Cleric Domains

Domains: Clerics may select any two of the domains granted by their deity. Additionally, all clerics are proficient with the weapon associated with their deity.

DeityAvailable DomainsWeapon
VasilisaCommunity, Fire, Healing, Hearth, Protection, ReposeTorch Staff
PerunDestruction, Fire, Glory, Sun, War, WeatherGreatsword
FyodorGlory, Knowledge, Luck, Madness, TrickeryPernach
JariloCharm, Nobility, Rune, StrengthShashka
MorzannaCommunity, Darkness, Death, Earth, Mist, ReposeScythe
SvarogArtifice, Earth, Hearth, Magic, Protection, RuneWarhammer
KoledoBrine, Knowledge, Law, Magic, Protection, WaterShortsword
DevanaAnimal, Darkness, Madness, Strength, WarRanseur
StribogAir, Brine, Glory, Liberation, Travel, WaterLongbow
VelesAnimal, Charm, Community, Plant, TravelBardiche
MokoshArtifice, Luck, Mist, Trickery, Water, WeatherIron Needle (Rapier)
VesnaAir, Healing, Liberation, Plant, SunThrush Spear

Air Domain

Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal

Artifice Domain

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape

Brine Domain

Granted Powers: Others have sea legs, but you live and breath the brine.

Tidal Burst (Su): As a standard action, you can conjure a quick burst of saltwater that knocks over or soaks one creature or square. You can use this blast of water to make a bull rush against one creature or object. Your CMB for this bull rush is equal to your cleric level plus your Wisdom modifier. This bull rush does not provoke an attack opportunity and extinguishes any normal fires on a creature, object, or in a single 5-foot square which is targeted against. Magical fire is unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—obscuring mist, 2nd—summon monster II (small air elemental, small water elemental, giant frog, octopus, or squid), 3rd—water breathing

Charm Domain

Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion

Community Domain

Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer

Darkness Domain

Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

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.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness

Death Domain

Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead

Destruction Domain

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage

Earth Domain

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape

Fire Domain

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball

Glory Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—shield of faith, 2nd—alter weapon, 3rd—searing light

Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds

Hearth Domain

Granted Powers: Filled with the warmth of the hearth, you share an impenetrable bond with your allies and your community. In addition, you treat Knowledge (local) as a class skill.

Touch of Warmth (Su): You can touch a creature as a standard action, granting it fast healing 1 for a number of rounds equal to your cleric level. In addition, any creature under the effects of this ability treats all magical healing spells and effects they receive as if they were empowered. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—remove fear, 2nd—consecrate, 3rd—daylight

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead

Liberation Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse

Luck Domain

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy

Madness Domain

Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—confusion (lesser), 2nd—touch of idiocy, 3rd—rage

Magic Domain

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic

Mist Domain

Granted Powers: Your are shrouded by the mists of the Long Dream, drawing mysterious powers from that realm.

Moonsight (Su): You gain low-light vision. If you already have low-light vision from another source, then the range of your low-light vision doubles.

Domain Spells: 1st—faerie fire, 2nd—fog cloud, 3rd—bestow curse

Nobility Domain

Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment

Plant Domain

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy

Repose Domain

Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead

Rune Domain

Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding

Strength Domain

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Dazzling Presence (Su): Whenever you channel energy to deal elemental damage, all affected creatures are dazzled until the beginning of your next turn. If you are a crusader, targets under the effects of your condemn class ability are dazzled for its duration.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly

Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection

War Domain

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing

Weather Domain

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning