grow vampire fangs.
4. Wither Limb: Cause enemy's limbs to wither.
5. Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
6. Awaken UndeadX: Grant sentienc e to otherwise mindless undead.
7. Avasculate: Reduce foe to half hp and stun foe for 1 round by purging blood vessels.
8. Avascular Mass: Reduc e foe to half hp and stun foe for 1 round by purging blood vessels,
which c an trap creatures in 20' radius from the victim.
9. Wail of the Banshee: Kills one creature/level.

Deathless Domain (Eberron Campaign Setting 105)


Core Deities: None.
Eberron Deities: The Undying Court.
Other Deities: None.

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.

Deathless Domain Spells

1. Detect Undead: Reveals undead within 60'.


2. ConsecrateM: Fills area with positive energy, making undead weaker and deathless
stronger.
3. Halt Deathless: Immobilizes deathless for 1 round/level.
4. Spirit Steed: Channels an anc ient spirit into your steed, increasing its speed and granting
other benefits.
5. HallowM: Designates location as holy.
6. Create DeathlessM: Create undying soldier.
7. Control Deathless: Deathless don't attac k you while under your command.
8. Create Greater DeathlessM: Create undying c ouncilor.
9. Hero's Blade: Channel the spirit of a great hero into a melee weapon.

Decay Domain (Eberron Campaign Setting 105)


Core Deities: None.
Eberron Deities: The Keeper.
Other Deities: None.

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.

Decay Domain Spells

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.

Demonic Domain (Fiendish Codex I 88-89)


Core Deities: None.
Other Deities: Demogorgon, Fraz-Urb'luu, Graz'zt, Orcus, Yeenoghu.

Granted Power (Su): You gain a +1 profane bonus on attac k and damage rolls for unarmed
strikes and attacks with natural weapons.

Demonic Domain Spells

1. Demonflesh: Grants +1 natural armor/5 caster levels.


2. Demoncall: Grants +10 profane bonus on one Knowledge (arc ana), Knowledge (the
planes), or Knowledge (religion) check.
3. Demon Wings: You can fly at your land speed.
4. Dimensional Anchor: Bars extradimensional movement.
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. Fiendish Clarity: Grants you darkvision 60', allows you to see in magic al darkness, see
invisibility out to 60', and detect good.
8. Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
9. GateX: Connects two planes for travel or summoning.

Destiny Domain (Races of Destiny 163)


Core Deities: Vec na.
Other Deities: Celestian, Cyndor, Glautru, Istus, Labelas Enoreth, Zarus.

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.

Destiny Domain Spells

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.

Destruction Domain (Player's Handbook 186)


Core Deities: St. Cuthbert, Hextor, Lolth, Tiamat.
Eberron Deities: The Devourer, the Mockery.
Forgotten Realms Deities: Bane, Cyric, Garagos, Ilneval, Istishia, Kossuth, Talona, Talos,
Umberlee, Yurtrus.
Other Deities: Blibdoolpoolp, Gelf Darkhearth, the Glutton, Incabulos, Joramy, Kaelthiere,
Karaan, Laogzed, Maglubiyet, Merrshaulk, Panzuriel, Pyremius, Rallaster, Shekinester, Taiia,
Tharizdun, Thrym, Vaprak, Yeathan, Zoser.

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.

Destruction Domain Spells

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.

Diabolic Domain (Fiendish Codex II 100)


Core Deities: None.
Other Deities: Asmodeus, Baalzebul, Mammon, Mephistopheles.

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.

Diabilic Domain Spells

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.

Domination Domain (Spell Compendium 273)


Core Deities: Gruumsh, Hextor, St. Cuthbert, Tiamat, Wee Jas.
Other Deities: Ilsensine, Laduguer, Memnor.

Granted Power: You gain Spell Focus (Enchantment) as a bonus feat.

Domination Domain Spells

1. Command: One subject obeys one-word command for 1 round.


2. Enthrall: Captivates all within 100' + 10' level.
3. Suggestion: Compels subject to follow stated c ourse of action.
4. Dominate Person: Controls humanoid telepathically.
5. Command, Greater: As command, but affec ts one subject/level.
6. Geas/Quest: As lesser geas, but affects any creature.
7. Suggestion, Mass: As suggestion, plus one/level subjects.
8. True Domination: As dominate person, but save at -4.
9. Monstrous Thrall: As true domination, but permanent and affects any creature.
Dragon Domain (Spell Compendium 273)
Core Deities: Bahamut, Tiamat.
Other Deities: Aasterinian, Astilabor, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara.

Granted Power: Add Bluff and Intimidate to your list of Cleric class skills.

Dragon Domain Spells

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.

Dragon Below Domain (Eberron Campaign Setting 106)


Core Deities: None.
Eberron Deities: The Cults of the Dragon Below.
Other Deities: None.

Granted Power: You gain Augment Summoning as a bonus feat.

Dragon Below Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to STR, and +1 caster level.
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. Planar Ally, LesserX: Exchange servic es with a 6 HD extraplanar creature.
5. Slay Living: Touc h attack kills subject.
6. Planar Ally X: As lesser planar ally, but up to 16 HD.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjec ts.
8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
9. GateX: Connects two planes for travel or summoning.

Dream Domain (Spell Compendium 273)


Core Deities: None.
Forgotten Realms Deities: Sehanine Moonbow, Selûne.
Other Deities: Diirinka, Ilsensine.

Granted Power: Bec ause you have long delved into dreams and nightmares, you are immune to
fear effects.

Dream Domain Spells

1. Sleep: Puts 4 HD of creatures into magical slumber.


2. Augury MF: Learns whether an action will be good or bad.
3. Deep Slumber: Puts 10 HD of c reatures to sleep.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
6. Dream Sight: Your spirit can hear and see at a distance for 1 min./level.
7. Scrying, GreaterF: As scrying, but faster and longer.
8. Power Word Stun: Stuns c reature with 150 hp or less.
9. Weird: As phantasmal killer, but affects all within 30'.

Drow Domain (Spell Compendium 273)


Core Deities: Lolth.
Forgotten Realms Deities: Eilistraee, Ghaunadaur, Kiaransalee, Selvetarm, Vhaeraun.
Other Deities: None.

Granted Power: You gain Lightning Reflexes as a bonus feat.

Drow Domain Spells

1. Cloak of Dark Power: Cloak protects subject from effects of sunlight.


2. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
3. Suggestion: Compels subject to follow stated c ourse of action.
4. Discern Lies: Reveals deliberate falsehoods.
5. Spiderform: Polymorph into drider or Large spider.
6. Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended
items, +20 max on caster level check.
7. Word of Chaos: Kills, c onfuses, stuns, or deafens nonchaotic subjects.
8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
9. GateX: Connects two planes for travel or summoning.

Dwarf Domain (Spell Compendium 273)


Core Deities: Moradin.
Forgotten Realms Deities: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra,
Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin,
Sharindlar, Thard Harr, Vergadain.
Other Deities: None.

Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells

1. Magic Weapon: Weapon gains +1 bonus.


2. Bear's Endurance: Subjec t gains +4 to CON for 1 minute/level.
3. Glyph of WardingM: Insc ription harms those who pass it.
4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5. Fabricate: Transforms raw materials into finished items.
6. Stone Tell: Talk to natural or worked stone.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjec ts.
8. Protection from SpellsMF: Confers +8 resistanc e bonus.
9. Elemental Swarm: Summons multiple elementals (Earth only).

Earth Domain (Player's Handbook 186)


Core Deities: Moradin, Obad-Hai.
Eberron Deities: Balinor, the Cults of the Dragon Below.
Forgotten Realms Deities: Bleredd, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic,
Segojan Earthcaller, Urdlen, Urogalan.
Other Deities: Beltar, Beory, Callarduran Smoothhands, Grolantor, Laduguer, Skoraeus
Stonebones, Taiia.
Granted Power (Su): Turn or destroy air creatures as a good Cleric turns undead. Rebuke,
c ommand, or bolster earth 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.

Earth Domain Spells

1. Magic Stone: Three stones become +1 projec tiles, 1d6 +1 damage.


2. Soften Earth and Stone: Turns stone to c lay or dirt to sand or mud.
3. Stone Shape: Sc ulpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin: Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 5'/level radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple elementals (Earth only).

Elf Domain (Spell Compendium 273)


Core Deities: Corellon Larethian, Ehlonna.
Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Eilistraee, Erevan Ilesere, Fenmarel
Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash,
Solonor Thelandira.
Other Deities: Deep Sashelas.

Granted Power: You gain the Point Blank Shot feat.

Elf Domain Spells

1. True Strike: +20 on your next attack roll.


2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
3. Snare: Creates a magic booby trap.
4. Tree Stride: Step from one tree to another far away.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Find the Path: Shows most direct way to a location.
7. Liveoak: Oak bec omes treant guardian.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Antipathy: Object or location affec ted by spell repels c ertain creatures.

Endurance Domain (Book of Exalted Deeds 86)


Core Deities: None.
Other Deities: Phieran.

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.

Endurance Domain Spells

1. Endure Elements: Exist comfortably in hot or c old environments.


2. Bear's Endurance: Subjec t gains +4 to CON for 1 minute/level.
3. Refreshment: Cures creatures of all nonlethal damage.
4. SustainM: Rec ipients need no food or drink for 6 hours/level.
5. Stoneskin: Ignore 10 points of damage per attack.
6. Bear's Endurance, Mass: As bear's endurance, affects one subjec t/level.
7. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
8. Spell Turning: Reflect 1d4+6 spell levels bac k at caster.
9. Iron Body: Your body becomes living iron.
Entropy Domain (Fiendish Codex I 89)
Core Deities: None.
Other Deities: Dagon, Obox-ob.

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.

Entropy Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2. Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
3. Ray of Exhaustion: Ray makes subjec t exhausted.
4. Fear: Subjects within cone flee for 1 round/level.
5. Waves of Fatigue: Several targets bec ome fatigued.
6. Disintegrate: Makes one c reature or object vanish.
7. Insanity: Subjec t suffers c ontinuous c onfusion.
8. Scintillating Pattern: Twisting c olors confuse, stun, or render unconscious.
9. Abyssal RiftM: Opens a rift in the ground, damaging creatures and structures.

Envy Domain (Spell Compendium 273-274)


Core Deities: Erythnul, Garl Glittergold, Kurtulmak, Lolth, Nerull.
Eberron Deities: The Keeper, Kol Korran, the Moc kery, Onatar.
Forgotten Realms Deities: Bane, Beshaba, Cyric , Gargauth, Hoar, Kiaransalee, Mask, Set,
Shar, Sharess, Shargaas, Talona, Umberlee, Urdlen, Velsharoon, Vhaeraun, Waukeen.
Other Deities: Beltar, Tharizdun.

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.

Envy Domain Spells

1. Disguise Self: Changes your appearance.


2. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.
3. Touch of Idiocy: Subject takes 1d6-point penalty to INT, WIS, and CHA.
4. Vampiric Touch: Touc h deals 1d6/2 levels damage; c aster gains damage as hp.
5. Crushing Despair: Subjec ts take -2 on attack rolls, damage rolls, saves, and c hec ks.
6. Magic JarF: Enables possession of another c reature.
7. Limited WishX: Alters reality—within spell limits.
8. SimulacrumMX: Creates partially real double of a c reature.
9. WishX: As limited wish, but with fewer limits.

Evil Domain (Player's Handbook 186)


Core Deities: Erythnul, Gruumsh, Hextor, Kurtulmak, Lolth, Nerull, Tiamat, Vecna.
Eberron Deities: The Devourer, the Fury, the Keeper, the Moc kery, the Shadow, the Blood of
Vol, the Cults of the Dragon Below.
Forgotten Realms Deities: Abbathor, Auril, Bahgtru, Beshaba, Cyric, Deep Duerra, Gargauth,
Ghaunadaur, Ilneval, Kiaransalee, Laduguer, Loviatar, Luthic , Malar, Mask, Sebek, Selvetarm, Set,
Shar, Shargaas, Talona, Talos, Umberlee, Urdlen, Velsharoon, Vhaeraun, Yurtrus.
Other Deities: Beltar, Blibdoolpoolp, Demogorgon, Diirinka, Doresain, Graz'zt, the Great Mother,
the Glutton, Grolantor, Ilsensine, Inc abulos, Iuz, Kaelthiere, Laduguer, Laogzed, Maglubiyet,
Memnor, Merrshaulk, Panzuriel, the Patient One, Pyremius, Rallaster, Scahrossar, Sekolah, Sixin,
Surtr, Taiia, Tharizdun, Thrym, Vaprak, the Xammux, Yeathan, Yeenoghu, Zarus.
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells

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).

Exorcism Domain (Eberron Campaign Setting 106)


Core Deities: None.
Eberron Deities: The Silver Flame.
Other Deities: None.

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.

Exorcism Domain Spells

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.

Family Domain (Spell Compendium 274)


Core Deities: Yondalla.
Forgotten Realms Deities: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Isis, Lliira, Luthic.
Other Deities: Mya.

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.

Family Domain Spells

1. Bless: Allies gain +1 on attack rolls and saves against fear.


2. Shield OtherF: You take half of subject's damage.
3. Helping Hand: Ghostly hand leads subject to you.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Rary's Telepathic Bond: Link lets allies c ommunicate.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. RefugeM: Alters item to transport its possessor to you.
8. Protection from SpellsMF: Confers +8 resistanc e bonus.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Fate Domain (Spell Compendium 274)


Core Deities: None.
Forgotten Realms Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras.
Other Deities: None.

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).

Fate Domain Spells

1. True Strike: +20 on your next attack roll.


2. Augury MF: Learns whether an action will be good or bad.
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. Status: Monitors condition, position of allies.
5. Mark of Justice: Designates action that will trigger c urse on subjec t.
6. Geas/Quest: As lesser geas, but affects any creature.
7. VisionMX: As legend lore, but quic ker and strenuous.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Foresight: "Sixth sense" warns of impending danger.

Feast Domain (Eberron Campaign Setting 106)


Core Deities: None.
Eberron Deities: Olladra.
Other Deities: Gadhelyn.

Granted Power: You have immunity to ingested poisons and to diseases spread by ingestion.

Feast Domain Spells

1. Goodberry: 2d4 berries eac h c ure 1 hp (max 8 hp/24 hours).


2. Delay Poison: Stops poison from harming subject for 1 hour/level.
3. Create Food and Water: Feeds three humans (or one horse)/level.
4. Neutralize Poison: Immunizes subjec t against poison, detoxifies venom in or on subject.
5. Leomund's Secure Shelter: Creates sturdy cottage.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
8. Detoxify: Neutralize poison in 30' radius.
9. Feast of Champions: Food for one c reature/level heals and grants comprehensive
bonuses.

Fey Domain (Book of Exalted Deeds 86)


Core Deities: None.
Other Deities: Valarian.

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.

Fire Domain (Player's Handbook 187)


Core Deities: Obad-Hai.
Eberron Deities: Onatar.
Forgotten Realms Deities: Gond, Kossuth, Talos.
Other Deities: Bleredd, Glautru, Joramy, Kaelthiere, Pyremius, Sheyanna Flaxenstrand, Surtr,
Taiia.

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.

Fire Domain Spells

1. Burning Hands: 1d4/level fire damage (max 5d4).


2. Produce Flame: 1d6 damage +1/level, touch or thrown.
3. Resist Energy*: Ignores 10 (or more) points of damage/attac k from specified energy type.
4. Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall
deals 2d6 damage +1/level.
5. Fire Shield: Creatures attac king you take fire damage, you're protected form heat or cold.
6. Fire Seeds: Acorns and Berries become grenades and bombs.
7. Fire Storm: Deals 1d6/level fire damage.
8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9. Elemental Swarm: Summons multiple elementals (Fire only).
*Resist cold or fire only.

Force Domain (Spell Compendium 274)


Core Deities: Boccob.
Other Deities: Annam, Tharizdun.

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.

Force Domain Spells

1. Mage Armor: Gives subjec t +4 armor bonus.


2. Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5).
3. Blast of Force: Ray deals 1d6 damage/ two caster levels (max 5d6).
4. Otiluke's Resilient Sphere: Force globe protec ts but traps one subject.
5. Wall of Force: Wall is immune to damage.
6. Repulsion: Creatures c an't approach you.
7. ForcecageM: Cube or cage of force imprisons all inside.
8. Otiluke's Telekinetic Sphere: As Otiluke's resilient sphere, but you move sphere
telekinetically.
9. Bigby's Crushing Hand: Large hand provides c over, pushes, or c rushes your foes.

Forge Domain (Dragonlance Campaign Setting 102)


Core Deities: None.
Other Deities: Reorx.

Granted Power: You gain a +2 insight bonus on Craft and Appraise c hecks related to stone or
metal items.

Forge Domain Spells

1. Magic Weapon: Weapon gains +1 bonus.


2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon's threat range.
4. Minor Creation: Creates one c loth or wood object.
5. Wall of IronM: 30 hp/4 levels; can topple onto foes.
6. Major Creation: As minor creation, plus stone and metal.
7. HardeningM: Inc reases hardness of target by 1 per 2 levels.
8. Repel Metal or Stone: Pushes away metal and stone.
9. Iron Body: Your body becomes living iron.

Fury Domain (Fiendish Codex I 89)


Core Deities: None.
Other Deities: Baphomet, Kostc htc hie, Yeenoghu.

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.

Fury Domain Spells

1. True Strike: +20 on your next attack roll.


2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
4. Divine Power: You gain attack bonus, +6 to STR, and 1 hp/level.
5. Shout: Deafens all within c one and deals 5d6 sonic damage.
6. Song of Discord: Forc es targets to attac k eac h other.
7. Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
8. Shout, Greater: Devastating yell deals 10d6 sonic damage;
9. Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.

Ghost Domain (Ghostwalk 46)


Core Deities: None.
Other Deities: Aluvan.

Granted Power: Cast ectomanc y spells at +1 caster level.

Ghost Domain Spells

1. Protection from Possession: Warded creature cannot be possessed or mentally


c ontrolled.
2. Hold Person or Ghost: As hold person, but also affecting ghosts.
3. Undead Bane Weapon: Weapon gains the undead bane property and is considered
blessed.
4. Proper State: Transforms willing inc orporeal undead into a ghost.
5. Contingent Spell Lock: You store prepared spells or slots to use immediately if you become
a ghost.
6. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
7. Repel Ectoplasm: As repel wood, but affecting only ec toplasm.
8. Trap the SoulMF: Imprisons subject within gem (works on ghosts only).
9. ForcecageM: Cube or cage of force imprisons all inside.

Glory Domain (Spell Compendium 274)


Core Deities: Heironeous, Pelor.
Other Deities: Ayailla, Pholtus, Rao.

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning
damage roll.

Glory Domain Spells

1. Disrupt Undead: Deals 1d6 damage to one undead.


2. Bless Weapon: Weapon strikes true against evil foes.
3. Searing Light: Ray deals 1d8/2 levels damage, more against undead.
4. Holy Smite: Damages and blinds evil creatures.
5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
6. Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Crown of Glory: You gain +4 Charisma and inspire your allies.
9. GateX: Connects two planes for travel or summoning.

Gluttony Domain (Spell Compendium 274)


Core Deities: Erythnul, Yondalla.
Eberron Deities: The Devourer, the Keeper, Olladra.
Forgotten Realms Deities: Cyrrollalee, Garagos, Malar, Sebek, Umberlee, Urdlen, Vergadain.
Other Deities: Al'Akbar, Allitur, Atroa, Ayailla, Azor'alq, Berei, Callarduran Smoothhands, Deep
Sashelas, Delleb, Hiatea, Iallanis, Lirr, Mayaheine, Pholtus, Rao, Sheyanna Flaxenstrand,
Stronmaus, Taiia, Trithereon, Urbanus.

Other Deities: None.

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.

Gluttony Domain Spells

1. Goodberry: 2d4 berries eac h c ure 1 hp (max 8 hp/24 hours).


2. Death Knell: Kills dying c reature; you gain 1d8 temporary hp, +2 to STR, and +1 caster
level.
3. Create Food and Water: Feeds three humans (or one horse)/level.
4. Vampiric Touch: Touc h deals 1d6/2 levels damage; c aster gains damage as hp.
5. Baleful Polymorph: Transforms subject into harmless animal.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Stone to Flesh: Restores petrified creatures.
8. Bite of the King: Swallow enemies whole.
9. Trap the SoulMF: Imprisons subject within gem.

Gnome Domain (Spell Compendium 274)


Core Deities: Garl Glittergold.
Forgotten Realms Deities: Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin,
Gaerdal Ironhand, Segojan Earthcaller, Urdlen.
Other Deities: Callarduran Smoothhands.

Granted Power: You cast illusion spells at +1 caster level.

Gnome Domain Spells

1. Silent Image: Creates minor illusion of your design.


2. GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3. Minor Image: As silent image, plus some sound.
4. Minor Creation: Creates one c loth or wood object.
5. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or
the like).
6. Fantastic Machine: Creates a machine to perform a single simple task.
7. Screen: Illusion hides area from vision, sc rying.
8. Otto's Irresistible Dance: Forc es subject to danc e.
9. Summon Nature's Ally IX*: Summons creature to fight.
*Earth elementals or animals only.

Good Domain (Player's Handbook 187)


Core Deities: Bahamut, Corellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin,
Pelor, Yondalla.
Eberron Deities: The Silver Flame, Arawai, Boldrei, Dol Arrah, Dol Dorn, Olladra, Onatar, the
Undying Court.
Forgotten Realms Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan
Wildwanderer, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin Silverbeard,
Cyrrollalee, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal Steelskin, Gaerdal Ironhand,
Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Horus-Re, Ilmater, Isis,
Labelas Enoreth, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Mystra, Nephthys,
Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selûne, Sharess,
Sharindlar, Shiallia, Solonor Thelandira, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur.
Other Deities: Al'Akbar, Allitur, Atroa, Ayailla, Azor'alq, Berei, Callarduran Smoothhands, Deep
Sashelas, Delleb, Hiatea, Iallanis, Lirr, Mayaheine, Pholtus, Rao, Sheyanna Flaxenstrand,
Stronmaus, Taiia, Trithereon, Urbanus.

Granted Power: You cast good spells at +1 caster level.

Good Domain Spells

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).

Greed Domain (Spell Compendium 275)


Core Deities: Erythnul, Tiamat.
Other Deities: Abbathor, the Glutton, Mammon, Roknar, Urdlen, Vaprak.

Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand
c hecks.

Greed Domain Spells

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.

Halfling Domain (Spell Compendium 275)


Core Deities: Yondalla.
Forgotten Realms Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan.
Other Deities: None.

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.

Halfling Domain Spells

1. Magic Stone: Three stones become +1 projec tiles, 1d6 +1 damage.


2. Cat's Grace: Subject gains +4 to DEX for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Mordenkainen's Faithful Hound: Phantom dog can attack, guard.
6. Move Earth: Dig trenches and build walls.
7. Shadow Walk: Step into shadow to travel rapidly.
8. Word of Recall: Teleports you bac k to designated place.
9. Foresight: "Sixth sense" warns of impending danger.

Hatred Domain (Spell Compendium 275)


Core Deities: None.
Forgotten Realms Deities: Bane, Ghaunadaur, Set, Urdlen.
Other Deities: Beltar, the Great Mother.

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.

Hatred Domain Spells

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: You cast healing spells at +1 caster level.

Healing Domain Spells

1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).


2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Regenerate: Subjec t's severed limbs grow bac k, c ures 4d8 damage +1/level (+35).
8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9. Heal, Mass: As heal, but with several subjects.

Herald Domain (Book of Exalted Deeds 87)


Core Deities: None.
Other Deities: Barachiel.

Granted Power: Intimidate is a class skill. You gain a +4 sac red bonus on Diplomacy and
Intimidate c hecks.

Herald Domain Spells

1. Comprehend Languages: You understand all spoken and written languages.


2. Enthrall: Captivates all within 100' + 10'/level.
3. Tongues: Speak any language.
4. Sending: Delivers short message anywhere, instantly.
5. Command, Greater: As command, but affec ts one subject/level.
6. Dream: Sends message to anyone sleeping.
7. Aspect of the Deity: As lesser aspec t, but you get celestial qualities.
8. Crown of Glory: You gain +4 Charisma and inspire your allies.
9. Aspect of the Deity, Greater: As lesser aspec t, but gain wings, enhanc ed ability scores,
and various resistances and immunities.

Hunger Domain (Spell Compendium 275)


Core Deities: None.
Other Deities: Doresain, Incabulos, Laogzed.

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.

Hunger Domain Spells

1. Ghoul Light: Light provides turn resistance.


2. Ghoul Glyph: Glyph wards area, paralyzes vic tims.
3. Ghoul Gesture: Ray paralyzes target.
4. Enervation: Subject gains 1d4 negative levels.
5. Ghoul Gauntlet: Convert Vic tim to a ghoul under your control.
6. Eyes of the King: Summon fiendish dire bats.
7. Field of Ghouls: Transform dying creatures into ghouls.
8. Bite of the King: Swallow enemies whole.
9. Energy Drain: Subjec t gains 2d4 negative levels.

Illusion Domain (Spell Compendium 275)


Core Deities: None.
Forgotten Realms Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine
Moonbow.
Other Deities: None.

Granted Power: You cast all illusion spells at +1 caster level.

Illusion Domain Spells

1. Silent Image: Creates minor illusion of your design.


2. Minor Image: As silent image, plus some sound.
3. Displacement: Attacks miss subject 50%.
4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
5. Persistent Image: As major image, but no c oncentration required.
6. Mislead: Turns you invisible and creates illusory double.
7. Project Image: Illusory double c an talk and cast spells.
8. Screen: Illusion hides area from vision, sc rying.
9. Weird: As phantasmal killer, but affects all within 30'.

Inquisition Domain (Spell Compendium 275-276)


Core Deities: Heironeous, St. Cuthbert, Wee Jas.
Forgotten Realms Deities: Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee.
Other Deities: Allitur, Pholtus, Rao.

Granted Power: Gain a +4 bonus on dispel c hec ks.

Inquisition Domain Spells

1. Detect Chaos: Reveals chaotic c reatures, spells, or objec ts.


2. Zone of Truth: Subjec ts within range cannot lie.
3. Detect Thoughts: Allows "listening" to surface thoughts.
4. Discern Lies: Reveals deliberate falsehoods.
5. True SeeingM: Lets you see all things as they really are.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjec ts.
8. Shield of LawM: +4 AC, +4 resistanc e, and SR 25 against chaotic spells.
9. Imprisonment: Entombs subject beneath the earth.

Insight Domain (Dragonlance Campaign Setting 102-103)


Core Deities: None.
Other Deities: Zivilyn.

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

1. True Strike: +20 on your next attack roll.


2. Augury MF: Learns whether an action will be good or bad.
3. Locate Object: Senses direction toward objec t (specific or type).
4. DivinationM: Provides useful advic e for spec ific proposed actions.
5. CommuneX: Deity answers one yes-or-no question/level.
6. Owl's Wisdom, Mass: As owl's wisdom, affec ts one subject/level.
7. Arcane Sight, Greater: As arc ane sight, but also reveals magic effects on creatures and
objects.
8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
9. Foresight: "Sixth sense" warns of impending danger.

Joy Domain (Book of Exalted Deeds 87)


Core Deities: None.
Other Deities: Chaav.

Granted Power: You gain a +4 sacred bonus on Diplomac y c hecks.

Joy Domain Spells

1. Vision of Heaven: Evil creature is dazed for 1 round.


2. Elation: Allies gain +2 to Strength and Dexterity, +5' of speed.
3. Distilled Joy F: Create ambrosia.
4. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
5. Chaav's Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8
temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against
fear.
6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear;
temporary hp.
7. StarmantleM: Cloak of stars destroys nonmagic al weapons on contac t and allows wearer a
DC 15 Reflex save to reduce damage from magic weapons by half.
8. Sympathy M: Objec t or loc ation attracts certain c reatures.
9. Otto's Irresistible Dance: Forc es subject to danc e.

Knowledge Domain (Player's Handbook 187)


Core Deities: Boccob, Vec na.
Eberron Deities: Aureon.
Forgotten Realms Deities: Angharradh, Azuth, Deneir, Dugmaren Brightmantle, Dumathoin,
Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, Mystra, Oghma, Savras, Sehanine Moonbow,
Shar, Siamorphe, Thoth, Waukeen.
Other Deities: Allitur, Annam, Celestian, Delleb, Hruggek, Ilsensine, Istus, Lirr, Mouqol, Pholtus,
Rao, Rillifane Rallathil, Shekinester, Skoraeus Stonebones, Taiia, Urbanus, Xan Yae, the Xammux,
Zuoken.

Granted Power: Add all Knowledge skills to your list of Cleric class skills.
You c ast divination spells at +1 caster level.

Knowledge Domain Spells

1. Detect Secret Doors: Reveals hidden doors within 60'.


2. Detect Thoughts: Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. DivinationM: Provides useful advic e for spec ific proposed actions.
5. True SeeingM: Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend LoreMF: Lets you learn tales about a person, plac e, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: "Sixth sense" warns of impending danger.

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.

Kobold Domain Spells

1. Create Trap: Creates a CR 1 trap.


2. Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
3. Fire TrapM: Opened object deals 1d4 damage +1/level.
4. Stone Sphere: 5' diameter stone sphere rolls over your enemies.
5. Transmute Rock to Mud: Transforms two 10' c ubes per level.
6. Contingency F: Sets trigger condition for another spell.
7. Ironguard: Subjec t becomes immune to all metal.
8. Maze: Traps subjec t in extradimensional maze.
9. Transmute Rock to Lava: Transforms one 10' cube with subsequent fire damage and
effects.

Law Domain (Player's Handbook 187)


Core Deities: St. Cuthbert, Heironeous, Hextor, Kurtulmak, Moradin, Tiamat, Wee Jas, Yondalla.
Eberron Deities: The Silver Flame, Aureon, Boldrei, Dol Arrah, the Blood of Vol, the Path of
Light.
Forgotten Realms Deities: Arvoreen, Azuth, Berronar Truesilver, Clangeddin Silverbeard,
Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Gorm Gulthyn, Helm, Hoar, Horus-Re,
Ilmater, Jergal, Kelemvor, Laduguer, Loviatar, Nobanion, Osiris, Red Knight, Savras, Set,
Siamorphe, Torm, Tyr, Urogalan, Zarus.
Other Deities: Al'Akbar, Allitur, Bralm, Cyndor, Delleb, Hruggek, Ilsensine, Istus, Laduguer,
Mayaheine, Osprem, Pholtus, Sekolah, Sixin, Surtr, Taiia, Wastri.

Granted Power: You cast law spells at +1 caster level.

Law Domain Spells

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).

Liberation Domain (Spell Compendium 276)


Core Deities: Corellon Larethian, Garl Glittergold.
Other Deities: Aerdrie Faenya, Lirr, Trithereon.

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.

Liberation Domain Spells

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.

Life Domain (Eberron Campaign Setting 106)


Core Deities: None.
Eberron Deities: Arawai.
Other Deities: Afflux.

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.

Life Domain Spells

1. Hide from Undead: Undead can't perc eive one subject/level.


2. Restoration, Lesser: Dispels magic al ability penalty or regains 1d6 ability damage.
3. Plant Growth: Grows vegetation, improves c rops.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Disrupting Weapon: Melee weapon destroys undead.
6. Animate Objects: Objec ts attack your foes.
7. Regenerate: Subjec t's severed limbs grow bac k, c ures 4d8 damage +1/level (+35).
8. Animate Plants: One or more trees animate and fight for you.
9. Heal, Mass: As heal, but with several subjects.

Luck Domain (Player's Handbook 187)


Core Deities: Bahamut, Fharlanghn, Kord, Kurtulmak, Olidammara.
Eberron Deities: Olladra.
Forgotten Realms Deities: Abbathor, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe,
Mask, Oghma, Tymora, Vergadain.
Other Deities: Istus, Taiia.

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.

Luck Domain Spells

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.

Lust Domain (Spell Compendium 276)


Core Deities: Gruumsh, Lolth, Olidammara.
Eberron Deities: Olladra.
Forgotten Realms Deities: Beshaba, Eilistraee, Hanali Celanil, Hathor, Isis, Lliira, Loviatar,
Luthic, Sharess, Sharindlar, Sheela Peryroyl, Sune.
Other Deities: None.

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.

Lust Domain Spells

1. Charm Person: Makes one person your friend.


2. Invisibility: Subject is invisible for 1 minute/level or until it attacks.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. Planar Ally, LesserX: Exchange servic es with a 6 HD extraplanar creature.
5. ScryingF: Spies on subject from a distance.
6. Symbol of PersuasionM: Triggered rune charms nearby c reatures.
7. RefugeM: Alters item to transport its possessor to you.
8. Sympathy M: Objec t or loc ation attracts certain c reatures.
9. Trap the SoulMF: Imprisons subject within gem.

Madness Domain (Spell Compendium 276)


Core Deities: Erythnul, Kurtulmak, Vecna.
Eberron Deities: The Cults of the Dragon Below.
Forgotten Realms Deities: Erevan Ilesere, Kiaransalee.
Other Deities: Abbathor, Blibdoolpoolp, Diirinka, Grolantor, Inc abulos, Laogzed, Panzuriel,
Pyremius, Tharizdun, Urdlen, Vaprak, Yurtrus.

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.

Madness Domain Spells

1. Confusion, Lesser: One c reature acts randomly for one round.


2. Touch of Madness: Dazes touched target for 1 round/level.
3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
4. Confusion: Subjec ts behave oddly for 1 round/level.
5. Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
7. Insanity: Subjec t suffers c ontinuous c onfusion.
8. Maddening Scream: Subject has -4 AC, no shield, Reflex save on 20 only.
9. Weird: As phantasmal killer, but affects all within 30'.

Magic Domain (Player's Handbook 188)


Core Deities: Boccob, Vec na, Wee Jas.
Eberron Deities: Aureon, the Shadow.
Forgotten Realms Deities: Azuth, Hanali Celanil, Isis, Laduguer, Mystra, Savras, Set, Thoth,
Velsharoon.
Other Deities: Annam, Delleb, Diirinka, Hruggek, Ilsensine, Lirr, Rillifane Rallathil, Shekinester,
Taiia.

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.

Magic Domain Spells

1. Nystul's Magic Aura: Alters object's magic aura.


2. Identify: Determines properties of magic item.
3. Dispel Magic: Canc els magic al spells and effects.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10'.
7. Spell Turning: Reflect 1d4+6 spell levels bac k at caster.
8. Protection from SpellsMF: Confers +8 resistanc e bonus.
9. Mordenkainen's Disjunction: Dispels magic , disenc hants magic items.

Meditation Domain (Eberron Campaign Setting 107)


Core Deities: None.
Eberron Deities: The Path of Light.
Other Deities: None.

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.

Meditation Domain Spells

1. Comprehend Languages: You understand all spoken and written languages.


2. Owl's Wisdom: Subject gains a +4 bonus to WIS for 1 min./level.
3. Locate Object: Senses direction toward objec t (specific or type).
4. Tongues: Speak any language.
5. Spell Resistance: Subject gains SR12 + level.
6. Find the Path: Shows most direct way to location.
7. Spell Turning: Reflect 1d4+6 spell levels bac k at caster.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Astral ProjectionM: Projects you and c ompanions onto Astral Plane.

Mentalism Domain (Spell Compendium 276)


Core Deities: None.
Forgotten Realms Deities: Deep Duerra.
Other Deities: Zuoken.

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.

Mentalism Domain Spells


1. Confusion, Lesser: One c reature acts randomly for one round.
2. Detect Thoughts: Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. Modify Memory: Changes 5 minutes of subjec t's memories.
5. Mind Fog: Subjec ts in fog get -10 to Wisdom and Will c hecks.
6. Rary's Telepathic Bond: Link lets allies c ommunicate.
7. Antipathy: Object or location affec ted by spell repels c ertain creatures.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Astral ProjectionM: Projects you and c ompanions onto the Astral Plane.

Metal Domain (Spell Compendium 276)


Core Deities: None.
Forgotten Realms Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer.
Other Deities: Bleredd.

Granted Power: You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for
either the light hammer or the warhammer (your choic e).

Metal Domain Spells

1. Magic Weapon: Weapon gains +1 bonus.


2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon's threat range.
4. Rusting Grasp: Your touc h corrodes iron and alloys.
5. Wall of IronM: 30 hp/4 levels; can topple onto foes.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Transmute Metal to Wood: Metal within 40' becomes wood.
8. Iron Body: Your body becomes living iron.
9. Repel Metal or Stone: Pushes away metal and stone.

Mind Domain (Spell Compendium 276-277)


Core Deities: Boccob, Olidammara, Wee Jas.
Forgotten Realms Deities: Baravar Cloakshadow, Dugmaren Brightmantle, Labelas Enoreth,
Vergadain.
Other Deities: Delleb, Ilsensine, Istus, Iuz, Laduguer, Memnor, Merrshaulk, Panzuriel, Rao,
Shekinester, Xan Yae, Zuoken.

Granted Power: You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive chec ks.

Mind Domain Spells

1. Comprehend Languages: You understand all spoken and written languages.


2. Detect Thoughts: Allows "listening" to surface thoughts.
3. Telepathic Bond, Lesser: Link with subject within 30' for 10 minutes/level.
4. Discern Lies: Reveals deliberate falsehoods.
5. Rary's Telepathic Bond: Link lets allies c ommunicate.
6. Probe Thoughts: Read subjec t's memories, one question/round.
7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Weird: As phantasmal killer, but affects all within 30'.

Moon Domain (Spell Compendium 277)


Core Deities: None.
Forgotten Realms Deities: Eilistraee, Hathor, Malar, Sehanine Moonbow, Selûne, Sharindlar.
Other Deities: Celestian.

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.

Moon Domain Spells

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.

Mysticism Domain (Spell Compendium 277)


Core Deities: Erythnul, Gruumsh, Nerull, Yondalla.
Forgotten Realms Deities: Sehanine Moonbow, Shargaas.
Other Deities: Beltar, Blibdoolpoolp, the Great Mother, Grolantor, Hruggek, Ilneval, Pyremius,
Rillifane Rallathil, Segojan Earthc aller, Sekolah, Trithereon, Vhaeraun. Neutral, Lawful Neutral, and
Chaotic Neutral deities would never have this Domain.

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.

Mysticism Domain Spells

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.

Necromancer Domain (Eberron Campaign Setting 107)


Core Deities: None.
Eberron Deities: The Blood of Vol.
Other Deities: None.

Granted Power: You cast nec romancy spells at +1 caster level.

Necromancer Domain Spells

1. Ray of Enfeeblement: Ray deals 1d6 +1/2 levels STR penalty.


2. Command Undead: Undead creature obeys your commands.
3. Vampiric Touch: Touc h deals 1d6/2 levels damage; c aster gains damage as hp.
4. Enervation: Subject gains 1d4 negative levels.
5. Waves of Fatigue: Several targets bec ome fatigued.
6. Eyebite: Target becomes panic ked, sickened, and c omatose.
7. Control Undead: Undead don't attack you while under your c ommand.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Energy Drain: Subjec t gains 2d4 negative levels.

Necromancy Domain (Dragonlance Campaign Setting 103)


Core Deities: None.
Other Deities: None.

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.

Necromancy Domain Spells

1. Detect Undead: Reveals undead within 60'.


2. Death Knell: Kills dying c reature; you gain 1d8 temporary hp, +2 to STR, and +1 caster
level.
3. Halt Undead: Immobilizes undead for 1 round/level.
4. Animate Dead: Creates undead skeletons and zombies.
5. Slay Living: Touc h attack kills subject.
6. Create UndeadM: Creates ghouls, ghasts, mummies or mohrgs.
7. DestructionF: Kills subjec t and destroys remains.
8. Create Greater Undead: Create shadows, wraiths, spec tres or devourers.
9. Energy Drain: Subjec t gains 2d4 negative levels.

Nobility Domain (Spell Compendium 277)


Core Deities: Heironeous, Kord, Pelor.
Forgotten Realms Deities: Arvoreen, Gaerdal Ironhand, Hanali Celanil, Horus-Re, Lathander,
Milil, Nobanion, Red Knight, Siamorphe.
Other Deities: Mayaheine, Tem-Et-Nu.

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).

Nobility Domain Spells

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.

Ocean Domain (Spell Compendium 277)


Core Deities: None.
Eberron Deities: The Moc kery.
Forgotten Realms Deities: Istishia, Ulutiu, Umberlee, Valkur.
Other Deities: Aventernus, Deep Sashelas, Whale Mother.

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).

Ocean Domain Spells

1. Endure Elements: Exist comfortably in hot or c old environments.


2. Sound Burst: Deals 1d8 sonic damage to subjects, might also stun them.
3. Water Breathing: Subjects c an breathe underwater.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Wall of Ice: Ic e plane c reates wall with 15 hp +1/level, or hemisphere c an trap c reatures
inside.
6. Otiluke's Freezing Sphere: Freezes water or deals cold damage.
7. Waterspout: Waterspout you control pic ks up and damages foes.
8. Maelstrom: Water vortex traps and damages c reatures and objec ts.
9. Elemental Swarm: Summons multiple elementals (Water only).

Ooze Domain (Fiendish Codex I 89-90)


Core Deities: None.
Other Deities: Juiblex, Zuggtmoy.

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.

Ooze Domain Spells

1. Grease: Makes 10' square or one object slippery.


2. Web: Fills 20'-radius spread with sticky spiderwebs.
3. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
4. Rusting Grasp: Your touc h corrodes iron and alloys.
5. Oozepuppet: You c an telekinetically control target ooze.
6. Transmute Rock to Mud: Transforms two 10' c ubes per level.
7. Slime Wave: Creates a 15' spread of green slime.
8. Befoul: Turns large amount of water poisonous
9. Implosion: Kills one c reature/round.

Oracle Domain (Spell Compendium 277-278)


Core Deities: Boccob, Lolth, Vecna.
Forgotten Realms Deities: Dugmaren Brightmantle, Dumathoin, Labelas Enoreth, Sehanine
Moonbow.
Other Deities: Blibdoolpoolp, Celestian, Cyndor, Delleb, Istus, Shekinester.

Granted Power: You cast all divination spells at +2 c aster level.

Oracle Domain Spells

1. Identify: Determines properties of magic item.


2. Augury MF: Learns whether an action will be good or bad.
3. DivinationM: Provides useful advic e for spec ific , proposed ac tion.
4. ScryingF: Spies on subject from a distance.
5. CommuneX: Deity answers one yes-or-no question/level.
6. Legend LoreMF: Learn tales about a person, plac e, or thing.
7. Scrying, GreaterF: As scrying, but faster and longer.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: "Sixth sense" warns of impending danger.

Orc Domain (Spell Compendium 278)


Core Deities: Gruumsh.
Forgotten Realms Deities: Bahgtru, Ilneval, Luthic, Shargaas, Yurtrus.
Other Deities: None.

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.

Orc Domain Spells

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2. Produce Flame: 1d6 damage +1/level, touch or thrown.
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. Prying Eyes: 1d4 +1/level floating eyes scout for you.
6. Eyebite: Target becomes panic ked, sickened, and c omatose.
7. Blasphemy*/Holy Word*: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Power Word Kill: Kills one c reature with 100 hp or less.

Pact Domain (Spell Compendium 278)


Core Deities: None.
Forgotten Realms Deities: Abbathor, Cyrrollalee, Vergadain.
Other Deities: Bralm, Mouqol, Rao.

Granted Power: Add Appraise, Intimidate, and Sense Motive to your list of Cleric class skills.

Pact Domain Spells

1. Command: One subject obeys selected c ommand for 1 round.


2. Shield OtherF: You take half of subject's damage.
3. Speak with Dead: Corpse answers one question/2 levels.
4. DivinationM: Provides useful advic e for spec ific proposed actions.
5. Stalwart Pact: You gain combat bonuses automatically when reduc ed to half points or
lower.
6. Zealot PactX: You automatically gain combat bonuses when you attack someone of
opposite alignment.
7. Renewal Pact: Creature is automatically healed if adverse condition affects it.
8. Death Pact: Deity brings you back from the dead automatic ally.
9. GateX: Connects two planes for travel or summoning.

Passion Domain (Eberron Campaign Setting 107)


Core Deities: None.
Eberron Deities: The Fury.
Other Deities: None.

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.

Passion Domain Spells


1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Tasha's Hideous Laughter: Subjec t loses actions for one round/level.
3. Confusion: Subjec ts behave oddly for 1 round/level.
4. Crushing Despair: Subjec ts take -2 on attack rolls, damage rolls, saves, and c hec ks.
5. Command, Greater: As command, but affec ts one subject/level.
6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear;
temporary hp.
7. Song of Discord: Forc es targets to attac k eac h other.
8. Otto's Irresistible Dance: Forc es subject to danc e.
9. Dominate Monster: As dominate person, but any creature.

Pain Domain (Book of Vile Darkness 81)


Core Deities: None.
Other Deities: Rallaster, Scahrossar.

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.

Pain Domain Spells

1. Angry Ache: Subject takes –2 penalty on attac k rolls.


2. Sadism: For every 10 hp damage caster deals, he gains +1 on attac ks, saves, and c hec ks.
3. Wrack: Blinds subject and renders it helpless for 1 round/level, then –2 on attacks, saves,
and checks for 3d10 minutes.
4. Liquid Pain: Extrac ts one dose of liquid pain from tortured vic tim.
5. Thousand Needles: Piercing needles deal 2d6 damage, and target takes –4 penalty on
attacks, saves, and c hec ks.
6. Pox: Deals 1d4 CON drain to one creature/level.
7. Wave of Pain: Stuns all within c one for 1 round/2 levels.
8. Symbol of PainM: Triggered rune wrac ks nearby creatures with pain.
9. Eternity of Torture: Target is rendered helpless, ageless, and has all ability sc ores except
for CON drop to 0.

Pestilence Domain (Spell Compendium 278)


Core Deities: Lolth, Nerull.
Forgotten Realms Deities: Kiaransalee, Shargaas.
Other Deities: Doresain, Incabulos, Urdlen, Yurtrus.

Granted Power: You gain immunity to the effects of all diseases, though you c an still carry
infectious diseases.

Pestilence Domain Spells

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.

Planning Domain (Spell Compendium 278)


Core Deities: None.
Forgotten Realms Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
Other Deities: Bralm.

Granted Power: You gain Extend Spell as a bonus feat.

Planning Domain Spells

1. Deathwatch: Reveals how near death subjects within 30' are.


2. Augury MF: Learns whether an action will be good or bad.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4. Status: Monitors condition, position of allies.
5. Detect Scrying: Alerts you of magical eavesdropping.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Scrying, GreaterF: As scrying, but faster and longer.
8. Discern Location: Reveals exact location of creature or object.
9. Time Stop: You act freely for 1d4+1 rounds.

Plant Domain (Player's Handbook 188)


Core Deities: Ehlonna, Obad-Hai.
Eberron Deities: Arawai, Beory.
Forgotten Realms Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel
Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus,
Solonor Thelandira, Thard Harr, Ubtao.
Other Deities: Annam, Atroa, Berei, Geshtai, Hiatea, Merrshaulk, Semuanya, Skerrit.

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.

Plant Domain Spells

1. Entangle: Plants entangle everyone in 40' radius.


2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
3. Plant Growth: Grows vegetation, improves c rops.
4. Command Plants: Sway the actions of one or more plant creatures.
5. Wall of Thorns: Thorns damage anyone who tries to pass by.
6. Repel Wood: Pushes away wooden objects.
7. Animate Plants: One or more trees animate and fight for you.
8. Control Plants: Control actions of one or more plant creatures.
9. Shambler: Summons 1d4+2 shambling mounds to fight for you.

Pleasure Domain (Book of Exalted Deeds 87)


Core Deities: None.
Other Deities: Lastai.

Granted Power: You are immune to any effec t that damages or drains your Charisma.

Pleasure Domain Spells

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.

Portal Domain (Spell Compendium 278)


Core Deities: None.
Forgotten Realms Deities: Eilistraee, Shaundakul.
Other Deities: None.

Granted Power: You can detec t an active or inactive portal as if it were a normal secret door
(Search DC 20).

Portal Domain Spells

1. Summon Monster I: Calls extraplanar creature to fight for you.


2. Analyze Portal: Find a nearby portal and discover its properties.
3. Dimensional Anchor: Bars extradimensional movement.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Etherealness: Travel to Ethereal Plane with companions.
8. Maze: Traps subjec t in extradimensional maze.
9. GateX: Connects two planes for travel or summoning.

Pride Domain (Spell Compendium 278-279)


Core Deities: Bahamut, Corellon Larethian, Heironeous, Hextor, Lolth, Moradin, Pelor, Tiamat,
Vecna, Wee Jas.
Eberron Deities: Dol Arrah, the Moc kery, Onatar, the Path of Light.
Forgotten Realms Deities: Bane, Cyric, Dumathoin, Finder Wyvernspur, Gargauth, Gond, Helm,
Horus-Re, Kiaransalee, Nobanion, Oghma, Osiris, Set, Shar, Shevarash, Siamorphe, Sune, Tempus,
Torm, Tyr, Ubtao, Umberlee, Velsharoon, Vhaeraun, Waukeen.
Other Deities: Beltar, Iuz, Memnor, Pholtus, Wastri.

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.

Pride Domain Spells

1. Hypnotism: Fasc inates 2d4 HD of creatures.


2. Eagle's Splendor: Subjec t gains +4 CHA for 1 minute/level.
3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
4. Divine Power: You gain attack bonus, +6 to STR and 1 hp/level.
5. Reduce Person, Mass: Reduc es several creatures.
6. ForbiddanceM: Blocks planar travel, damages c reatures of different alignment.
7. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear;
temporary hp.
8. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
9. Charm Monster, Mass: As charm monster, but all within 30'.
Protection Domain (Player's Handbook 188)
Core Deities: Bahamut, Corellon Larethian, St. Cuthbert, Fharlanghn, Garl Glittergold, Moradin,
Yondalla.
Forgotten Realms Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver,
Chauntea, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Geb, Gorm Gulthyn, Hanali Celanil, Helm,
Kelemvor, Laduguer, Lathander, Marthammor Duin, Nephthys, Rillifane Rallathil, Selûne,
Shaundakul, Silvanus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen.
Other Deities: Al'Akbar, Berei, Callarduran Smoothhands, Celestian, Cyndor, Deep Sashelas,
Eadro, Mayaheine, Osprem, Shekinester, Skoraeus Stonebones, Stronmaus, Taiia, Urbanus.

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.

Protection Domain Spells

1. Sanctuary: Opponents can't attack you, and you c an't attack.


2. Shield OtherF: You take half of subject's damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR12 + level.
6. Antimagic Field: Negates magic within 10'.
7. Repulsion: Creatures c an't approach you.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Purification Domain (Spell Compendium 279)


Core Deities: Ehlonna, Pelor.
Forgotten Realms Deities: Arvoreen, Berronar Truesilver.
Other Deities: Allitur, Rao, Surtr, Wastri.

Granted Power: You cast all abjuration spells at +1 c aster level.

Purification Domain Spells

1. Nimbus of Light: Sunlight illuminates you until released as an attac k.


2. Deific Vengeance: Deity's punishment deals 1d6 damage/2 levels (max 5d6).
3. Recitation: Your allies get bonus on AC, attacks, and saves.
4. Castigate: Verbal rebuke damages those whose alignment differs from yours.
5. Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
6. Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
7. Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attac k rolls and
damage rolls.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Visage of the Deity, Greater: As lesser visage of the deity, but you become half-c elestial
or half-fiendish.

Renewal Domain (Spell Compendium 279)


Core Deities: None.
Forgotten Realms Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander,
Shiallia, Silvanus.
Other Deities: Atroa, Beory.

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.

Renewal Domain Spells

1. Charm Person: Makes one person your friend.


2. Restoration, Lesser: Dispels magic al ability penalty or regains 1d6 ability damage.
3. Remove Disease: Cures all diseases affecting subject.
4. Riencarnate: Brings dead subjec t back to life in random body.
5. AtonementFX: Removes burden of misdeeds from subject.
6. Heroes' Feast: Food for one creature/level cures and grants c ombat bonuses.
7. Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
8. Polymorph Any Object: Changes any subject into anything else.
9. Freedom: Releases c reature from imprisonment.

Repose Domain (Player's Guide to Faerûn)


Core Deities: Wee Jas.
Forgotten Realms Deities: Jergal, Kelemvor, Osiris, Sehanine Moonbow, Urogalan.
Other Deities: Aluvan, Anubis, Drac anish, Osiris.

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.

Repose Domain Spells

1. Deathwatch: Reveals how near death subjects within 30' are.


2. Gentle Repose: Preserves one corpse.
3. Speak with Dead: Corpse answers one question/2 levels.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Slay Living: Touc h attack kills subject.
6. Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
7. DestructionF: Kills subjec t and destroys remains.
8. Surelife: Protec ts caster from specified natural death.
9. Wail of the Banshee: Kills one creature/level.

Restoration Domain (Dragonlance Campaign Setting 104)


Core Deities: None.
Other Deities: None.

Granted Power: You cast healing spells at +1 caster level.

Restoration Domain Spells

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.

Retribution Domain Spells

1. Shield of Faith: Aura grants +2 or higher deflection bonus.


2. Bear's Endurance: Subjec t gains +4 to CON for 1 minute/level.
3. Speak with Dead: Corpse answers one question/2 levels.
4. Fire Shield: Creatures attac king you take fire damage; you're protected from heat or c old.
5. Mark of Justice: Designates action that will trigger c urse on subjec t.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
7. Spell Turning: Reflect 1d4+6 spell levels bac k at caster.
8. Discern Location: Reveals exact location of creature or object.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Revered Ancestor Domain (Faiths of Eberron 149-150)


Core Deities: None.
Eberron Deities: Spirits of the Past.
Other Deities: None.

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.

Revered Ancestor Domain Spells

1. Magic Weapon: Weapon gains +1 bonus.


2. Aid: +1 on attack rolls, +1 on saves against fear,
3. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
4. Spirit Steed: Channels an anc ient spirit into your steed, increasing its speed and granting
other benefits.
5. Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused.
6. Heroism, Greater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear;
temporary hp.
7. VisionMX: As legend lore, but quic ker and strenuous.
8. Earthquake: Intense tremor shakes 5'/level radius.
9. Hero's Blade: Channel the spirit of a great hero into a melee weapon.

Rune Domain (Spell Compendium 279)


Core Deities: Bocob.
Forgotten Realms Deities: Deneir, Dugmaren Brightmantle, Jergal, Labelas Enoreth, Mystra,
Thoth.
Other Deities: Cyndor, Delleb, Imhotep, Lirr, Tharizdun.

Granted Power: You gain Scribe Scroll as a bonus feat.

Rune Domain Spells


1. Erase: Mundane or magical writing vanishes.
2. Secret Page: Changes one page to hide its real content.
3. Glyph of WardingM: Insc ription harms those who pass it.
4. Explosive Runes: Deals 6d6 damage when read.
5. Planar Binding, Lesser: Traps extraplanar c reature of 6 HD or less until it performs a task.
6. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level
spell.
7. Instant Summons: Prepared object appears in your hand.
8. Symbol of Death: Triggered rune slays nearby creatures.
9. Teleportation Circle: Circle teleports any c reature inside to designated spot.

Sand Domain (Sandstorm 107)


Core Deities: None.
Other Deities: Zoser.

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.

Sand Domain Spells

1. Waste Strider: Move through waste without penalties.


2. Black Sand: Creates a 20'-radius area of black sand.
3. Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal
damage.
4. Blast of Sand: Cone deals 1d6 damage/level.
5. Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6
damage/level.
6. Awaken SandF: A region of sand forms into a Huge, sentient creature.
7. Vitrify: Melts sand into glass.
8. Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste.
9. Summon Desert Ally IX: Calls dustform creature to fight.

Scalykind Domain (Spell Compendium 279)


Core Deities: Tiamat.
Forgotten Realms Deities: Finder Wyvernspur, Sebek, Set, Ubtao.
Other Deities: Semuanya, Wastri.
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil
Cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 +
Charisma modifier.

Scalykind Domain Spells

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.

Seafolk Domain (Stormwrack 110)


Core Deities: None.
Other Deities: Aventernus, Eadro, Whale Mother.

Granted Power: You gain Expert Swimmer or Rapid Swimming (your c hoic e) as a bonus
feat.

Seafolk Domain Spells

1. Quickswim: Your swim speed increases by 10'.


2. Fins to Feet: Transforms tails and fins into legs and feet.
3. Scales of the Sealord: Add 10' to swim speed or gain swim speed of 15'; add natural armor
bonus +1/3 levels.
4. Siren's Call: Compel one creature/2 levels to submerse itself.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Airy Water: Turn normal water into a breathable substance; negate underwater movement
and melee attac k penalties.
7. Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
8. Depthsurge: Water slam deals 2d6 + caster level damage to all within 20' radius, pushes
targets back, sinks ships.
9. Foresight: "Sixth sense" warns of impending danger.

Shadow Domain (Eberron Campaign Setting 108)


Core Deities: Nerull.
Eberron Deities: The Shadow.
Other Deities: Xan Yae.

Granted Power: You gain Blind-Fight as a bonus feat.

Shadow Domain Spells

1. Obscuring Mist: Fog surrounds you.


2. Darkness: 20' radius of supernatural shadow.
3. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
4. Shadow Conjuration: Mimics c onjuration below 4th level, but only 20% real.
5. Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6. Shadow Walk: Step into shadow to travel rapidly.
7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
8. Shadow Evocation, Greater: As shadow evoc ation, but up to 7th level and 60% real.
9. Shades: As shadow conjuration, but up to 8th level and 80% real.

Sky Domain (Races of the Wild 174)


Core Deities: None.
Other Deities: Aerdrie Faenya, Duthila, Memnor, Rillifane Rallathil, Stronmaus, Tuilviel Glithien.

Granted Power: Your fly speed (or glide speed) improves by 5'.
Add Spot to your list of Cleric class skills.

Sky Domain Spells

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.

Slime Domain (Spell Compendium 280)


Core Deities: None.
Forgotten Realms Deities: Ghaunadaur.
Other Deities: Ilsensine.

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.

Slime Domain Spells

1. Grease: Makes 10' square or one object slippery.


2. Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
3. Poison: Touch deals 1d10 CON damage, repeats in 1 min.
4. Rusting Grasp: Your touc h corrodes iron and alloys.
5. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
6. Transmute Rock to Mud: Transforms two 10' c ubes per level.
7. DestructionF: Kills subjec t and destroys remains.
8. Power Word Blind: Blinds c reature with 200 hp or less.
9. Implosion: Kills one c reature/round.

Sloth Domain (Spell Compendium 280)


Core Deities: Olidammara.
Eberron Deities: Olladra.
Forgotten Realms Deities: Brandobaris, Cyrrollalee, Erevan Ilesere, Finder Wyvernspur,
Gargauth, Hathor, Lliira, Luthic , Mask, Milil, Sharess, Sharindlar, Sheela Peryroyl, Tymora,
Vergadain, Waukeen.
Other Deities: None.

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

1. Touch of Fatigue: Touc h attac k fatigues subjec t.


2. Unseen Servant: Invisible forc e obeys your commands.
3. Deep Slumber: Puts 10 HD of c reatures to sleep.
4. Slow: One subjec t/level takes only one action/round, -2 to AC, -2 on attack rolls.
5. Symbol of SleepM: Triggered rune puts nearby creatures into c atatonic slumber.
6. Waves of Fatigue: Several targets bec ome fatigued.
7. Shadow Walk: Step into shadow to travel rapidly.
8. Waves of Exhaustion: Several subjects become exhausted.
9. Astral ProjectionM: Projects you and c ompanions onto the Astral Plane.

Spell Domain (Spell Compendium 280)


Core Deities: Boccob.
Forgotten Realms Deities: Azuth, Mystra, Savras, Thoth.
Other Deities: None.

Granted Power: You gain a +2 bonus on Conc entration checks and Spellcraft c hecks.

Spell Domain Spells

1. Mage Armor: Gives subjec t +4 armor bonus.


2. Silence: Negates sound in 15' radius.
3. Anyspell: Prepare any arcane spell up to 2nd level.
4. Rary's Mnemonic EnhancerF: Prepares extra spells or retains one just cast.
5. Break Enchantment: Frees subject from enc hantments, alterations, c urses, and
petrification.
6. Anyspell, Greater: Prepare any arcane spell up to 5th level.
7. Limited WishX: Alters reality—within spell limits.
8. Antimagic Field: Negates magic within 10'.
9. Mordenkainen's Disjunction: Dispels magic , disenc hants magic items.

Spider Domain (Spell Compendium 280)


Core Deities: Lolth.
Forgotten Realms Deities: Selvetarm.
Other Deities: None.

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.

Spider Domain Spells

1. Spider Climb: Grants ability to walk on walls and ceilings.


2. Summon Swarm: Summons swarm of bats, rats, or spiders.
3. Phantom Steed*: Magic horse appears for 1 hour/level.
4. Giant Vermin: Turns c entipedes, scorpions, or spiders into giant vermin.
5. Insect Plague: Locust swarms attac k creatures.
6. Spider Curse: Turn humanoid subject into a drider.
7. Stone Spiders: Transform pebbles into monstrous spider constructs.
8. Creeping Doom: Swarms of c entipedes attack at your command.
9. Spider Shapes: Polymorph one creature/level into monstrous spider.
*Has a vermin shape.

Spite Domain (Heroes of Horror 126)


Core Deities: None.
Other Deities: Cas.

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.

Spite Domain Spells

1. Bestow WoundM: Transfer 1 hp/level of wounds to another.


2. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
3. Vampiric Touch: Touc h deals 1d6/2 levels damage; c aster gains damage as hp.
4. Pronouncement of Fate: Impose a –4 penalty on an offender's attac ks, damage, saves,
and checks; target loses actions.
5. Fire in the Blood: Your blood bec omes a potent corrosive that burns attackers.
6. Cloak of Hate: Target provokes hostile reac tions, takes –10 penalty to Diplomacy chec ks.
7. Pact of Return: If you die as you predict, you are resurrected instantly.
8. Mantle of Pure Spite: Gain a c umulative DR 1/— and a cumulative +1 bonus on attacks,
damage, and AC each time a foe strikes you.
9. Imprison SoulMF: Traps soul in a small object; target takes 1d4 CON damage/day.

Storm Domain (Spell Compendium 280)


Core Deities: None.
Forgotten Realms Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee.
Other Deities: Procan.

Granted Power: You gain resistanc e to electricity 5.

Storm Domain Spells

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.

Strength Domain (Player's Handbook 188)


Core Deities: St. Cuthbert, Gruumsh, Kord, Pelor.
Eberron Deities: Dol Dorn.
Forgotten Realms Deities: Anhur, Bahgtru, Clangeddin Silverbeard, Garagos, Helm, Ilmater,
Lathander, Loviatar, Malar, Tempus, Torm, Ulutiu, Uthgar.
Other Deities: Azor'alq, None, Bralm, the Glutton, the Great Mother, Iallanis, Llerg, Sekolah,
Sixin, Surtr, Taiia, Telchur, Thrym, Vaprak, Zarus, Zuoken.

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.

Strength Domain Spells

1. Enlarge Person: Humanoid creature doubles in size.


2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain c ombat bonuses.
6. Stoneskin: Ignore 10 points of damage per attack.
7. Bigby's Grasping Hand: Large hand provides c over, pushes or grapples.
8. Bigby's Clenched Fist: Large hand provides cover, pushes or attac ks your foes.
9. Bigby's Crushing Hand: Large hand provides c over, pushes, or c rushes your foes.

Suffering Domain (Spell Compendium 280-281)


Core Deities: None.
Forgotten Realms Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
Other Deities: None.

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.

Suffering Domain Spells

1. Bane: Enemies take -1 on attack rolls and saves against fear.


2. Bear's Endurance: Subjec t gains +4 to CON for 1 minute/level.
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. Enervation: Subject gains 1d4 negative levels.
5. Feeblemind: Subject's INT and CHA drop to 1.
6. Harm: Deals 10 points/level damage to target.
7. Eyebite: Target becomes panic ked, sickened, and c omatose.
8. Symbol of PainM: Triggered rune wrac ks nearby creatures with pain.
9. Horrid Wilting: Deals 1d6/level damage within 30'.

Summer Domain (Sandstorm 107-108)


Core Deities: None.
Other Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.

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.

Summer Domain Spells

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.

Summoner Domain (Spell Compendium 281)


Core Deities: None.
Other Deities: Beltar, Callarduran Smoothhands, Eadro, the Great Mother, Segojan Earthcaller,
Skoraeus Stonebones, Trithereon.

Granted Power: Add +2 to your c aster level for all conjuration (summoning) or c onjuration
(c alling) spells.

Summoner Domain Spells

1. Summon Monster I: Calls extraplanar creature to fight for you.


2. Summon Monster II: Calls extraplanar creature to fight for you.
3. Summon Monster III: Calls extraplanar creature to fight for you.
4. Planar Ally, LesserX: Exchange servic es with a 6 HD extraplanar creature.
5. Summon Monster V: Calls extraplanar c reature to fight for you.
6. Planar Ally X: As lesser planar ally, but up to 16 HD.
7. Summon Monster VII: Calls extraplanar c reature to fight for you.
8. Planar Ally, GreaterX: As lesser planar ally, but up to 24 HD.
9. GateX: Connects two planes for travel or summoning.

Sun Domain (Player's Handbook 188)


Core Deities: Ehlonna, Pelor.
Eberron Deities: Dol Arrah.
Forgotten Realms Deities: Horus-Re, Lathander.
Other Deities: Annam, Atroa, Ayailla, Azor'alq, Hiatea, Iallanis, Pholtus, Skerrit, Taiia.

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.

Sun Domain Spells

1. Endure Elements: Exist comfortably in hot or c old environments.


2. Heat Metal: Make metal so hot it damages those who touch it.
3. Searing Light: Ray deals 1d8/2 levels, more against undead.
4. Fire Shield: Creatures attac king you take fire damage; you're protected from heat or c old.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Sunburst: Blinds all within 80', deals 6d6 damage.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Temptation Domain (Fiendish Codex I 90)


Core Deities: None.
Other Deities: Graz'zt, Malc anthet, Pazuzu.

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.

Temptation Domain Spells

1. Charm Person: Makes one person your friend.


2. Beckoning Call: Lures target creature closer to you.
3. Suggestion: Compels subject to follow stated c ourse of action.
4. Charm Monster: Makes monster believe it is your ally.
5. Dominate Person: Controls humanoid telepathically.
6. Suggestion, Mass: As suggestion, plus one/level subjects.
7. Soul LinkM: Grants target a boon, allows monitoring, and establishes a telepathic link that
enhanc es enchantments.
8. Sympathy M: Objec t or loc ation attracts certain c reatures.
9. Dominate Monster: As dominate person, but any creature.

Thirst Domain (Sandstorm 108)


Core Deities: None.
Other Deities: Azul.

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.

Thirst Domain Spells

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.

Time Domain (Spell Compendium 281)


Core Deities: None.
Forgotten Realms Deities: Grumbar, Labelas Enoreth.
Other Deities: Cyndor.

Granted Power: You gain Improved Initiative as a bonus feat.

Time Domain Spells

1. True Strike: +20 on your next attack roll.


2. Gentle Repose: Preserves one corpse.
3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Permanency X: Makes certain spells permanent.
6. Contingency F: Sets trigger condition for another spell.
7. Legend LoreMF: Learn tales about a person, plac e, or thing.
8. Foresight: "Sixth sense" warns of impending danger.
9. Time Stop: You act freely for 1d4+1 rounds.

Trade Domain (Spell Compendium 281)


Core Deities: None.
Forgotten Realms Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.
Other Deities: Mouqol.

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).

Trade Domain Spells


1. Message: Whispered conversation at a distance.
2. GembombM: Gem becomes a bomb that deals 1d8 force damage/2 levels.
3. Eagle's Splendor: Subjec t gains +4 CHA for 1 minute/level.
4. Sending: Delivers short message anywhere, instantly.
5. Fabricate: Transforms raw materials into finished items.
6. True SeeingM: Lets you see all things as they really are.
7. Mordenkainen's Magnificent MansionF: Door leads to extradimensional mansion.
8. Mind Blank: Subjec t is immune to mental/emotional magic and sc rying.
9. Discern Location: Reveals exact location of creature or object.

Transformation Domain (Races of Eberron 180-181)


Core Deities: None.
Other Deities: None.
Special: Any creature with the shapec hanger subtype that does not worship a specific deity
may selec t this domain as one of its domain c hoic es.

Granted Power: You cast transmutation spells at +1 caster level.

Transformation Domain Spells

1. Enlarge Person: Humanoid creature doubles in size.


2. Alter Self: Assume form of a similar c reature.
3. Gaseous Form: Subject bec omes insubstantial and c an fly slowly.
4. Involuntary Shapeshifting: If able to do so, target c reature must c hange shape.
5. Polymorph: Gives one willing subject a new form.
6. Baleful Polymorph: Transforms subject into harmless animal.
7. Doppelganger Transformation: You gain physical and mental bonuses.
8. Polymorph Any Object: Changes any subject into anything else.
9. ShapechangeF: Transforms you into any c reature, and c hange forms once per round.

Travel Domain (Player's Handbook 188)


Core Deities: Fharlanghn.
Eberron Deities: Kol Korran, the Traveler.
Forgotten Realms Deities: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine,
Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine
Moonbow, Selûne, Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen.
Other Deities: Celestian, Cyndor, Geshtai, Lirr, Mouqol, Osprem, Proc an, Rillifane Rallathil, Sixin,
Taiia.

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.

Travel Domain Spells

1. Longstrider: Inc reases your speed.


2. Locate Object: Senses direction toward objec t (specific or type).
3. Fly: Subject flies at speed of 60'
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral ProjectionM: Projects you and c ompanions onto Astral Plane.

Treachery Domain (Dragonlance Campaign Setting 104)


Core Deities: None.
Other Deities: Hiddukel.

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.

Treachery Domain Spells

1. Undetectable Alignment: Conc eals alignment for 24 hours.


2. Eagle's Splendor: Subjec t gains +4 CHA for 1 minute/level.
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. Glibness: Gain +30 on Bluff c hec ks, and your lies can esc ape magic al disc ernment.
5. Magic JarF: Enables possession of another c reature.
6. Symbol of PersuasionM: Triggered rune charms nearby c reatures.
7. Eyebite: Target becomes panic ked, sickened, and c omatose.
8. Trap the SoulMF: Imprisons subject within gem.
9. Imprisonment: Entombs subject beneath the earth.

Trickery Domain (Player's Handbook 189)


Core Deities: Boccob, Erythnul, Garl Glittergold, Kurtulmak, Lolth, Olidammara, Nerull, Tiamat.
Eberron Deities: The Moc kery, the Traveler.
Forgotten Realms Deities: Abbathor, Akadi, Baravar Cloakshadow, Beshaba, Brandobaris,
Cyric , Erevan Ilesere,Gargauth, Mask, Oghma, Sharess, Shargaas, Vergadain, Vhaeraun.
Other Deities: Diirinka, Iuz, Maglubiyet, Memnor, Mouqol, Taiia, Xan Yae.

Granted Power: Add Bluff, Disguise, and Hide to your list of Cleric c lass skills.

Trickery Domain Spells

1. Disguise Self: Disguise own appearanc e.


2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. NondetectionM: Hides subject from divination, sc rying.
4. Confusion: Subjec ts behave oddly for 1 round/level.
5. False VisionM: Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, sc rying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Truth Domain (Races of Eberron 181)


Core Deities: None.
Eberron Deities: Church of the Silver Flame, the Path of Light.
Other Deities: None.

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

1. Detect Thoughts: Allows "listening" to surface thoughts.


2. Zone of Truth: Subjec ts within range cannot lie.
3. See Invisibility: Reveals invisible c reatures or objects.
4. Discern Lies: Reveals deliberate falsehoods.
5. True SeeingM: Lets you see all things as they really are.
6. Force Shapechange: Forc es shapec hangers into natural form.
7. Illusion Purge: Dispels illusions within 5'/level.
8. Discern Location: Reveals exact location of creature or object.
9. True Seeing, Mass: As true seeing, but affects multiple c reatures.

Tyranny Domain (Spell Compendium 281)


Core Deities: Gruumsh, Hextor, Tiamat, Vec na.
Forgotten Realms Deities: Bane.
Other Deities: The Great Mother, Hruggek, Ilsensine, Iuz, Maglubiyet, Merrshaulk, Sekolah.

Granted Power: Add +1 to the save DC of any enc hantment (compulsion) spell you cast.

Tyranny Domain Spells

1. Command: One subject obeys selected c ommand for 1 round.


2. Enthrall: Captivates all within 100' + 10'/level.
3. Discern Lies: Reveals deliberate falsehoods.
4. Fear: Subjects within cone flee for 1 round/level.
5. Command, Greater: As command, but affec ts one subject/level.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Bigby's Grasping Hand: Large hand provides c over, pushes or grapples.
8. Charm Monster, Mass: As charm monster, but all within 30'.
9. Dominate Monster: As dominate person, but any creature.

Undeath Domain (Spell Compendium 281)


Core Deities: None.
Forgotten Realms Deities: Kiaransalee, Velsharoon.
Other Deities: Afflux, Orc us.

Granted Power: You gain Extra Turning as a bonus feat.

Undeath Domain Spells

1. Detect Undead: Reveals undead within 60'.


2. DesecrateM Fills area with negative energy, making undead stronger.
3. Animate Dead: Creates undead skeletons and zombies.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Circle of Death: Kills 1d4/level HD of creatures.
6. Create UndeadM: Creates ghouls, ghasts, mummies or mohrgs.
7. Control Undead: Undead don't attack you while under your c ommand.
8. Create Greater Undead: Create shadows, wraiths, spec tres or devourers.
9. Energy Drain: Subjec t gains 2d4 negative levels.

War Domain (Player's Handbook 189)


Core Deities: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor.
Eberron Deities: Dol Arrah, Dol Dorn, the Mockery.
Forgotten Realms Deities: Anhur, Arvoreen, Clangeddin Silverbeard, Deep Duerra, Gaerdal
Ironhand, Garagos, Gorm Gulthyn, Haela Brightaxe, Ilneval, Red Knight, Selvetarm, Shevarash,
Solonor Thelandira, Tempus, Tyr, Uthgar.
Other Deities: Azor'alq, Beltar, Gelf Darkhearth, Joramy, Kaelthiere, Laduguer, Mayaheine,
Panzuriel, Sekolah, Stronmaus, Surtr, Taiia, Thrym, Wastri, Xan Yae, Zarus, Zuoken.

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.

War Domain Spells

1. Magic Weapon: Weapon gains +1 bonus.


2. Spiritual Weapon: Magical weapon attac ks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Divine Power: You gain attack bonus, +6 to STR and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds c reature with 200 hp or less.
8. Power Word Stun: Stuns c reature with 150 hp or less.
9. Power Word Kill: Kills one c reature with 100 hp or less.

Warforged Domain (Faiths of Eberron 150)


Core Deities: None.
Eberron Deities: The Bec oming God, Lord of Blades, Onatar.
Other Deities: None.

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.

Warforged Domain Spells

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.

Water Domain (Player's Handbook 189)


Core Deities: Obad-Hai.
Eberron Deities: The Devourer.
Forgotten Realms Deities: Auril, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee.
Other Deities: Blibdoolpoolp, Beory, Deep Sashelas, Eadro, Geshtai, Osprem, Panzuriel, Procan,
Semuanya, Taiia, Yeathan.

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.

Water Domain Spells


1. Obscuring Mist: Fog surrounds you.
2. Fog Cloud: Fog obsc ures vision.
3. Water Breathing: Subjects c an breathe underwater.
4. Control Water: Raises or lowers bodies of water.
5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
6. Cone of Cold: 1d6/level cold damage.
7. Acid Fog: Fog deals acid damage.
8. Horrid Wilting: Deals 1d6/level damage within 30'.
9. Elemental Swarm: Summons multiple elementals (Water only).

Wealth Domain (Spell Compendium 281)


Core Deities: Garl Glittergold.
Other Deities: Astilabor, Dallah Thaun, Io.

Granted Power: Add Appraise to your list of Cleric c lass skills. You gain Skill Focus (Appraise)
as a bonus feat.

Wealth Domain Spells

1. Alarm: Wards an area for 2 hours/level.


2. Obscure Object: Masks objec t against sc rying.
3. Glyph of WardingM: Insc ription harms those who pass it.
4. Detect Scrying: Alerts you of magical eavesdropping.
5. Leomund's Secret ChestF: Hides expensive chest on Ethereal Plane; you c an retrieve it at
will.
6. ForbiddanceM: Blocks planar travel, damages c reatures of different alignment.
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.

Weather Domain (Eberron Campaign Setting 108)


Core Deities: Fharlanghn, Obad-Hai.
Eberron Deities: Arawai, the Devourer.
Forgotten Realms Deities: Aerdrie Faenya, Sheela Peryroyl, Solonor Thelandira.
Other Deities: Beory, Geshtai, Hiatea, Osprem, Proc an, Stronmaus.

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.

Weather Domain Spells

1. Obscuring Mist: Fog surrounds you.


2. Fog Cloud: Fog obsc ures vision.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Sleet Storm: Hampers vision and movement.
5. Call Lightning Storm: As c all lightning, but 5d6 damage per bolt.
6. Control Winds: Change wind direction and speed.
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.

Windstorm Domain (Spell Compendium 282)


Core Deities: Bahamut.
Other Deities: None.
Granted Power: Inc lement weather has less of an effect on you. Rain and snow don't penalize
your Spot and Searc h c hecks. You c an move through snow-covered and ic y terrain at your normal
movement. Wind effects, whether natural or magical, affect you as if you were one size c ategory
larger.

Windstorm Domain Spells

1. Obscuring Mist: Fog surrounds you.


2. Binding Winds: Air prevents subject from moving, hinders ranged attacks.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
5. Arc of Lightning: Line of electric ity arc s between two c reatures (1d6/level damage).
6. Cloudwalkers: Subjects c an fly outdoors at speed of 60'.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and c an pick up creatures.
9. Whirlwind, Greater: As whirlwind, but larger and more destruc tive.

Winter Domain (Frostburn 85)


Core Deities: None.
Other Deities: Aengrist, Auril, Hleid, Telchur.

Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill
c hecks.

Winter Domain Spells

1. Snowsight: Normal vision in winter weather conditions.


2. Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving
tracks or scent.
3. Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
5. Blizzard: Temperature drops and powerful blizzard reduc es visibility to zero.
6. Death Hail: Summons a storm of death hail.
7. Control Weather: Changes weather in local area.
8. Summon Giants (Frost Giants Only): Summons outsider giants to fight for you.
9. FimbulwinterX: Creates winter weather for miles around you that lasts for months.

Wrath Domain (Spell Compendium 282)


Core Deities: St. Cuthbert, Erythnul, Gruumsh, Heironeous, Hextor, Kord, Lolth, Moradin,
Tiamat.
Eberron Deities: Balinor, the Fury.
Forgotten Realms Deities: Anhur, Auril, Bahgtru, Bane, Beshaba, Clangeddin Silverbeard,
Garagos, Hoar, Horus-Re, Kossuth, Loviatar, Malar, Selvetarm, Set, Shevarash, Talos, Tempest,
Thard Harr, Umberlee, Valkur, Yurtrus.
Other Deities: Beltar, Incabulos, Joramy, Kharash, Llerg, Procan, Pyremius.

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.

Wrath Domain Spells

1. Rhino's Rush: Next charge deals double damage.


2. Bull's Strength: Subject gains +4 to STR for 1 min./level.
3. Rage: Subjects gain +2 to STR and CON, +1 on Will saves, -2 to AC.
4. Shout: Deafens all within c one and deals 5d6 sonic damage.
5. Righteous Might: Your size increases, and you gain c ombat bonuses.
6. Song of Discord: Forc es targets to attac k eac h other.
7. Tenser's TransformationM: You gain c ombat bonuses.
8. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns c reatures, damages
objects.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

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