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domains [2013/12/05 00:13] – archmage | domains [2013/12/05 01:37] (current) – [Water Domain] archmage | ||
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==== Earth Domain ==== | ==== Earth Domain ==== | ||
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- | Granted Powers: You gain acid resistance equal to your class level. | + | < |
- | Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, | + | < |
==== Evil Domain ==== | ==== Evil Domain ==== | ||
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- | Granted Powers: You gain +1 caster level and +1 to the save DC of any evil spell you cast. | + | < |
- | Domain Spells: 1st—protection from good, 2nd—desecrate, | + | < |
==== Fire Domain ==== | ==== Fire Domain ==== | ||
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- | Granted Powers: You gain fire resistance equal to your class level. | + | < |
- | Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, | + | < |
==== Good Domain ==== | ==== Good Domain ==== | ||
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- | Granted Powers: You gain +1 caster level and +1 to the save DC of any good spell you cast. | + | < |
- | Domain Spells: 1st—protection from evil, 2nd—aid, 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). | + | < |
==== Healing Domain ==== | ==== Healing Domain ==== | ||
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- | Granted Powers: Whenever you cast a cure spell, you can add your Wisdom modifier to the amount of hit points restored. | + | < |
- | Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—mass cure light wounds, 6th—heal, 7th—regenerate, | + | < |
==== Knowledge Domain ==== | ==== Knowledge Domain ==== | ||
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- | Granted Powers: You gain the lore class feature (see the bard ability of the same name). | + | < |
- | Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, | + | < |
==== Law Domain ==== | ==== Law Domain ==== | ||
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- | Granted Powers: You gain +1 caster level and +1 to the save DC of any law spell you cast. | + | < |
- | Domain Spells: 1st—protection from chaos, 2nd—calm emotions, 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, | + | < |
==== Luck Domain ==== | ==== Luck Domain ==== | ||
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- | Granted Powers: You can reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. | + | < |
- | Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, | + | < |
==== Magic Domain ==== | ==== Magic Domain ==== | ||
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- | Granted Powers: You gain the use magic device class feature (see the rogue ability of the same name). | + | < |
- | Domain Spells: 1st—identify, | + | < |
==== Plant Domain ==== | ==== Plant Domain ==== | ||
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- | Granted Powers: You gain a +1 natural armor bonus, and add Nature to your list of class skills. | + | < |
- | Domain Spells: 1st—entangle, | + | < |
==== Protection Domain ==== | ==== Protection Domain ==== | ||
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- | Granted Powers: You gain a +1 bonus on all saving throws. | + | < |
- | Domain Spells: 1st—sanctuary, | + | < |
==== Strength Domain ==== | ==== Strength Domain ==== | ||
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- | Granted Powers: You can add your Wisdom modifier to all Strength checks and Athletics checks. | + | < |
- | Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, | + | < |
==== Sun Domain ==== | ==== Sun Domain ==== | ||
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- | Granted Powers: You gain a +4 bonus on your check and damage rolls when turning or destroying undead. | + | < |
- | Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—f lame strike, 6th—fire seeds, 7th—sunbeam, | + | < |
==== Travel Domain ==== | ==== Travel Domain ==== | ||
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- | Granted Powers: You gain a +10 foot bonus to your movement speed. | + | < |
- | Domain Spells: 1st—longstrider, | + | < |
==== Trickery Domain ==== | ==== Trickery Domain ==== | ||
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- | Granted Powers: You gain an additional skill point per class level, and add Deception and Stealth to your list of class skills. | + | < |
- | Domain Spells: 1st—disguise self, 2nd—invisibility, | + | < |
==== War Domain ==== | ==== War Domain ==== | ||
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- | Granted Powers: You gain the Weapon Focus feat for the weapon group in which your deity’s favored weapon belongs. If your deity’s favored weapon belongs to more than one weapon group, you choose one of those weapon groups to gain Weapon Focus in. | + | < |
- | Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill. | + | < |
==== Water Domain ==== | ==== Water Domain ==== | ||
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- | Granted Powers: You gain cold resistance equal to your class level. | + | < |
- | Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only). | + | < |