Cleric Domains Draft

Cleric Domains

A priesthood of any domain must take the following into consideration: requirements, favored weapons, granted powers and ethos.

DOMAIN REQUIREMENTS

Before a character can become a cleric of a particular domain, certain additional requirements must be met. These usually involve the selection of a requisite prime ability score, in addition to wisdom, as well as potential alignment restrictions. In the case of a requisite prime ability score, the cleric must possess at least a 13 in that ability score to have access to the applicable domain. In addition, the cleric must possess both a 15 in wisdom and a 16 or above in the cleric’s requisite prime score in order to qualify for the 10% bonus on all experience points gained. Beyond this, your DM can set other requirements as needed.

A god of battle, for example, should require strong, healthy clerics. One whose domain is art and beauty should have charisma as a prime ability score. Most deities demand a specific type of behavior from their followers, and this will dictate alignment choices.

FAVORED WEAPONS

Not all domains are opposed to the shedding of blood. Indeed, some deities prefer that their clerics use swords, spears or other specific weapons. An agricultural deity might emphasize weapons derived from farm implements – sickles and flails, for example. A deity of peace and harmony might grant only the simplest and least harmful weapons – perhaps only bare hands and nets. Given below are some suggested weapons, but many more are possible (the DM always has the final word in this matter). All clerics should be proficient in the use of daggers.

Deity Domain Favored Weapon Suggestions
Agriculture Flail (any), sickle, scythe
Air, wind Bow (any), javelin, scimitar, spear (any)
Animals Bow (any), net, spear (any)
Arts Dart, quarterstaff, shortsword
Chaos, discord Flail (any), scourge, sling, whip
Darkness Garrote, sap, shortsword
Death Quarterstaff, sickle, scythe
Desert, barrenness Quarterstaff, rod, sling
Disease Scourge, unarmed, whip
Earth Pick (any), sling
Fire Scourge, shortsword, whip
Forests, wilderness Bow (any), spear (any), quarterstaff
Healing Net, quarterstaff
Hearth Quarterstaff
Hunt Bow (any), sling, spear (any), net
Industry Throwing hammer, quarterstaff
Knowledge Quarterstaff
Law Longsword, mace (any), spear
Light Morningstar, longsword
Luck Dart, shortsword
Love, beauty Bow (any), dart, net
Magic Quarterstaff
Mischief Club, rod
Misfortune Sickle, scythe, scourge
Moon Scimitar, sickle
Peace Net, unarmed, quarterstaff
Shadow, twilight Shortsword, dagger, crossbow
Smithing Throwing hammer, warhammer
Strength Club, gauntlet (any), unarmed, warhammer
Storms Javelin, spear, throwing hammer
Sun Bow (any), javelin, shortsword
Time Longsword, quarterstaff, scythe
Travel Quarterstaff
War Battleaxe, longsword, spear, warhammer
Water, oceans Net, spear, trident

Of course there are many other reasons a deity might be associated with a particular weapon or group of weapons. These are often cultural, reflecting the weapons used by the people of the area. There may be a particular legend associated with the deity, tying it to some powerful artifact weapon (Thor’s hammer, for example). The DM has the final choice in all situations.

GRANTED POWERS

Agriculture: Priests of agricultural gods are assumed to possess knowledge (agriculture) and profession (farmer). They gain the following abilities:

  • At 1st level, they may cast goodberry once per day. This increases to twice per day at 6th level and three times per day at 12th level.
  • At 3rd level, they may cast detect plants or animals once per day. This increases to twice per day at 9th level and three times per day at 15th level.
  • At 5th level, they may cast plant growth once per day.
  • At 12th level, they may cast move earth once per day.

Air, wind: Clerics of wind and air gods gain additional air spells but lose access to earth spells. They may not wear heavy armor. They gain the following abilities:

  • At 1st level, they may cast feather fall once per day. This increases to twice per day at 6th level and three times per day at 12th level.
  • At 3rd level, they may cast gust of wind once per day. This increases to twice per day at 9th level and three times per day at 15th level.
  • At 5th level, they may cast wind wall once per day.
  • At 9th level, they may cast control winds once per day.
  • At 14th level, they may cast wind walk once per day.

Remove the following spells from the cleric’s spell list:
*Level 1: Magic stone
*Level 3: Meld into stone

They may not conjure earth elementals, nor may they create clay golems. Air elementals conjured by these clerics gain 2 additional hit points per hit die.

Requisite Prime: Dexterity.
Alignment Restriction: Neutral.

Animals: Clerics of this domain gain the following abilities:

  • At 1st level, they may cast calm animals once per day. This increases to twice per day at 6th level and three times per day at 12th level.
  • At 3rd level, they may cast charm person or mammal once per day.
  • At 5th level, they may cast hold animals once per day.
  • At 7th level, they may cast summon animals once per day.

They are restricted to the use of light armor but may use any shield.

Arts: Clerics of this domain worship the gods of artistic inspiration and
the performing arts. They gain the following abilities:

  • At 1st level, they may cast charm person once per day.
  • At 5th level, they may cast suggestion once per day.
  • At 7th level, they may cast charm monster in place of their charm person ability once per day.

All clerics of this domain are limited to the use of light armor and small shields.

Requisite Prime: Charisma.

Chaos: Priests of chaos are immune to insanity and confusion spells and spell effects. They add the following spells to their spell list:

  • At 1st level, they gain a +4 bonus to saving throws that hold, restrain, or paralyze the cleric, such as hold person, web, and paralyzation.
  • At 5th level, they may cast confusion once per day.
  • At 9th level, they may cast feeblemind once per day.
  • At 12th level, they are immune to spell effects that hold, restrain, or paralyze.

They may never work to restore a creature’s sanity by any means, nor may they cast hold person or use spells or items that create similar effects.

Alignment Restriction: Chaotic.

Darkness: Servants of darkness are skilled at blending into the shadows, gaining the stealth ability of thieves. At 5th level they gain the ability to backstab for double damage. The damage dealt by their backstab never increases. They may only wear light armor and use the weapons of thieves in place of those of clerics.

  • At 1st level, they may cast darkness once per day. This increases to twice per day at 6th level and three times per day at 12th level.
  • At 5th level, they may cast continual darkness once per day.
  • At 9th level, they may see clearly in normal darkness.
  • At 12th level, they may see clearly in normal and magical darkness.

They may never cast light spells of any sort.

Alignment Restriction: Neutral or evil.

Death: Death priests gain the following abilities:

  • At 3rd level and beyond they may feign death once per day.
  • At 9th level they may cast death spell once per day.
  • At 12th level they may cast finger of death once per day.

Both evil and neutral clerics of death gods command undead rather than turn them.

Deserts, barrenness: Clerics of this domain can survive without food and water a number of days equal to their level and suffer no ill-effect. They gain the following abilities:

  • At 1st level they may cast endure heat/cold once per day.
  • At 5th level they may cast dust devil once per day.
  • At 12th level they may cast disintegrate once per week.

Clerics of this domain are forbidden to cast any spell or use any magical item which creates sustenance or shelter for another, such as create food and water or heroes’ feast. They may create water for themselves only if in a desert or barren environment, and only in the most dire of circumstances.

Requisite Prime: Constitution
Alignment Restriction: Neutral or evil.

Disease: Clerics of this mythos are immune to the ill-effects of all diseases, regardless of their origin, though they may exhibit the physical signs of diseases they contract and may spread any disease they currently carry. They gain the following abilities:

  • At 1st level they may cast putrefy food and drink once per day.
  • At 3rd level they may cause disease once per day with their touch. This ability improves as the cleric rises in levels. At 9th level, the cleric can cause disease two times per day.

Alignment Restriction: Evil.

*Earth: Clerics of earth gods gain additional earth-based spells but lose access to air-based spells. Add the following spells to the cleric’s spell list:

At 1st level, they may cast magic stone once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 3rd level, they may cast stone shape once per day. This increases to twice per day at 9th level and three times per day at 15th level.
At 9th level, they may cast transmute rock to mud or its reverse once per day.
At 14th level, they may cast earthquake once per day.

Remove the following spells from the cleric’s spell list:
Level 5: Air walk
Level 6: Aerial servant
Level 7: Control weather, wind walk

They may not conjure air elementals. All earth elementals summoned by these clerics gain 2 additional hit points per hit die.

Requisite Prime: Constitution.

Fire: Clerics of the fire domain gain access to fire-based spells but lose access to water-based spells. They gain the following abilities:
At 1st level, they may cast burning hands once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 3rd level, they may cast produce flame on their deity’s favored weapon once per day. This increases to twice per day at 9th level and three times per day at 15th level.
At 9th level, they may cast wall of fire once per day.
At 14th level, they may cast conjure fire elemental once per day.

Remove the following spells from the cleric’s spell list:
Level 3: Water breathing, water walk
Level 4: Control water
Level 7: Control weather

They may not conjure water elementals. All fire elementals summoned by these clerics gain 2 additional hit points per hit die.

Requisite Prime: Dexterity.

Forests, wilderness: Clerics of the wilderness gain the following abilities:
At 1st level, they may cast locate animals or locate plants once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 5th level, they may cast tree once per day. This increases to twice per day at 9th level and three times per day at 15th level.
At 9th level, they may cast plant door once per day.
At 14th level, they may cast changestaff once per day.

They may never create golems of any sort and gain the turn undead ability at level 3 instead of at 1st level. Their effective cleric level, with regards to turning, is equal to their cleric level –2. At 5th level they add woodland stride as a class ability. They are restricted to the use of leather or hide armor and wooden shields.

Healing: Clerics of the gods of healing refrain from combat in all but the direst of circumstances and use the BtH progression of magic-users, due to their limited martial training.

They are immune to all diseases. At 3rd level they may cure disease once per week with their touch. This ability improves as the cleric rises in levels. At 9th level, the cleric can cure disease two times per week and, at 15th level, three times per week.

Clerics of healing gain an extra slot per spell level, which must be filled with an available ‘cure’ or ‘remove’ spell of the caster’s choice. When casting any cure spell, clerics with the healing domain may reroll all “1”s or “2”s rolled. They may not cast cause disease, cause blindness/deafness, harm, wither or cause wounds spells of any sort.

Alignment Restriction: Good.

Hearth: Priests of the hearth typically stress the safety of home and their community to their flock. They are rarely adventurers. Clerics of this domain gain the following abilities:
At 1st level, they may cast hold portal once per day.
At 2nd level, they may cast alarm once per day.
At 3rd level, they may cast wizard lock once per day.
At 5th level, they may cast Leomund’s tiny hut once per day.
At 7th level, they may cast Leomund’s secure shelter once per day.

Clerics of the hearth may not wear heavy armor.

Alignment Restriction: Neutral or good.

Hunt: Clerics of the hunt gain the survival and track class abilities at 1st level as a ranger does. Clerics of the hunt also gain a +1 bonus to hit and damage when using bows, slings, or spears. They are restricted to the use of light armor. In addition to raise dead, priests of this domain may choose to cast reincarnation and may add or subtract up to their level for the die roll result when determining the reincarnated creature.

Industry: The clerics of this god worship the gods of item creation, whether that creation is a work of art, or magical or mundane items of any sort. They are assumed to possess knowledge in crafting and forging. They gain the following abilities:
At 1st level, they may cast mending once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 3rd level, they may cast obscure object once per day.
At 7th level, they may cast minor creation once per day.
At 9th level, they may cast major creation once per day.
At 12th level, they may cast enchant an item once per day.

Knowledge: Clerics of the knowledge domain may not wear armor but may use protective devices, such as rings of protection or bracers of defense. They gain the lore and decipher script class abilities at 1st level as a bard would. They use the BtH progression of magic-users due to their lack of combat training. They also gain the following abilities:
At 1st level, they may cast identify once per day.
At 3rd level, they may cast locate object once per day.
At 9th level, they may cast legend lore once per week.
At 14th level, they may cast truename once per week.

Requisite Prime: Intelligence.

Law: Clerics of law are assumed to begin play possessing both knowledge (regional law) and profession (lawyer).
At 3rd level, they may cast hold person once per day.
At 7th level, they may cast detect lie once per day.
At 9th level, they may cast hold monster once per day.

Clerics of law gain a +4 bonus to saving throws vs. dispel magic, evil, or good, confusion, feeblemind, insanity and symbol of insanity spells.

Alignment Restriction: Lawful.

Light: Clerics of light gain a +2 bonus to all turn undead checks and may radiate a nimbus of light (shedding a radius of light as the light spell) on their person or an object touched at will. Only one such nimbus may be in existence at one time and may not be used offensively, such as casting it into another creature’s eyes.
At 1st level, they may cast light three times per day. They are immune to ill effects caused by light spells and similar effects.
At 3rd level, they may cast dancing lights three times per day.
At 5th level, they may cast continual light once per day.

They may never cast any darkness spell of any sort, nor may they animate dead.

Alignment Restriction: Neutral or good.

Luck: Servants of the gods of luck are aware of fortune’s fickle nature. Once per day they may add their level to any single ability check or attack roll they make. They must announce their intent to do so before making the roll. Should this roll fail, the cleric suffers a –1 penalty to all ability checks, including saving throws, for the next 24 hours. At 6th level they may seek fortune’s favor twice per day, at 12th level they may do so three times per day, and at 18th level they may do so four times per day.

Alignment Restriction: Any non-lawful.

Love, beauty: Clerics of this domain are usually not the sort to seek adventures or crusade in their faith’s name. Adventuring clerics of this domain may not wear armor but may use protective devices such as rings of protection or bracers of defense. They fight as magic-users, using the BtH bonus as that class.
At 1st level, they may cast charm person once per day.
At 4th level they gain the bardic fascinate ability with an effective level equal to their cleric level minus 3.
At 7th level, they may cast suggestion once per day.
At 10th level, they may cast charm monster in place of their charm person ability once per day.

They have a +2 bonus to resist all charm, dominate, enthrall, fascinate, or suggestion spells or spell-like abilities.

Requisite Prime: Charisma.
Alignment Restriction: Any non-evil.

Magic: Clerics of the gods of magic may not wear armor but may use protective devices such as rings of protection or bracers of defense. They fight as magic-users, using the BtH progression for that class. All clerics of magic may use all wands, rods and staves that may be used by clerics or magic-users, and gain access to the following spells:
At 1st level, they may cast armor once per day.
At 3rd level, they may cast protection from normal missiles once per day.
At 5th level, they may cast clairvoyance once per day.
At 7th level, they may cast remove curse once per day.
At 9th level, they may cast permanency once per day.
At 11th level, they may cast anti-magic shell once per day.

Requisite Prime: Intelligence.

Mischief: Clerics of the mischief domain tend to be roguish pranksters. They are restricted to the use of light armor but may cast the following in addition to their usual spells:
At 1st level, they may cast change self once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 3rd level, they may ventriloquism once per day.
At 5th level, they may cast non-detection once per day.
At 7th level, they may cast spectral forces once per week.

Alignment Restriction: Any non-lawful.

Misfortune: Servants of the gods of misfortune may call upon the dark side of fortune’s fickle nature. Once per day they may add their level as a penalty to any single ability check, saving throw, or attack roll made by a creature they can see. They must announce their intent to do so before the creature makes the roll. Should the creature succeed on the roll regardless, the cleric suffers a penalty equal to their wisdom modifier on all ability checks, including saving throws, for the next 24 hours. If the creature rolls a natural 20 or otherwise achieves a critical success, the cleric suffers a penalty equal to their level plus their wisdom modifier on all ability checks, including saving throws, for the next 24 hours. At 6th level they may invoke misfortune twice per day, at 12th level they may do so three times per day, and at 18th level they may do so four times per day. Clerics of misfortune are immune to curse spells and the deleterious effects of cursed items.

Alignment Restriction: Any non-lawful.

Moon: Clerics of the ever-changing moon are often shapeshifters and may turn or control lycanthropes as a typical cleric turns or controls undead. They never destroy lycanthropes with this ability.
At 3rd level, they may cast alter self once per day. This increases to twice per day at 9th level and three times per day at 15th level.
At 5th level, they may moonbeam once per day.
At 7th level, they may cast polymorph self once per day.

Clerics of this domain are restricted to the use of light armor, though they may use all shields.

Peace: Clerics of peace may not wear armor but may use protective devices such as rings of protection or bracers of defense. They may not cast cause disease, cause blindness/deafness, harm, wither or cause wounds spells of any sort. To reflect their lack of martial training, clerics of this domain use the BtH progression of magic-users.

Priests of peace gods may cast sanctuary and calm emotions once per day at 1st level, in addition to their usual spell allotment. At 6th level they may do so twice per day and, at 12th level, three times per day. All saves made to resist these spells are made with a -4 penalty. They may also lay on hands, just as a paladin does. When casting any cure spell, clerics of peace may reroll all “1”s or “2”s rolled.

Alignment Restriction: Good or neutral.

Shadow, twilight: Clerics of shadow or twilight gain the stealth class ability as a thief beginning at 1st level. They are limited to wearing light armor. The following spells are added to their spell list:
At 3rd level, they may cast blur once per day.
At 7th level, they may cast phantasmal force once per day.
At 12th level, they may cast shadow monsters once per day.

Alignment Restriction: Neutral or evil.

Smithing: These clerics are considered to begin play with the following skills: knowledge (metallurgy) and profession (blacksmith). At 18th level they may create iron golems using the same spells needed to make a clay golem but using the same materials (incurring the same expenses) for creating an iron golem. The following spells are added to their spell list:
At 1st level, they may cast unseen servant once per day.
At 9th level, they may enchant an item once per day.
At 12th level, they may cast glassteel once per day.
At 14th level, they may cast Mordenkainen’s sword once per week.

Requisite Prime: Strength.

Strength: Clerics of this domain are quick to demonstrate their physical prowess through feats of strength. They receive a +4 bonus on all opposed strength checks and strength saving throws.
At 1st level, they may cast enhance attribute (strength only) once per day. This increases to twice per day at 6th level and three times per day at 12th level.
At 3rd level, they may cast enhance attribute (constitution only) once per day. This increases to twice per day at 9th level and three times per day at 15th level.

Requisite Prime: Strength or Constitution.

Storms: This domain affords its clerics with the ability to predict the weather with near certainty. At first level, clerics of storm gods may predict the weather for the next 8 hours with a wisdom check. At 3rd level, this check allows them to predict the weather for the next 24 hours. At 7th level the prediction covers the next 3 days’ weather and, at 11th level, they may accurately predict the weather for an entire week. The penalty to these wisdom checks is -2 for each day of the prediction.
At 1st level, they may cast shocking grasp once per day.
At 6th level, they may call lightning once per day.
At 12th level, they may cast control weather once per day.

Alignment Restriction: Any chaotic.

Sun: Clerics of sun gods are commonly patrons of the arts. They gain the following special abilities:
At 1st level, they may cast flame blade once per day.
At 3rd level, they may endure heat once per day.
At 5th level, they may cast protection from fire once per day.
At 11th level, they may cast sunray once per day.

Clerics of sun gods may not cast darkness spells of any sort.

Time: Priests of this domain are usually learned chroniclers of the ages and masters of astronomy. They gain the following abilities:
At 1st level, they may always know the exact time at will.
At 6th level, they may cast haste or slow once per day.
At 12th level, they may cast temporal stasis once per day.
At 18th level, they may cast time stop once per week.

Alignment Restriction: True neutral.

Travel: Clerics of the travel domain move 15’ (3”) faster than is usual for a member of their race so long as they are not carrying more than a light load.

They are restricted to the use of light armor. They gain the following abilities:
At 1st level, they may cast run or jump once per day.
At 7th level, they may dimension door once per day.
At 12th level, they may cast teleport once per day.
At 18th level, they may cast teleport without error once per day.

War: Priests of war gods gain a +1 bonus to hit and damage with their deity’s favored weapon. This bonus increases to +2 at 6th level and +3 at 12th level. They gain a +2 bonus to saving throws against fear effects.

At 1st level, they may cast remove fear once per day. This increases to twice per day at 3rd level and three times per day at 5th level.
At 7th level, they may cast cloak of bravery once per day.

Requisite Prime: Strength.

Water, oceans: Clerics of this domain begin play with the following skills: knowledge (navigation) and profession (sailor) expert sailors and navigators on ocean vessels. They gain the following abilities:
At 1st level, they may can bubbling buoyancy once per day.
At 5th level, they may cast water breathing once per day.
At 9th level, they may cast airy water once per day.
At 14th level, they may conjure a 16HD water elemental once per day.

Remove the following spell from the cleric’s spell list:
Level 5: Flame strike

They may not conjure fire elementals. All water elementals summoned by these clerics gain 2 additional hit points per hit die.

Requisite Prime: Constitution.

ETHOS
All clerics must live by certain tenets and beliefs. These guide the clerics’ behavior. Clerics generally try to avoid shedding blood and try to aid their community. A war deity may order its clerics to be at the forefront of battles and to actively crusade against all enemies. A harvest deity may want its clerics to be active in the fields. The ethos may also dictate what alignment the cleric must be. The nature of the mythos helps define the strictures the cleric must follow.

Balancing It All
When creating a cleric of a specific domain, careful attention must be given to the balance of the character’s different abilities. A cleric strong in one area or having a wide range of choice must be appropriately weakened in another area so that he does not become too powerful compared to the other clerics in the game. If a war deity allows a cleric the use of all weapons and armor, the character should be limited in the spells allowed or powers granted. At the other extreme, a character who follows a deity of peace should have significant spells and granted powers to make up for his extremely limited or non-existent choice of weapons.

Cleric Domains Draft

Cunaerai moorcrys