Clerics are messengers and servants of the gods, venturing forth into the world to spread their patrons' gospel through compassion, reason, bargaining, or righteous conquest. They are the bearers of divine guidance—and divine wrath. From gentle and penitent village priests to holy warriors and church heads whose decrees can rock nations and foment upheaval across entire worlds, clerics are everywhere, their callings and methods as varied as the gods they serve. They are living proof of the gods' power and interest in the world of mortals, and to deny them is to invite destruction, both in this world and the next.
Subdomains
Presented in the section below are new rules for subdomains—more specific focuses for clerical worship and power that allow players greater flexibility in customizing their characters. Every domain has a number of subdomains associated with it (see Table: Subdomains for a complete list). Each subdomain replaces a granted power and a number of spells in the domain's granted spell list. Spells marked with an asterisk (*) are detailed in Chapter 5 of this book. A cleric who chooses a subdomain must have access to both the domain and its subdomain from her deity. If a cleric selects a subdomain, she cannot select its associated domain as her other domain choice (in effect, the subdomain replaces its associated domain). Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on domains. If a subdomain has two associated domains, the cleric can only select the subdomain for one of her domains. Subdomains can be selected by Druids (except the metal subdomain) and inquisitors (if their deity allows it).
If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's cleric level + her Wisdom modifier.
Table: Subdomains
Domain | Subdomains |
---|---|
Air | Cloud, Wind |
Animal | Feather, Fur |
Artifice | Construct, Toil |
Chaos | Azata, Demon, Protean |
Charm | Love, Lust |
Community | Family, Home |
Darkness | Loss, Night |
Death | Murder, Undead |
Destruction | Catastrophe, Rage |
Earth | Caves, Metal |
Evil | Daemon, Demon, Devil |
Fire | Ash, Smoke |
Glory | Heroism, Honor |
Good | Agathion, Archon, Azata |
Healing | Restoration, Resurrection |
Knowledge | Memory, Thought |
Law | Archon, Devil, Inevitable |
Liberation | Freedom, Revolution |
Luck | Curse, Fate |
Madness | Insanity, Nightmare |
Magic | Arcane, Divine |
Nobility | Leadership, Martyr |
Plant | Decay, Growth |
Protection | Defense, Purity |
Repose | Ancestors, Souls |
Rune | Language, Wards |
Strength | Ferocity, Resolve |
Sun | Day, Light |
Travel | Exploration, Trade |
Trickery | Deception, Thievery |
War | Blood, Tactics |
Water | Ice, Oceans |
Weather | Seasons, Storms |
Associated Domain
Good.
Replacement Power
The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.
At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.
Replacement Domain Spells
1st—shield of faith, 3rd—tongues, 6th—planar ally (agathions only).
Associated Domain
Replacement Power
The following granted power replaces the ward against death power of the Repose domain.
At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.
Replacement Domain Spells
4th—rest eternal*, 6th—geas/quest.
Associated Domain
Replacement Power
The following granted power replaces the hand of the acolyte power of the Magic domain.
As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells
1st level—magic aura, 4th—arcane eye, 6th—analyze dweomer.
Associated Domain
Good.
Replacement Power
The following granted power replaces the holy lance power of the Good domain. Archons are a race of lawful good outsiders.
Aura of Menace
At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells
1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).
Associated Domain
Law.
Replacement Power
The following granted power replaces the staff of order power of the Law domain. Archons are a race of lawful good outsiders.
Aura of Menace
At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells
1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).
Ash Subdomain
Associated Domain
Fire.
Replacement Power
The following granted power replaces the fire resistance power of the Fire domain.
Wall of Ashes
At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Replacement Domain Spells
7th—disintegrate, 9th—fiery body*.
Associated Domain
Replacement Power
The following granted power replaces the touch of chaos power of the Chaos domain. Azatas are a race of chaotic good outsiders.
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells
1st—expeditious retreat, 3rd—fly, 6th—planar ally (azata only).
Associated Domains
Good.
Replacement Power
The following granted power replaces the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells
1st—expeditious retreat, 3rd—fly, 6th—planar ally (azata only).
Associated Domain
War.
Replacement Power
The following granted power replaces the weapon master power of the War domain.
At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Replacement Domain Spells
3rd—vampiric touch, 5th—wall of thorns, 7th—inflict serious wounds (mass).
Associated Domain
Replacement Power
The following granted power replaces the destructive aura power of the Destruction domain.