Deites and Domains from Forgotten Realms

Deities of the Forgotten Realms, their associated domains/subdomains and favored weapon, as converted to PFRPG are located on the spreadsheet here.

Subdomains in our setting: While 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, lend itself to treating subdomains as a smaller sphere of influence that a deity presides over, whether or not they have access to the associated domain. This way, while a deity like Helm may have the Planning subdomain — which we’ve associated with the Knowledge domain — he does not have the overarching purview of knowlege in his portfolio. Likewise Torm grants the subdomain of Honor, though not the associated Glory domain. Deities who have access to the core domains may or may not grant a given subdomain as it is deemed thematically appropriate.

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. The domains will be assigned to the deities that sponsor druids where they fit the best and this can be modified with discussion. A cleric of a deity that sponsors druids and offers these druidic domains may also select these domains as well.

  • Aquatic Domain: Deep Sashelas, Istishia, Umberlee
  • Arctic Domain: Auril, Shaundakul, Tarsellis Meunniduin, Ulutiu
  • Badlands Domain: Gwaeron Windstrom, Shaundakul
  • Cave Domain: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadar, Gruumsh, Grumbar, Luthic, Shar, Segojan Earthcaller
  • Crocodile Domain: Sebek
  • Desert Domain: Set, Sseth, Shaundakul
  • Eagle Domain: Aerdie Faenya
  • Frog Domain: ?
  • Jungle Domain: Shaundakul, Thard Harr, Ubtao
  • Monkey Domain: ?
  • Mountain Domain: Shaundakul, Tarsellis Meunniduin
  • Panther Domain: Malar
  • Plains Domain: Shaundakul
  • Plane Of Air Domain: Akadi
  • Plane Of Earth Domain: Grumbar
  • Plane Of Fire Domain: Kossuth
  • Plane Of Water Domain: Istishia
  • Serpent Domain: Set, Sseth, Talona
  • Swamp Domain: Shaundakul
  • Vermin Domain (Monster Codex version): Set
  • Vulture Domain: Aerdrie Faenya, Malar
  • Wolf Domain: Fenmarel, Malar

There are 3pp domains that fill in for several of the FR domains with the same names. For common domains with no Paizo or 3pp equivalent there are the following:

Domain Errata

Hubris: Has a stupid replacement power that’s legitimately useless, also in contrast to the 3.5 Pride domain is entirely and wholly antiheroic. So this subdomain doesn’t exist, and an actual Pride domain exists in its stead.

Rage: Is renamed Wrath, and has the following replacement spells instead of what is listed:

2nd–animal prowess, 6th–song of discord, 7th–transformation, 9th–storm of vengeance.

Moon Subdomain: Is replaced by the Forgotten Realms Moon domain below.

Trickery Domain: Master’s Illusion lasts minutes/level instead of rounds/level, because rounds isn’t even long enough to get through the watch checkpoint with you and your buds.

Forgotten Realms Domain Coversions

Check here first before any 3pp source for a domain of the same name as a Forgotten Realms exclusive domain; these supercede any other content:

Art Domain

Granted Powers: You god is a patron of the arts — be it song, poetry, prose or art — and you can make the mundane magnificent and create masterpieces of any artistic form. In addition, Perform is always a class skill for you.

Glamourous Touch (Sp): You can temporarily give a fine luster to a target creature or object with a touch. A touched object gains the masterwork quality, or the touched creature gains a +1 sacred bonus to Charisma based rolls, with an additional +1 for every 5 cleric levels, for a number of minutes equal to your cleric’s level. You can do this a number of times per day equal to 3 + your Wisdom modifier.

Channelled Masterpiece (Ex): Beginning at 4th level, you may learn a bardic masterpiece, using your cleric level as your effective bard level, but instead of spells known, masterpieces occupy a domain spell slot of the appropriate level. You may select a masterpiece whenever you gain a new domain spell slot. Once a masterpiece is selected, that spell slot is lost. Instead of rounds of bardic performance, you can perform the masterpiece by spending uses of your channel ability.

Domain Spells: 1st–color spray, 2nd–eagle’s splendor, 3rd–hallicinatory decor, 4th–sculpt sound, 5th–music of the spheres, 6th–guardian monument, greater, 7th–legend lore, 8th–irresistible dance, 9th–respendent mansion

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 (APG); 2nd–Calm Emotions; 3rd–Seek Thoughts (APG); 4th–Dismissal; 5th–Cleanse (APG); 6th–Banishment; 7th–Euphoric Tranquility (APG); 8th–Protection from Spells; 9th–Overwhelming Presence (UM)

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 and an insight bonus equal to your Wisdom modifier on initiative 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–Spider Climb, 2nd–Clairaudience/Clairvoyance, 3rd–Suggestion, 4th–Discern Lies, 5th–Insect Plague (arachnids instead of wasps), 6th–Greater Dispelling, 7th–Word of Chaos, 8th–Greater Planar Ally, 9th–Gate

Dwarf Domain

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

Bonus Feat: You gain Endurance as a bonus feat at first level.

Warrior’s Training: 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, but you may count half your cleric levels as fighter levels and your cleric level as your BAB for the purpose of prerequisites. You can also select the craft magic arms and armor instead of a combat feat.

Domain Spells: 1st–Magic Weapon; 2nd–Bear’s Endurance; 3rd–Glyph of Warding; 4th–Magic Weapon, Greater; 5th–Fabricate; 6th–Stone Tell; 7th–Dictim; 8th–Protection from Spells; 9th–Elemental Swarm (Earth Only)

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.

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

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–Ray of Enfeeblement, 3rd–Touch of Idiocy, 4th–Vampiric Touch, 5th–Crushing Despair, 6th–Magic Jar, 7th–Limited Wish, 8th–Simulacrum, 9th–Wish

Fey subdomain

Associated domain: Charm

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

Resist Nature’s Lure: 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.

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

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–Swallow, 9th–Trap the Soul

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: 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 (APG); 3rd–Minor Image; 4th–Minor Creation; 5th–Hallucinatory Terrain; 6th–Fool’s Forbiddance (APG); 7th–Screen; 8th–Irresistable Dance; 9th–Summon Nature’s Ally IX

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–Cat’s Grace; 3rd–Magic Vestment; 4th–Freedom of Movement; 5th–Mage’s Faithful Hound; 6th–Move Earth; 7th–Shadow Walk; 8th–Word of Recall; 9th–Foresight

Illusion subdomain

Associated domain: Trickery

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

Won’t be Fooled: 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

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. 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.

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): 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 merely 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.)

Moonfire: 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 (APG); 3rd–Moonstruck (APG); 4th–Good Hope; 5th–Life Bubble (APG); 6th–Permanent Image; 7th–Insanity; 8th–Animal Shapes; 9th–Polar Midnight (UM)

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

Orcish Weapon Mastery: 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–Cause Fear; 2nd–Produce Flame; 3rd–Prayer; 4th–Divine Power; 5th–Prying Eyes; 6th–Eyebite; 7th–Blasphemy; 8th–Cloak of Chaos; 9th–Power Word Kill

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 

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, 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–Eagle’s Splendor, 3rd–Heroism, 4th–Divine Power, 5th–Reduce Person, Mass, 6th–Forbiddance, 7th–Heroism, Greater, 8th–Spell Immunity, Greater, 9th–Charm Monster, Mass

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: At 8th level, you are immune to pattern effects.

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

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–Destruction, 8th–Power Word Blind, 9th–Implosion

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

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)

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–Bear’s Endurance, 3rd–Bestow Curse, 4th–Enervation, 5th–Symbol of Pain, 6th–Harm, 7th–Waves of Exhaustion, 8th–Horrid Wilting, 9th–Energy Drain