Deites, Domains and Divine Casters in the Realms

Deities Lists Divine Casters Houserules Domain Houserules Domains List Homebrew Domains

The gods of the Realms, also called Powers, are important beings; they grant magical spells to their worshippers, involve themselves in Farûnian dealings, and grow or diminish in personal power in relation to the number of mortal worshippers they possess. Clerics in the service of a deity will advance only if they please their god, by remaining faithful to the god’s rules and aims, and acting as the god wishes. There are many deities in the Realms, even among humans, and this plethora of divine beings, and the wide variance of portfolios which they represent or epitomize, has led to general tolerance of the beliefs and worship of others.

Only 25 years ago, the Gods actually walked in the Realms, present in the form of their Avatars, during the Time of Troubles, or the Godswar. This is perhaps why there needn’t be a threat of eternal limbo or torment for the faithless, because everyone knows the gods exist — they dwelt among the mortals, and only the youngest generation to have grown to adulthood would have been alive during a time that the gods didn’t stand in person upon Toril. To be agnostic, or wholly apathetic to the Gods of Toril would be rare.

The faiths of Toril are pantheistic — meaning that there is no one god esteemed as the only god, save for the past mythology of the One True God perpetuated by Cyric before He fell to His own madness. For most pantheons of the Realms, this means a coexistence or at least detente among the members of a given pantheon, despite conflicts of members’ alignments or portfolios.

The human faiths of Faerun, however, mirror the pettiness and rivalry that came to a head during the Time of Troubles. Many gods of the Faerunian pantheon form their own alliances and emnities among themselves, and it would take a yet unheard of cataclysm for the entire pantheon of gods to act in accord together.

Deities of the Forgotten Realms

Listings of the major pantheons as specified in our setting. Note that any class, archetype or feature that is exclusively for a particular deity or deities is indicated in the deity’s entry with a †.

Divine Casters in the Realms

While Paizo and their Golarion setting removed much of the dependence upon a patron deity for divine casters, we are still set in the Forgotten Realms, and that’s not how it works on Toril.

By divine decree of the Overgod Ao, a divine caster on Toril is required to have a patron deity that they forge their connection to for their divine magic, to the exclusion of other deities. If your character has no patron, they cannot be a divine caster, period. This does not mean that a divine caster cannot offer prayers and homage to other deities in Toril, because it is a pantheistic reality, however, they cannot tap into the powers or blessings of more than one deity, and any transgression against that deity — including associating too closely with another deity opposed to their patron — will cause a loss in favor that results in consequences as severe as losing their divine powers entirely. This taken into consideration, some changes have to be made to the Golarion lore of certain classes, and said alterations will be added here as they’re addressed.

Aura: ALL divine casters have an alignment aura corresponding to their patron deity, just like that of a cleric or paladin — druids, inquisitors, oracles, rangers, warpriests, any third party classes whose spells are considered divine magic.

  • If a class archetype has traded off their spellcasting for other features, such as some spell-less ranger archetypes, then that character has no alignment aura.
  • If a class archetype gains divine casting, or changes arcane casting to divine, then again this requires a patron deity, and said caster gains the alignment aura.
  • That all of the above have an alignment aura means they have this as a class feature and it counts as prerequisite for things that require the divine aura feature.

Chosen Weapons: Any divine casting class is assumed to gain proficiency in the deity’s chosen weapon. Druids are allowed to use their deity’s chosen weapon without being considered a violation of their druidic tenets.

Druid Deities:

  • Druids in the Forgotten Realms setting are required to choose a patron deity, and are limited in their domain choices by their patron deity when choosing a domain as their nature’s bond.
  • Any deity with the Animal, Fey, Plant, the four elemental domains, or any of the bestial or terrain domains (and their commensurate subdomains) can sponsor a druid. Exception: Though she has the Cave terrain domain, which was stolen by slaying Ibrandul and stealing his portfolio, Shar does not sponsor druids.
  • Per 3.5e and earlier lore, Selune also sponsors druids, and also has an order of druids outlined elsewhere.

Oracle: To be consistent with Forgotten Realms lore, the Oracle cannot follow multiple deities; the difference between the Oracle and Cleric is not their adherence to a deity’s tenets — which would cause them to fall if they didn’t — rather it is by their own understanding of their patron rather than a formal dogma that they follow. So the introductory text of the Oracle is edited as follows:

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are selected by providence to wield powers that even they do not fully understand. Like a cleric, the oracle in the Forgotten Realms must have a patron deity they elevate above any other. Unlike a cleric, who is often beholden to a set dogma, order or temple, oracles lean to their own understanding of the patron that grants them power. The oracle’s own understanding of their patron may even be considered heresies to the more orderly followers of a deity, though this does not mean that their understanding is incorrect. They follow by grace, not by scripture, which is why Charisma is the primary attribute of the oracle over Wisdom. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the patron’s chosen in unforeseen ways.

Mysteries: An Oracle’s chosen mystery has to be consistent with the portfolio and domains of the deity that sponsors her, much as a cleric can’t choose domains that aren’t part of a deity’s portfolio. We can put together a comprehensive list if need be, but suffice for now that if the mystery doesn’t at least touch on one of a deity’s domains or portfolio, it’s probably not a legal choice. If the mystery is anathema to the deity’s portfolio (for example, Kelemvor and the Bones mystery), it’s absolutely not a legal choice.

Ranger: Rangers can be of any faith, not just one of the druidic sponsoring faiths, though they still require a patron deity, and certain ranger orders would require the proper deity sponsorship. If you want to play a ranger that has no patron deity, you will need to build a spell-less archetype, or make a Slayer.

Paladins:

  • Corellon sponsors paladins in our setting. It makes zero sense that the Coronal of Elfdom does not sponsor holy warriors in his fold.
  • Per very apocryphal sources, Selune also breaks the one place removed rule, and has a number of paladins in her church.

Warpriests:

  • Warpriest Blessings are granted by the same deities who have access to the same-named domain. Expanded blessings are here.

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Domain Houserules

Druids and animal/terrain domains: Because one of the core principles of faith in the Forgotten Realms is that every divine caster must have a deity, and every domain or blessing granted a divine caster must come from a deity with the domain in their portfolio, the druidic domains are considered god granted as well. These druidic domains are inserted into the domain listing below

Subdomains on Toril: In the Pathfinder setting, subdomains are typically granted by the same deities that grant the associated domain; the Forgotten Realms, and it’s large diversity of both deities and domains, treat subdomains as a smaller sphere of influence that a given deity presides over, whether or not they have access to the associated domain or its other subdomains. While a deity like Helm has the Planning subdomain — associated with the Knowledge domain — he does not have the overarching purview of knowlege in his portfolio. In these cases, the cleric gains the replacement spells and powers along with whatever spells and powers of the primary domain aren’t replaced. Deities who have access to the core domains may or may not grant a given subdomain as it is deemed thematically appropriate.

Reading the deity domain entries: On the domain line for a deity, will see the domains and subdomains listed in a format such as:

Domains: Destruction [Rage], Evil, Greed (Trickery), Law [Tyranny], Pride, Scalykind [Dragon], Wrath

When a subdomain is included in brackets [] after a domain, it means the deity has access to that subdomain as well. When a subdomain is in the list followed by its primary domain in parentheses () it means that the deity only has access to the subdomain, and not the primary domain, so you can only choose that domain with the alterations of the subdomain.

Removed Domains: Any of the domains/subdomains from Paizo and 3pp sources not on this list, aren’t accessible in our setting.

Other Domain Revisions: Any modifications to domain writeups from source materials are as follows.

  • Trickery Domain: Master’s Illusion lasts minutes/level instead of rounds/level.
  • Honor subdomain is moved to a subdomain of the Law domain, as it makes way more sense.
  • Martyr subdomain has been moved under Suffering domain and removed from Nobility, as a more logical spot for it, and partly rewritten below.
  • Moon domain is completely rewritten as a primary domain below, and is not a subdomain of Darkness.
  • Venom subdomain is associate with both Scalykind and Serpent domains.

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Domain List

The following are the domains available in our setting. If a domain isn’t listed, it isn’t available in our Forgotten Realms.

  • Aquatic Domain: Deep Sashelas, Istishia, Ulutiu, Umberlee, Valkur
    • Oceans: Deep Sashelas, Istishia, Umberlee
    • Watery Death: Blibdoolpoolp, Essylliss, Sseth, Umberlee
  • Air Domain: Aerdrie Faenya, Akadi, Auril, Bahamut, Merrshaulk, Odin, Set, Shaundakul, Sheela Peryroyl, Sseth, Syranita, Valkur
    • Lightning: Anhur, Marthammor Duin, Talos
    • Wind: Any with the Air Domain
  • Animal Domain: Aerdrie Faenya, Baervan Wildwanderer, Baphomet, Cat Lord, Cerunnos, Chauntea, Eadro, Essylliss, Fenmarel Mestarine, Gwaeron Windstrom, Hiatea, Lurue, Malar, Merrshaulk, Mielikki, Nobanion, Nula, Sebek, Semuanya, Shiallia, Silvanus, Skerrit, Sseth, Syranita, Thard Harr, Ulutiu, Uthgar, Wolf Lord
    • Feather: Aerdrie Faenya, Syranita
    • Fur: Baphomet, Cat Lord, Lurue, Nobanion, Malar, Mielikki, Nula, Silvanus, Skerrit, Uthgar, Wolf Lord
  • Arctic Domain: Auril, Shaundakul, Tarsellis Meunniduin, Ulutiu, Uthgar
  • Art Domain: Corellon Larethian, Elistraee, Finder Wyvernspur, Hanali Celanil, Hathor, Lathander, Melira Teralen, Milil, Sune
  • Artifice Domain (for Craft): Callarduran Smoothhands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond, Laduguer, Moradin, Thoth
  • Badlands Domain: Gwaeron Windstrom, Marthammor Duin, Shaundakul
  • Balance Domain: Grumbar, Oghma, Ubtao, Waukeen
  • Cave Domain: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadar, Gruumsh, Grumbar, Luthic, Shar*• Segojan Earthcaller
  • Chaos Domain: Every deity with a Chaotic alignment
  • Charm Domain: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Lurue, Malcanthet, Milil, Oghma, Sharess, Sharindlar, Sheyanna Flaxenstrand, Sheela Peryroyl, Sune
    • Captivation: Hanali Celanil, Lliira, Sharess, Sharindlar
    • Fey: All Fey Powers + Lurue, Mielikki, Rillifane Rallathil, Shiallia
    • Love: Hanali Celanil, Iallanis, Isis, Sharindlar, Sheela Peryroyl, Sheyanna Flaxenstrand, Sune
    • Lust: Beshaba, Eilistraee, Hanali Celanil, Hathor, Isis, Lliira, Lolth, Loviatar, Luthic, Malcanthet, Sharess, Sharindlar, Sheela Peryroyl, Sune
    • Temptation: Graz’zt, Malcanthet, Pazuzu
  • Cold Domain: Auril, Bahamut, Thrym, Ulutiu
  • Community Domain: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Lliira, Nobanion, Syranita, Yondalla
    • Cooperation: Nobanion, Yondalla
    • Education: Hathor, Syranita
    • Family: Berronar Truesilver, Cyrrollalee, Eldath, Hathor, Hiatea, Isis, Luthic, Tamara
    • Home: Berronar Truesilver, Cyrrollalee, Luthic, Sharindlar
  • Crocodile Domain: Sebek
  • Darkness Domain: Lolth, Mask, Merrshaulk, Set, Shar, Shargaas, Sseth
    • Loss: Shar, Shevrash
    • Night: Cerunnos, Elistraee, Set, Shar, Shargaas, Sseth
    • Shadow: Mask, Shar
  • Death Domain: Anubis, Great Mother, Grolantor, Jergal, Kiaransalee, Laduguer, Memnor, Urogalan, Velsharoon, Yurtrus
    • Murder: Cyric, Set, Sseth
    • Plague: Falazure, Yurtrus
    • Undead: Falazure, Kiaransalee, Orcus, Velsharoon
  • Desert Domain: Lathander (as Amaunator), Marthammor Duin, Set, Sseth, Shaundakul
  • Destruction Domain: Bane, Blibdoolpoolp, Cyric, Diirinka, Dispater, Garagos, Garyx, Ghaunadaur, Gruumsh, Ilneval, Istishia, Kossuth, Lendys, Lolth, Maglubiyet, Mak Thuum Ngatha, Shekinester, Surtur, Talona, Talos, Thrym, Tiamat, Umberlee, Yurtrus
    • Catastrophe: Talos
    • Hatred: Bane, Baphomet, Ghaunadaur, Great Mother, Grolantor, Gruumsh, Kurtulmak, Set, Urdlen
    • Rage: Baphomet, Garagos, Tiamat
    • Torture: Loviatar, Orcus
  • Dream Domain: Diirinka, Sehanine Moonbow
  • Drow Domain: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun
  • Dwarf Domain: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Diirinka, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Hanseath, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr, Vergadain
  • Eagle Domain: Aerdie Faenya, Syranita
  • Earth Domain: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Ghaunadaur, Gond, Grumbar, Kurtulmak, Luthic, Moradin, Segojan Earthcaller, Skoraeus Stonebones, Thrym, Urdlen, Urogalan
    • Metal: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer
    • Petrification: Segojan Earthcaller, Grumbar
  • Elf Domain: Aerdrie Faenya, Araleth Letheranil, Corellon, Deep Sashelas, Eilistraee, Elebrin Liothiel, Erevan Ilesere, Hanali Celanil, Labelas Enoreth, Melira Teralen, Naralis Analor, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Tarsellis Meunniduin, Tethrin Veralde, Vandria Gilmadrith
  • Envy Domain: Bane, Beshaba, Cyric, Gargauth, Garl Glittergold, Hoar, Kiaransalee, Kurtulmak, Lolth, Mask, Set, Sharess, Shargaas, Talona, Tharizdun, Umberlee, Urdlen, Velsharoon, Vhaeraun, Waukeen
  • Evil Domain: Every deity with an Evil alignment
    • Cannibalism: Malar
    • Corruption: Demogorgon, Gargauth, Juiblex, Pale Night, Yurtrus
    • Daemon: Every daemon harbinger or yugoloth lord
    • Demon: Every Demon Lord, plus Lolth
    • Devil: Every Archdevil and Infernal Duke
    • Fear: Bane
    • Plague: Falazure, Talona, Yurtrus
  • Fire Domain: Flandal Steelskin, Garyx, Gond, Kossuth, Lathander (as Amaunator), Surtur, Talos,
  • Forest Domain: Baervan Wildwanderer, Mielikki, Shaundakul, Shiallia
  • Frog Domain: Ramenos
  • Glory Domain: Horus-Re, Lathander, Nobanion
  • Gluttony Domain: Cyrrollalee, Garagos, Hanseath, Malar, Sebek, Umberlee, Urdlen, Vergadain, Yondalla
  • Gnome Domain: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Sheyanna Flaxenstrand, Urdlen
  • Good Domain: Every deity with a Good alignment
  • Halfling Domain: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla
  • Healing Domain: Berronar Truesilver, Sheyanna Flaxenstrand, Iallanis, Ilmater, Lurue, Luthic, Naralis Analor, Semuanya, Sharindlar, Skerrit, Skoraeus Stonebones, Torm
  • Hunting Domain: Cerunnos, Eilistraee, Malar
  • Jungle Domain: Shaundakul, Thard Harr, Ubtao
  • Knowledge Domain: Annam All-Father, Araleth Letheranil, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Ilsensine, Jergal, Labelas Enoreth, Mak Thuum Ngatha, Memnor, Merrshaulk, Milil, Mystra, Oghma, Sardior, Savras, Sehanine Moonbow, Shar, Shekinester, Siamorphe, Skoraeus Stonebones, Sseth, Surtur, Thoth, Tyr, Urogalan, Waukeen
    • Education: Azuth, Deneir, Dugmaren Brightmantle, Lebalas Enoreth
    • Espionage: Oghma, Shar
    • Memory: Ilsenene, Labelas Enoreth, Memnor
    • Planning: Chronepsis, Gond, Gorm Gulthyn, Helm, Ilneval, Maglubiyet, Merrshaulk, Red Knight, Siamorphe, Sseth, Task, Ubtao, Vandria Gilmadrith
    • Thought: Deep Duerra, Ilsenene, Labelas Enoreth, Memnor
  • Law Domain: Every deity with a Lawful alignment
    • Devil: Every Archdevil and Infernal Duke
    • Honor Clangeddin Silverbeard, Helm, Ilmater, Torm
    • Judgment: Hoar, Horus-Re, Tyr
    • Legislation: Horus-Re, Tyr
    • Loyalty: Berronar Truesilver, Bahgtru, Helm, Torm
    • Slavery: Bane, Kiaransalee, Loviatar
    • Tyranny: Asmodeus, Bane, Ilsensine, Sekolah, Tiamat
  • Liberation Domain: Aerdrie Faenya, Akadi, Haela Brightaxe, Ilmater, Lliira
  • Luck Domain: Abbathor, Bahamut, Beshaba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Kurtulmak, Mask, Oghma, Thoth, Tymora, Vergadain
    • Curse: Abbathor, Beshaba, Kurtulmak
    • Fate: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Savras, Semuanya, Shekinester
  • Madness Domain: Blibdoolpoolp, Cyric, Driinka, Ghaunadaur, Grolantor, Kiaransalee, Kurtulmak, Laogzed, Mak Thuum Ngatha, Shar, Urdlen, Vaprak, Yurtrus
  • Magic Domain: Annam All-Father, Anubis, Azuth, Corellon, Hanali Celanil, Io, Isis, Kereska, Laduguer, Mystra, Savras, Set, Shekinester, Sseth, Thoth, Thrym, Velsharoon
    • Alchemy: Azuth, Mystra
    • Spell (was Arcane Domain): Azuth, Io, Mystra, Savras, Shekinester, Thoth 
  • Mind Domain: Deep Duerra, Ilsensine, Labelas Enoreth, Memnor, Shekinester
  • Moon Domain: Eilistraee, Hathor, Hiatea, Malar, Sehanine Moonbow, Selûne, Sharindlar
  • Monkey Domain
  • Mountain Domain: Gwaeron Windstrom, Marthammor Duin, Shaundakul, Syranita, Tarsellis Meunniduin
  • Nobility Domain: Bahamut, Horus-Re, Lathander, Milil, Nobanion, Red Knight, Siamorphe
  • Orc Domain: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus
  • Panther Domain: Cat Lord, Malar, Sharess (as Baast)
  • Plains Domain: Shaundakul
  • Plane Of Air Domain: Akadi
  • Plane Of Earth Domain: Grumbar
  • Plane Of Fire Domain: Kossuth
  • Plane Of Water Domain: Istishia
  • Plant Domain: Annam All-Father, Baervan Wildwanderer, Chauntea, Eldath, Elebrin Liothiel, Fenmarel Mestarine, Gwaeron Windstrom, Hiatea, Mielikki, Osiris, Rillifane Rallathil, Semuanya, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Thard Harr, Ubtao
  • Pleasure Domain: Aasterinian, Hanali Celanil, Sharess, Sharindlar, Sune
  • Pride Domain: Bahamut, Bane, Corellon, Cyric, Dumathoin, Finder Wyvernspur, Gargauth, Gond, Helm, Horus-Re, Kiaransalee, Lolth, Moradin, Nobanion, Oghma, Osiris, Set, Shar, Shevarash, Siamorphe, Sune, Tempus, Tiamat, Torm, Tyr, Ubtao, Umberlee, Velsharoon, Vhaeraun, Waukeen
  • Prophecy Domain: Blibdoolpoolp, Labelas Enoreth, Dumathoin, Savras, Sehanine Moonbow, Selune, Shekinester
  • Protection Domain: Arvoreen, Bahamut, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon, Deneir, Eldath, Essylliss, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Hanali Celanil, Helm, Kelemvor, Kikanuti, Laduguer, Lathander, Lendys, Luthic, Marthammor Duin, Moradin, Nephthys, Parrafaire, Rillifane Rallathil, Selûne, Semuanya, Shaundakul, Shekinester, Silvanus, Skoraeus Stonebones, Stronmaus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Vandria Gilmadrith, Waukeen, Yondalla
    • Defense: Arvoreen, Eldath, Gorm Gulthyn, Hanali Celanil, Helm, Lendys, Sune, Torm, Vandria Gilmadrith
    • Guardian: Arvoreen, Berronar Truesilver, Corellon, Gaerdal Ironhand, Hanali Celanil, Geb, Helm, Kelemvor, Luthic, Moradin, Rillifane Rallathil, Selune, Shaundakul, Sune, Tempus, Torm, Valkur, Waukeen
  • Radiance Domain: Horus-Re, Lathander, Lliira
  • Renewal Domain: Chauntea, Finder Wyvernspur, Garyx, Kossuth, Lathander, Semuanya, Shekinester, Silvanus
  • Repose Domain: Anubis, Dumathoin, Jergal, Kelemvor, Naralis Analor, Osiris, Segojan Earthcaller, Urogalan
    • Ancestors: Anubis, Dumathoin, Jergal, Naralis Analor, Osiris
  • Retribution Domain: Baphomet, Eltab, Hoar, Horus-Re, Kiaransalee, Lendys, Loviatar, Osiris, Shevarash, Tyr, Uthgar
  • Rune Domain: Annam All-Father, Deneir, Dugmaren Brightmantle, Hlal, Jergal, Memnor, Mystra, Thoth
  • Scalykind Domain: Aasterinian, Apep, Astilabor, Bahamut, Chronepsis, Essylliss, Falazure, Finder Wyvernspur, Garyx, Hlal, Ibrandul, Io, Lendys, Kurtulmak, Merrshaulk, Parrafaire, Sardior, Sebek, Semuanya, Set, Shekinester, Sseth, Task, Tamara, Tiamat, Ubtao
    • Dragon: Aasterinian, Astilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat
    • Saurian: Ubtao
    • Venom: Merrshaulk, Parrafaire, Set, Sseth
  • Serpent Domain: Set, Sseth, Talona
    • Venom: Talona, Set, Sseth
  • Slime Domain: Ghaunadar
  • Sloth Domain: Brandobaris, Cyrrollalee, Erevan Ilesere, Finder Wyvernspur, Gargauth, Hathor, Lliira, Luthic, Mask, Milil, Sharess, Sharindlar, Sheela Peryroyl, Tymora, Vergadain, Waukeen
  • Strength Domain: Anhur, Auppenser, Bahgtru, Baphomet, Cerunnos, Clangeddin Silverbeard, Garagos, Great Mother, Grolantor, Gruumsh, Hanseath, Helm, Iallanis, Ilmater, Lathander, Loviatar, Malar, Seker, Sekolah, Surtur, Tamara, Tempus, Thrym, Torm, Ulutiu, Uthgar
  • Suffering Domain: Diirinka, Jergal, Kossuth, Loviatar, Naralis Analor, Talona, Yurtrus
  • Sun Domain: Annam All-Father, Hiatea, Horus-Re, Iallanis, Lathander, Seker, Skerrit, Surtur, Tamara
    • Day: Lathander
    • Light: Araleth Letheranil, Lathander, Tamara
    • Thirst: Azul
  • Swamp Domain: Semuanya, Shaundakul
  • Time domain: Chronepsis, Grumbar, Labelas Enoreth
  • Travel Domain: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hanseath, Hoar, Istishia, Kelemvor, Lliira, Mak Thuum Ngatha, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, Sharess, Shaundakul, Thoth, Tymora, Vhaeraun, Waukeen
    • Exploration: Baervan Wildwanderer, Marthammor Duin, Gwaeron Windstrom, Shaundakul
    • Portal: Elistraee, Lolth, Shaundakul
    • Trade: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen
  • Trickery Domain: Abbathor, Akadi, Asmodeus, Baravar Cloakshadow, Beshaba, Brandobaris, Cyric, Diirinka, Erevan Ilesere, Fraz-Urb’luu, Gargauth, Garl Glittergold, Hlal, Hruggek, Keptolo, Kurtulmak, Lolth, Maglubiyet, Malcanthet, Mask, Memnor, Oghma, Sardior, Sharess, Shargaas, Sseth, Surtur, Tymora, Vergadain, Vhaeraun
    • Deception: Any Trickery
    • Espionage: Cyric. Oghma
    • Greed: Abbathor, Brandobaris, Cyric, Finder Wyvernspur, Gargauth, Garl Glittergold, Geb, Mask, Moradin, Nephthys, Shargaas, Tiamat, Velsharoon, Vergadain, Vhaeraun, Waukeen
    • Illusion: Akadi, Azuth, Baravar Cloakshadow, Cyric, Leira, Mystra, Parrafaire, Sehanine Moonbow
    • Thievery: Abbathor, Brandobaris, Everan Ilesere, Mask, Shargaas, Vergadain, Vhaeraun
  • Vermin Domain: Lolth, Selvetarm, Set
  • Vermin Domain (UW) [Do not use]
  • Void Domain: All Far Realm powers
  • Vulture Domain: Aerdrie Faenya, Malar
  • War Domain: Anhur, Arvoreen, Clangeddin Silverbeard, Corellon, Deep Duerra, Essylliss, Fraz-Urb’luu, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela Brightaxe, Hanseath, Hruggek, Ilneval, Maglubiyet, Parrafaire, Red Knight, Sekolah, Selvetarm, Shevarash, Solonor Thelandira, Stronmaus, Surtur, Tempus, Tethrin Veraldé, Thrym, Tyr, Uthgar, Vandria Gilmadrith
    • Blood: Garagos, Gruumsh, Hruggek, Maglubiyet
    • Duels: Hanseath, Tethrin Veraldé
    • Tactics: Arvoreen, Clangeddin Silverbeard, Gaerdal Ironhand, Helm, Ilneval, Red Knight, Vandria Gilmadrith
  • Water Domain: Blibdoolpoolp, Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Tarsellis Meunniduin, Umberlee
    • Ice: Auril
    • Oceans: Deep Sashelas, Istishia, Sekolah, Ulutiu, Umberlee, Valkur
    • Rivers: Isis, Sebek, Tarsellis Meunniduin
  • Weather Domain: Aerdrie Faenya, Anhur, Auril, Essylliss, Gruumsh, Isis, Istishia, Silvanus, Stronmaus, Talos, Umberlee
  • Winter Domain: Auril
  • Wolf Domain: Fenmarel Mestarine, Malar
  • Wrath Domain: Anhur, Auril, Bahgtru, Bane, Beshaba, Clangeddin Silverbeard, Garagos, Gruumsh, Hoar, Horus-Re, Kossuth, Lolth, Loviatar, Malar, Moradin, Selvetarm, Set, Shevarash, Talos, Tempus, Thard Harr, Tiamat, Umberlee, Uthgar, Valkur, Yurtrus

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Homebrew Domains

Thanks to Giant in the Playground for the groundwork of these, with further alterations.

Balance Domain

Granted Powers: You have the power of ultimate balance within your mind, body, and soul.

Armor of the Wise (Sp): Once per day, you may add your Wisdom Modifier as an insight bonus to your AC and combat maneuver defense as an immediate action that lasts until the end of your next turn. You can use this ability an additional time per day at 5th level and every 5 levels thereafter to a total of 4 times at 20th level.

Equalize Injury (Su): At 5th level, you gain the ability to transfer a target’s injuries to yourself. You can only transfer hit point damage through this method, and you may transfer up to half of the target’s total hitpoint damage to yourself, or half of your current hitpoints, whichever is lesser. You can use this ability a number of times per day equal to 3 + your cleric’s charisma modifier. At 10th level, you can also transfer half of a target’s ability damage to yourself with the same touch.

Domain Spells: 1st–Corruption Resistance; 2nd–Calm Emotions; 3rd–Seek Thoughts; 4th–Dismissal; 5th–Cleanse; 6th–Banishment; 7th–Euphoric Tranquility; 8th–Protection from Spells; 9th–Overwhelming Presence

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Drow Domain

Granted Powers: You have the blood of the drow running through your veins. Bluff, Perception, and Stealth are class skills.

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Domain Spells: 1st–Web Bolt 2nd–Clairaudience/Clairvoyance, 3rd–Ancestral Regression, 4th–Web Cloud, 5th–Insect Plague (arachnids instead of wasps), 6th–Dispel Magic, Greater, 7th–Word of Chaos, 8th–Greater Planar Ally, 9th–Gate

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Dwarf Domain

Granted Power: The songs and drums of your ancestors and dwarven honor resonates within you.

Paragon Resistance (Ex): Add your Widsom bonus to your Fortitude saves, to a maximum of your cleric level.

Warrior Priest Training (Ex): At 8th level and again at 16th level, you can select a single combat feat of your choice. You must qualify for the prerequisites of any selected feat; you may also count half your cleric levels as fighter levels and your cleric level as your BAB for the purpose of prerequisites for choosing combat feats. You can also select the craft magic arms and armor feat instead of a combat feat.

Domain Spells: 1st–Magic Weapon; 2nd–Beloved of the Forge; 3rd–Summon Ancestral Guardian; 4th–Ancestral Gift; 5th–Ancestral Memory; 6th–Stone Tell; 7th–Dictum; 8th–Protection from Spells; 9th–Elemental Swarm (Earth Only)

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Elf Domain

Granted Power: The grace and elegance of elves aid your ability to strike deadly and true.

Bonus feat: At first level, you can select either Precise Shot or Deadly Agility as a bonus feat.

Elven Armor Training (Ex): At 8th level, the maximum dexterity bonus of any armor you wear is 1 point higher and the armor check penalty of your armor improves by one. These benefits increase by one again at 13th level and again at 18th level. This counts as the Fighter’s Armor Training feature for the purposes of feat prerequities.

Domain Spells: 1st–True Strike; 2nd–Whispering Lore; 3rd–Snare; 4th–Tree Stride; 5th–Commune with Nature; 6th–Find the Path; 7th–Liveoak; 8th–Peace Aura; 9th–Antipathy

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Envy Domain

Granted Powers: Add Sleight of Hand to your list of class skills.

Empower Draining (Sp): Any time you cast a spell that drains or damages ability scores or levels, you may force the recipient to roll their saving throw twice and take the lower result. You can do this a number of times per day equal to 3 + your Wis modifier.

What’s Yours is Mine (Su): At 8th level, you can make a Sleight of Hand attempt in the same way as an Arcane Trickster’s Ranged Legerdemain, though you do not gain the ability to use Disable Device at range as well. You may do this once per day at level 8, and an additional time per day for every 4 levels after 8th.

Domain Spells: 1st–Disguise Self, 2nd–Jealous Rage, 3rd–Touch of Idiocy, 4th–Vampiric Touch, 5th–Crushing Despair, 6th–Magic Jar, 7th–Limited Wish, 8th–Simulacrum, 9th–Wish

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Fey subdomain

Associated domain: Charm

The following granted power replaces the Charming Smile power of the Charm domain:

Resist Nature’s Lure (Ex): At 6th level, a cleric with the fey subdomain is resistant to the effects commonly caused by fey. This ability is identical to the Druid class feature of the same name. If you already possess the resist nature’s lure feature, then this domain power’s bonus stacks.

Replacement Spells: 2nd–Hideous Laughter, 6th–Heroes’ Feast, 7th–Entice Fey, 9th–Greater Entice Fey

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Gluttony Domain

Divine Girth (Su): For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were affected by the Enlarge Person spell. These rounds need not be consecutive. Activating the power is a swift action and ending it is a free action.

Instantaneous Ingestion (Su): At 6th level, you may consume any edible magical item or potion stored on your person (but not in an extradimensional space) without retrieving the object, and thus without drawing attacks of opportunity. At 10th level, you may consume the object as a move action. At 16th level, you may consume the object as a swift action.

Domain Spells: 1st–Goodberry, 2nd–Allfood, 3rd–Iron Gut, 4th–Vampiric Touch, 5th–Baleful Polymorph, 6th–Heroes’ Feast, 7th–Stone to Flesh, 8th–Bite of the King, 9th–Trap the Soul

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Gnome Domain

The creative drive and restlessness nature of the gnomish people give you strength.

Creative Spirit (Ex): You gain a bonus to any two skills of the craft, knowledge (engineering), perform, and profession skills equal to half your cleric level (minimum +2). You can also use the selected skills as though they were untrained skills, allowing you to make checks above a DC 10.

Tenacious Illusions (Su): At 4th level, any spell of the illusion school you cast is uniquely yours and particularly difficult to dispel or identify. Your illusion spells receive a +1 bonus to their dispel DC and the spellcraft DC to identify your illusion spell per four cleric levels you possess to a maximum of +4 at 16th level.

Domain Spells: 1st–Silent Image; 2nd–Instant Armor; 3rd–Minor Image; 4th–Minor Phantom Object; 5th–Major Phantom Object; 6th–Fool’s Forbiddance; 7th–Screen; 8th–Irresistible Dance; 9th–Summon Nature’s Ally IX

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Guardian Subdomain

Associated Domain: Protection

Replacement Power: The following granted power replaces the aura of protection power of the Protection domain.

Ward (Su): Once per day at 8th level, you may designate one ally as your ward as a standard action. You must touch your ally in order to use this ability. You gain a constant status effect upon your ward and can target it with harmless touch spells, cure wounds spells, and the resilient touch power at a range of 30 feet. This benefit lasts 24 hours.

Replacement Domain Spells: 4th–Protective Interposition, 5th–Telepathic Bond, 9th–Antipathy

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Halfling Domain

Granted Powers: The unbridled optimism, curiosity, and luck of your kinfolk fill you with unparalleled determination.  Acrobatics, Climb, and Stealth are always class skills for you.

Share the Luck (Su): You can touch a creature as a standard action, temporarily granting them a +2 luck bonus on all saving throws (this bonus stacks with a halfling’s racial bonus). The bonus lasts for a number of rounds equal to your Wisdom bonus. You can grant this touch a number of times per day equal to 3 + your Wisdom modifier.

Truly Fearless (Su): Beginning at 8th level, you become immune to all non-magical fear effects, and your racial saving throw bonus against magical fear effects increases by an additional +2.

Domain Spells: 1st–Magic Stone; 2nd–Halfling Vengeance; 3rd–Beacon of Luck; 4th–Bit of Luck; 5th–Faithful Hound; 6th–Move Earth; 7th–Shadow Walk; 8th–Word of Recall; 9th–Foresight

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Harvest Subdomain

Associated domain: Plant

The following granted power replaces the Bramble Armor power of the Plant domain:

Hardy Harvest (Su): At 8th level, your agricultural wisdom allows you to grow heartier crops and raise hardier animals. Animals and plants you summon gain a bonus to their Constitution score equal to your Wisdom bonus, if any.

Replacement Spells: 2nd—Harvest Season, 5th—Hungry Earth, 6th—Heroes’ Feast, 8th—Sunburst

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Illusion Subdomain

Associated domain: Trickery

The following granted power replaces the Copycat power of the Trickery domain:

Won’t be Fooled (Ex): As a servant of a deity of illusion you know your way around what is real, and what isn’t. Once per day, when choosing to disbelieve an illusion effect, you may reroll a failed attempt. You have to take the second result, even if it’s lower. You can do this an additional time per day at 5th level and every 5 levels beyond 5th.

Replacement Spells: 1st–Silent Image, 3rd–Displacement, 4th–Phantasmal Killer, 9th–Weird

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Mind Domain

Granted Powers: Your understanding of the inner workings of the mind grants you uncanny insights into others, and remarkable self-control. You gain a +2 to Will saves vs. enchantment spells and effects.

Mind Thrust (Su): As a standard action, you can generate a blast of disorienting psychic energy that inflicts 1d6 nonlethal damage + 1 hit point per two cleric levels to a single target within 30 ft. and causes the target to suffer the effects of the Sickened condition for one round. Only sentient creatures are affected by this psychic blast. The target can make a Will save with a DC of 10 + half your cleric level + your Wisdom modifier to halve the damage and negate the sickened effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tower of Iron Will (Su): At 6th level, you can generate a faintly visible fortress of psychic protection that grants you and all allies within 30 ft. a bonus to their Will saves equal to your Wisdom modifier, and affording those affected another saving throw (including this bonus) versus any mind-affecting effect currently affecting them, such as fear, confusion, rage, etc. You can generate this mental bastion for as many rounds per day as you have Cleric levels, and the rounds do not need to be consecutive. Each round within the protection confers another saving throw to shake off mental charms, compulsions or other unwanted influence.

Domain Spells: 1st–Comprehend Languages, 2nd–Detect Thoughts, 3rd–Lesser Geas, 4th–Discern Lies, 5th–Telepathic Bond, 6th–Mass Suggestion, 7th–Demand, 8th–Mind Blank, 9th–Weird

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Moon Domain

This replaces the Moon subdomain from PFRPG, to better fit the theme of the Forgotten Realms moon domain.

Granted Power: The moon has power over us all, unseen during the day and brightly by night. You gain the lowlight vision trait, allowing you to see twice as far in moonlight and starlight. If you already possess lowlight vision, the benefit of your lowlight increases by one multiple, so twice becomes three times as far.

Turn Lycanthropes (Su): You may use your channel energy ability to cause all creatures with the shapechanger subtype within 30ft of you to flee as though panicked. They recieve a saving throw equal to your channel energy saving throw DC to negate the effect. Those that fail their save flee for one minute but can make a new saving throw each round to end the effect. After 1d6 rounds per 1d6 of your channel energy in rounds, the targets become shaken for the remaining duration. If you use channel energy in this way, it can do no other effect (such as heal or harm other creatures in the area). If you do not channel energy (such as a druid), treat yourself as a cleric of your class level for the purpose of calculating your save DC, effective channelling dice and number of uses per day.

Moonfire (Su): At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 cleric levels, and the target is dazzled for 1 round per cleric level. Moonfire deals 1d10 points of damage per cleric level against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st–Faerie Fire; 2nd–Burning Gaze; 3rd–Moonstruck; 4th–Good Hope; 5th–Moon Path; 6th–Permanent Image; 7th–Insanity; 8th–Animal Shapes; 9th–Polar Midnight

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Orc Domain

Powerful, intimidating, and passionate, the life and lineage of orc-kind empowers your magic. Intimidate is always a class skill for you.

Orcish Presence (Ex): You gain a bonus to all of your Intimidate checks equal to half your cleric level (minimum +1).

Orcish Weapon Mastery (Ex): At 2nd level, you gain exotic weapon proficiency in weapons with the word the word “orc” in their name. At 6th level, you gain weapon focus in one of these weapons. At 9th level, you gain the improved critical feat in whichever weapon you selected to gain weapon focus with through this ability, even if you don’t otherwise meet the prerequisites. You may also treat half your cleric level as fighter levels for the purpose of selecting aditional feats that modify weapons with “orc” in their name.

Domain Spells: 1st–Linebreaker*; 2nd–Savage Maw*; 3rd–Blood Scent*; 4th–Battle Trance*; 5th–Prying Eyes; 6th–Eyebite; 7th–Blasphemy; 8th–Blood Mist; 9th–Power Word Kill

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Planning subdomain

Associated domain: Knowledge

The following granted power replaces treating all knowledge skills as class skills, and the Lore Keeper granted power of the Knowledge domain:

Casting Contingency (Su): As a swift action, you may treat a spell being cast as if it were affected with either the Extend Spell or Persistent Spell metamagic feat (only one or the other), with no change in the spell level slot or casting time needed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Spells: 1st–Deathwatch, 3rd–Perfect Placement, 7th–Greater Scrying, 9th–Time Stop 

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Pleasure Domain

Granted Powers: You can grant others the glory of the your deity’s rapture with just a touch, and your deity’s joy fills your heart to overflowing. You gain Diplomacy and Perform as class skills.

From Pain to Bliss (Sp): With a touch, you can remove any sort of effect with the Pain or Fear descriptor, or that cause the Nauseated or Sickened effect, using your cleric level as your caster level to make a caster level check against the effects you’re attempting to remove. If successful the target of your touch gains a +1 sacred bonus to their attacks, damage and saves; this bonus increases by +1 for every 5 levels after the 1st. You may use this touch a number of times equal to 3+ your Wisdom modifier.

Above all Pain (Su): At 8th level, you gain a bonus equal to your Charisma or Wisdom bonus — whichever is higher — against any effect with the pain or fear descriptors. If anyone in your party is subject to this same effect, they gain this same bonus against the effect. If an ally was already suffering from a similar effect when you make your save, they are entiled to another saving throw using this ability’s bonus.

Domain Spells: 1st–Remove Fear, 2nd–Mantle of Love, 3rd–Heart’s Ease, 4th–Remove Fatigue, 5th–Succor, 6th–Celestial Blood, 7th–Empyreal Ecstasy, 8th–Spread of Contentment, 9th–Sublime Revelry

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Pride Domain

Granted Powers: You are not easily cowed or indimitated. You are considered 2 levels higher for the purpose of determining the DC to demoralize you, and for the purpose of using Intimidate to demoralize others.

Touch of Pride (Sp): With a touch, you may bestow a temporary immunity to fear, charm or compulsion effects upon yourself or a target creature for a number of rounds equal to half your cleric level. If the person you touch is already suffering from one or more of these effects, your touch instead grants them a new saving throw using their own save bonus or yours, whichever is higher. You may use this touch a number of times equal to 3+ your Wisdom modifier.

Better than You (Su): At 8th level, whenever you roll a 1 on a Will saving throw against an effect targeted upon you, you may immediately reroll the save. You must keep the result of the second roll, even if it results in the roll of another 1.

Domain Spells: 1st–Hypnotism, 2nd–Castigate, 3rd–Heroism, 4th–Divine Power, 5th–Reduce Person, Mass, 6th–Forbiddance, 7th–Heroism, Greater, 8th–Spell Immunity, Greater, 9th–Charm Monster, Mass

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Radiance Domain

Granted Powers: A follower of a deity with the Radiance domain channels with her prayers the very brilliance that pervades it.

Channel Brightness (Su): You can spend a use of channel energy to dispel magical darkness in the radius of your channeling instead of healing or dealing damage. Treat the attempt as an area dispel magic with your cleric level as your caster level, only for the purpose of dispelling the darkness effect. At 10th level, this is treated as a greater dispel magic.

Radiant Immunity (Ex): At 8th level, you are immune to pattern effects.

Domain Spells: 1st–Color Spray; 2nd–Hypnotic Pattern; 3rd–Searing Light; 4th–Chromatic Armor; 5th–Rainbow Pattern; 6th–Rainbow; 7th–Prismatic Spray; 8th–Scintillating Pattern; 9th–Prismatic Wall

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Shadow Subdomain

Associated Domain: Darkness

The following granted power replaces the Eyes of Darkness power of the Darkness Domain:

Shadow Jump (Su): At 8th level, you gain the ability to supernaturally travel between shadows. This ability functions exactly like the shadowdancer ability of the same name. You are able to jump a total of 40′ at 8th level, doubling that range every 3 levels thereafter for a total of up to 320′ at 17th level. 

Replacement Spells: 5th–Shadow Evocation, 6th–Shadow Walk, 7th–Shadow Conjuration, Greater, 9th–Shades

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Slime Domain

Granted Powers: Add Knowledge (Dungeoneering) to your list of class skills.

Viscid Glob (Sp): With a successful ranged touch attack you can lodge a glob of sticky slime onto an enemy. This attack affects them as a tanglefoot bag. You can do this a number of times per day equal to 3 + your Wis modifier.

Lord of Ooze (Su): At 8th level, you can take command of oozes as if you had the Command Undead feat (though this ability affects oozes instead of undead).

Domain Spells: 1st–Grease, 2nd–Acid Arrow, 3rd–Poison, 4th–Touch of Slime, 5th–Black Tentacles, 6th–Conjure Black Pudding, 7th–Ooze Form III, 8th–Power Word Blind, 9th–Mass Suffocation

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Sloth subdomain

Associated domain: Dream

The following granted power replaces the Dodging Danger ability of the Dream Domain:

Lullaby (Ex): With soothing words you can lull a creature or creatures to sleep, as if affected by the Sleep spell, up to a number of hit dice equal or less than the cleric’s caster level. The Will save DC for this ability is equal to 10 + 1/2 the cleric’s caster level + the cleric’s WIS modifier. This is a language dependent, mind-affecting effect that can be used a number of times per day equal to the 3 + the cleric’s WIS modifier.

Replacement Spells: 1st–Touch of Fatigue, 3rd–Deep Slumber, 4th–Slow, 5th–Symbol of Sleep

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Spider subdomain

Associated domain: Vermin

The Spider subdomain replaces the granted powers of the Vermin domain as follows:

Spider Familiar (Sp): Instead of a greensting scorpion familiar, you gain a scarlet spider familiar

Spider Form (Su): At 8th level, you may take the form of a monstrous spider once per day as if you had cast Vermin Shape II. You may do this once per day at level 8, and once more per day for every 4 levels thereafter. This replaces the tremorsense ability.

Replacement Spells: 1st–Spider Climb, 3rd–Phantom Steed (as a giant spider), 6th–Whip of Ants (cosmetically treated as an improved whip of spiders), 8th–Greater Shapechanger’s Gift (vermin forms only)

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Suffering Domain

Pain Touch (Su): Make a melee touch attack against a living creature, which bestows on that creature a -2 enhancement penalty to Strength and dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits, and successive touches are not cumulative. You can do this a number of times per day equal to 3 + your Wis modifier.

Revel in Pain (Su): Starting at 6th level, anytime a critical hit is scored upon you, bleed is dealt upon you, or you are the subject of a spell that causes pain (such as pain strike or symbol of pain), you gain a +2 morale bonus to all attacks rolls, damage rolls, saving throws, armor class, combat maneuver bonus, and combat maneuver defense for 1d4 rounds as long as the subject who dealt the pain to you is within the your line of sight. These benefits increase to +4 and the duration improves to 1d4+1 rounds if you suffer half or more your maximum hit points in damage from a single attack (lethal or nonlethal) or more than half your hit dice of ongoing bleed damage. This ability can be triggered one time per day plus one additional time per day at 9th, 12th, 15th, and 18th levels to a maximum of five times per day and is activated as an immediate action when the conditions are met. These bonuses do not stack with themselves, even if the conditions are met multiple times before the duration expires, however the if the ability would be triggered more than once before combat ends, the player may choose to spend another activation to extend the duration by another dice roll.

Domain Spells: 1st–Bane, 2nd–Blood Armor, 3rd–Bestow Curse, 4th–Enervation, 5th–Symbol of Pain, 6th–Harm, 7th–Waves of Exhaustion, 8th–Horrid Wilting, 9th–Energy Drain

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Martyr Subdomain

Associated Domain: Suffering.

Replacement Power: The following granted power replaces the Revel in Pain power of the Suffering domain:

Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.

Replacement Domain Spells: 2nd—Shield Other, 4th—Deadman’s Contingency, 6th—Sacrificial Oath, 8th—Iron Body, 9th—Heroic Invocation

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Temptation Subdomain

Associated domain: Charm

Replacement Power: The following granted power replaces the Dazing Touch power of the Chaos domain:

Seductive Aura (Ex): As long as you wear no armor and revealing or no clothing, you gain a +2 bonus on Charisma-based checks against creatures of that could be sexually attracted to you; furthermore, the save DC for any mind-affecting spells or abilities you use against these targets increases by 1.

Replacement Domain Spells: 2nd—Unnatural Lust, 4th—Mass Charm Person6th—Mass Suggestion8th—Sympathy

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Watery Death Subdomain

Associated domain: Aquatic

Replacement Power: The following granted power replaces the Sealord power of the Aquatic domain:

Predator Sight (Ex): You can see through fog, mist and while immersed in water without penalty, so long as lighting conditions allow you to see normally.

Replacement Domain Spells: 3rd—Control Water, 5th—Wall of Water, 6th—Drown, 7th—Vortex, 9th—Mass Drown.

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Wrath Domain

Granted Powers: The wrathful are quick to anger and often do not distinguish between accidental slights and true affronts. Even the most minor offense can inspire your rage. You are treated as two levels higher for the purposes of Intimidate checks.

Thundering Roar (Ex): You can unleash a consussive cry that targets everyone in a 15′ cone in front of you. This deals 1d6 of sonic damage + 1 point per two cleric levels, and leaves those affected shaken for 1 round. Those in the area of affect can make a Fortitude save vs. a DC of 10 + half your cleric level + your Wisdom modifier to halve the damage and negate the shaken effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wrathful Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. Your your barbarian level is equal to 1/2 your cleric level for determining the benefits of your rage, and the powers you select. If you have the rage feature from another class, these rounds of rage and effective barbarian levels stack.

Domain Spells: 1st—Biting Words, 2nd—Tremor Blast, 3rd—Rage, 4th—Shout, 5th—Deific Wrath, 6th—Song of Discord, 7th—Transformation, 8th—Shout, greater, 9th—Storm of Vengeance

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