Ultimate Magic | Rules | Spellcasting Class Options | Druid | Animal and Terrain Domains

Animal and Terrain Domains

Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity.

If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's druid level + her Wisdom modifier.

Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.

Aquatic Domain

Granted Powers

You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Sealord

You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike

At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon (see page 471 of the Core Rulebook) for that attack.

Domain Spells

1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

Arctic Domain

Granted Powers

You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.

Call Cold

You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Banish Flame

At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic; at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.

Domain Spells

1st—frostbite, 2nd—aspect of the bear, 3rd—sleet storm, 4th—wall of ice, 5th—aspect of the wolf, 6th—freezing sphere, 7th—wind walk, 8th—polar ray, 9th—polar midnight.

Cave Domain

Granted Powers

The wonders and dark secrets of the deepest caves give you strength.

Cavesight

You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tremorsense

At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.

Domain Spells

1st—detect aberration, 2nd—stone call, 3rd—deeper darkness, 4th—echolocation, 5th—wall of stone, 6th—conjure black pudding, 7th—statue (looking like a stalagmite or stalactite), 8th—earthquake, 9th—imprisonment.

Desert Domain

Granted Powers

The spirits and secrets of the endless wastes are yours to command.

Heat Shimmer

As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Servant of the Sands

At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.

Domain Spells

1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.

Eagle Domain

Granted Powers

Your spirit soars with the mightiest and noblest of all winged creatures.

Familiar

You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye

As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aerial evasion

At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.

Domain Spells

1st—aspect of the falcon, 2nd—eagle's splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.

Frog Domain

Granted Powers

You venerate the elder amphibians that first brought life to land.

Familiar

You may gain a toad familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Sticky Strike

As a standard action, you can attempt a ranged touch attack with a sticky tendril against a target up to 15 feet away, then use the pull universal monster ability to pull the target 5 feet toward you. You gain a bonus on the pull's combat maneuver check equal to 1/2 your druid level. If the target is larger than you, you may pull yourself 5 feet toward the target without making a check. The target can remove the tendril by making an opposed Strength check as a standard action, or by dealing enough slashing damage to the tendril (hit points equal to your druid level, Armor Class equal to your touch Armor Class). You can dissolve the tendril as a free action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Webfoot

At 6th level, you gain the amphibious special quality and a swim speed equal to your land speed. At 12th level, you gain a climb speed equal to your land speed.

Domain Spells

1st—jump, 2nd—delay poison, 3rd—lily pad stride, 4th—shout, 5th—blessing of the salamander, 6th—confusion, 7th—animal shapes (amphibians only), 8th—greater shout, 9th—summon froghemoth.

Jungle Domain

Granted Powers

The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.

Brachiation

As a free action for a number of rounds per day equal to your druid level, you may climb with a climb speed equal to your land speed, and gain a bonus on Acrobatics checks equal to your druid level. These rounds do not have to be consecutive.

Trap Sense

At 3rd level, you gain the trap sense ability. This is identical to the rogue class ability. Your effective rogue level is equal to your druid level for the purpose of determining your trap sense bonus. Trap sense bonuses gained from multiple classes stack.

Domain Spells

1st—glide, 2nd—tar ball, 3rd—venomous bolt, 4th—arboreal hammer, 5th—blessing of the salamander, 6th—swarm skin, 7th—creeping doom, 8th—wall of lava, 9th—shambler.

Monkey Domain

Granted Powers

The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.

Familiar

You gain a monkey familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Monkey Athletics

As a free action, you may add a competence bonus equal to half your druid level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ranged Legerdemain

At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.

Domain Spells

1st—beguiling gift, 2nd—spider climb, 3rd—cacophonous call, 4th—freedom of movement, 5th—summon nature's ally V (dire ape or girallon only), 6th—confusion, 7th—animal shapes (apes and monkeys only), 8th—clenched fist, 9th—foresight.

Mountain Domain

Granted Powers

You have mastered the mighty powers of the great mountains that pierce the sky and stand aloof above the lowlands.

Foothold

As a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature standing in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb it. The stone remains altered for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thin Air

At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.

Domain Spells

1st—stone fist, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocation, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks.

Plains Domain

Granted Powers

The wide open spaces of the prairie, savanna, and steppe are yours to master.

Serpent Domain

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