The Priest (Cleric based, molds to religions better)

Hmm...maybe if I kept it that you gain a new Domain at 6th and 11th level, but the powers of all Domains are gained at 1st, 8th and 15th level?
 

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What if there were three levels of magic/combat instead of two? All those domains you are having trouble classifying would become easy, and only those priest who really focuses on magic would get the top spells.

Just a thought.


glass.
 

Well, I could do a 3rd echelon that had good BAB and 4 levels of limited spellcasting like a Paladin or Ranger


But really that would only fit War itself.

Many of the Domains are such that they could be seen in either light (Destruction and Protection for instance), because their ends can be accomplished through magic or combat.

Of course one thing I am doing is making full spells and no armor the base, and then the Domains add armor and/or subtract spellcasting as apropriate
 

Suggestion - do not use the 7 level spell chart, use a simple modification of the existing chart:

Good spell casting: as now
poor spell casting: as now -1 spell per level (so 0 LV 2 spells at 3rd, though a high wisdom gives them 1)

Certain high level spells belong in war and destruction, now they can get them, just not many.

Finally, perhaps make 3 levels of spell casting:
Good: as cleric w domain bonus
Medium: as cleric w/out domain bonus
Poor: as cleric w/out domain bonus and -1 per spell level.

B:cool:B
 

Suggestion - do not use the 7 level spell chart, use a simple modification of the existing chart

I do not want a Priest who gains the d8 hit die and heavy armor to have access to 8th and 9th level spells, even with reduced slots.


Certain high level spells belong in war and destruction, now they can get them, just not many.

They can get them now, but not if they choose War as Primary


Finally, perhaps make 3 levels of spell casting

I dont fully understand what your saying here...run it by me again in more detail.
 

Currently you have 2 options for spell casting. Either 7 level max, or 9th level max. My suggestion was 2 fold -

1st: that all progressions include 9th level spells. You realize that a priest whose primary devotion is to war is incapable of casting the war spells a priest whose primary devotion is to knowledge? I know you wish to reign in the power to offset the martial prowess, but preventing the war priest from casting war spells as well as the knowledge priest loses out on flavor.

2nd: that you could have 3 degrees of spell proficiency instead of 2

currently: poor caster (max 7th), good caster (max 9th)

suggested:

poor caster: allow them to cast as a cleric but w no domain bonus spell and an additional -1 spell per day for each spell level. At 18th level, they cast 1 less 0th, 1st,.....9th level spell, plus do not have domain spells (or 19 less spells a day then a good caster).

medium caster: allow them to cast as a cleric but w no domain spell. They cast. At 18th level, they cast 1 less 1st, 2nd,...9th level spell (or 9 less spells a day then a good caster).

good caster: allow them to cast as a cleric, including a bonus spell for domains at each level (1st-9th).

The added flexibility shouldn't complicate things too much - only good casters get domain spells, only poor casters suffer -1 spell/level, but it highlights the difference between casters but still allows war and destruction to cast the 8th & 9th level spells that fit those domains so well.

B;)B
 

1st: that all progressions include 9th level spells. You realize that a priest whose primary devotion is to war is incapable of casting the war spells a priest whose primary devotion is to knowledge?

This is true technically, but in practice, there are no PH deities that have both Knowledge and War.

Heironeous has War Good and Law

Hextor has War Evil Destruction Law

Corellon has War Good Protection Chaos

Erhtynul has War Evil Chaos Destruction

Note also that the two domains that reduce spellcasting are War and Strength not War and Destruction (I dont really know what to do with Destruction)

Kord has Strength Good Chaos and Luck

Pelor has Strength Good Sun Healing

Gruumsh has Strength Chaos Evil Law War

St Cuthbert Law Destruction Strength Protection


I dont really see a lot of terribly odd combinations.



The added flexibility shouldn't complicate things too much - only good casters get domain spells, only poor casters suffer -1 spell/level, but it highlights the difference between casters but still allows war and destruction to cast the 8th & 9th level spells that fit those domains so well.


Your suggestion is good, but I just dont think it fits toward what I am going for. It keeps to much of the Cleric both in balance risks and overall flavour.
 

Ok here is an updated verision
The Priest



Game Rule Information
Alignment: Any
Hit Die: d6

Class Skills:
The Priest’s Class Skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int)

Skill points at 1st level: (2+Int Modifier) x4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features:
All of the following are class features of the Priest class.

Weapon and Armor proficiency: Priests are proficient with all simple weapons. They are not proficient with any armor or shields.
Many gods or religions have favored weapons, and Priests tend to wield that weapon as a point of pride.

Aura: A Priest of a chaotic, lawful, good or evil deity or religion has a particularly powerful aura corresponding to the god or religions alignment.(see the detect evil spell for details)

Spells: Uses the same casting mechanics as the Cleric. Spells per day as the Druid. Choosing certain domains as Primary will cause the Priest to use a 7 level spell chart.
Deity/Religion and Domains:
Priests follow a particular god, religion or philosophy. Each deity has access to several Domains. A Domain is a collection of spells and powers centered around a theme. Also, the Domain a Cleric chooses as his primary Domain at 1st level will alter certain basic things about his abilities, such as spellcasting, hit die, proficiencies, skills etc.
At 1st level a Cleric chooses one of his gods Domains, and that Domain becomes the Priest’s primary domain. His abilities are altered in in whatever way is described under that Domain’s entry for “As Primary”. The Domain’s spells are added to the Priest’s spell list, and he gains the Domains granted powers at the appropriate levels. (1st, 8th and 15th)
At 6th and 11th level, the Priest may choose another Domain from his deities list. The Domains spells are added to his spell list, and the Priest gains the Domain’s granted powers as normal. The Priest does not gain any alterations to spell progression, hit die, proficiencies or any other attributes listed under “As Primary” for the secondary Domains.

Chaotic, Evil, Lawful and Good Spells: A Priest may not cast spells of an alignment opposed to his own or his deities.

Bonus Languages: A Priest’s list of bonus languages always includes the Abyssal, Aquan, Auran, Celestial, Ignan, Infernal and Terran languages.


Paragon: at 20th level the priest becomes a transcendent being. His type changes to Outsider, and he gains damage reduction 5/opposite alignment (a priest may choose which aspect of his alignment to key his DR too). A True Neutral priest gains DR 5/Adamantine, Silver or similair substance fitting his faith.


Base Attack Bonus: Medium.

Save Bonuses: Will Good, Fort/Reflex Poor (can be altered by primary Domain).


Domain Abilities:

Air Domain
As Primary: Good Reflex saves. Light armor. Cannot cast Earth related spells.
Domain Benefits:
1st level: Rebuke/Command Air elementals. Turn/destroy Earth elementals.
8th level: You no longer need to breathe, making you immune to drowning, suffocation and inhaled toxins.
15th level: Once per day you may change into a Medium Air elemental. You gain all supernatural and extraordinary abilities of the form.

Animal Domain
As Primary: Increase Fort saves. Hit die increase to d8. Medium armor, but cannot use metal armor.
Domain Benefits:
Knowledge (Nature) and Survival are class skills
1st level: Animal Companion, as Druid
8th level: Choose one animal of Small or Medium size with no more than 5 Hit Dice. You may assume that form three times a day, as per a polymorph spell.
15th level: Choose one animal of no greater than Large size and no more than 10 hit dice. You may assume this form three times per day as with a Polymorph spell.

Chaos Domain
As Primary: Light armor. Cannot Cast Lawful spells.
Domain Benefits:
1st level: Choose one Chaos Domain spell of each spell level. You may loose a prepared spell to cast a chosen Chaos spell of equal or lesser level to the prepared spell being lost.
8th level: Cast all Chaos Domain spells at +2 Caster level.
15th level: Gain a +2 Divine bonus to AC and Saves against Lawful creatures.

Death Domain:
As Primary: Good Fort saves. Cannot Cast Cure Spells.
Domain Benefits:
1st level: Rebuke/Command undead
8th level: Death Touch: You may make a melee touch attack against a living creature. If you hit, roll 1d6 per Priest level. If the total meets or exceeds the targets current hit point total, it dies. This is a [Death] effect.
15th level: You become immune to all [Death] spells and effects.

Destruction Domain
As Primary: Good Fort saves. Medium armor. D8 hit die.
Domain Benefits:
1st level: Smite: Once per day you may make a single melee attack with a +4 bonus and a bonus to damage equal to your Priest level. The attack bypasses the hardness of objects.
8th level: Once per day you may have a single melee attack or spell that deals damage deal maximum damage. This does not effect the spell slot or casting time of the spell.
15th level: You gain a permanent +2 bonus to damage with melee attacks, ranged attacks, and spells that deal damage.

Earth Domain
As Primary: Increase Fort saves. Medium armor. D8 hit die. Cannot cast Air spells
Domain Benefits:
1st level: Rebuke/Command Earth Elementals. Turn/Destroy Air Elementals
8th level: When standing on earth or stone you cannot be bull rushed, trip or otherwise separated from the ground against your will.
15th level: Once per day as a standard action you may assume the form of a medium Earth elemental for ten minutes per Priest level. You gain all supernatural, spell like and extraordinary abilities of the form.

Evil Domain
As Primary: Light armor
Domain Benefits
1st level: Choose one Evil Domain spell of each spell level. You may loose a prepared spell to cast any of the chosen spells of equal or lesser level.
6th level: Cast all Evil Domain spells at +2 caster level.
11th level: Gain a +2 Profane bonus to AC and saves against Good spells and creatures.

Fire Domain
As Primary: Increase Reflex saves. Cannot cast Water spells.
Domain Benefits:
1st level: Rebuke/Command Fire Elementals. Turn/Destroy Water Elementals.
8th level: Gain Fire Resistance 10
15th level: Once a day as a standard action you may assume the form of a Medium Fire Elemental for ten minutes per Priest level. You gain all extraordinary, spell like and supernatural abilities of the form.

Good Domain
As Primary: Light Armor
Domain Benefits:
1st level: Choose one Good Domain spell of each spell level. You may lose a prepared spell of any level to cast any of the chosen spells of equal or lesser level to the lost spell
8th level: Cast all Good Domain spells at +2 Caster level.
15th level: Gain a +2 Sacred bonus to saving throws and armor class against evil spells and creatures.

Healing Domain:
As Primary: Increase Fort saves. Light armor. D8 hit die. Cannot cast Inflict spells or Harm
Domain Benefits:
1st level: You may loose a prepared spell to cast any Healing Domain spell of equal or lesser level.
8th level: Three times per day you may cast a single Healing Domain spell to maximum effect. This does not change the casting time or spell slot of the spell.
15th level: You may cast any Healing Domain spell as though it had a range of Close (25 ft +5 ft/2 levels) and a Target of :One Creature

Knowledge Domain
As Primary: Increase skill points to 4 per level
Domain Benefits:
Decipher Script and All Knowledge Skills are class skills
1st level: Cast Divinations at +2 caster level.
8th level: You gain the Bardic Knowledge ability accept you add half your Priest level + your Intelligence modifier to the roll.
15th level: Choose one Knowledge Domain spell of 4th level or less that you can cast on yourself. That spell is now always active upon you as a Supernatural ability.

Law Domain
As Primary: Light Armor
Domain Benefits:
1st level: Choose one Law Domain spell of each spell level. You may loose a prepared spell to cast any of the chosen spells of equal or lesser level than the spell lost.
8th level: Cast all Law Domain spells at +2 Caster Level
15th level: Gain a +2 divine bonus to armor class and saving throws against Chaotic spells and creatures.

Luck Domain
As Primary: Increase Ref saves. Light Armor.
Domain Benefits:
1st level: You may re roll one roll you have just made once per day. You must declare use of this ability before results are applied, and you must take the result of the re-roll whether better or worse. This is an extraordinary ability.
8th level: Gain a +1 luck bonus to all attacks, saves, and checks
15th level: Once a day, you may automatically succeed on a saving throw.

Magic Domain
As Primary: Gain 1 additional spell slot at each spell level.
1st level: You may use spell completion and spell trigger items as though you were a Wizard of your priest level, plus any wizard levels you may have.
8th level: You gain +1 caster level
15th level: Three times per day, you may automatically succeed on a dispel check when casting Break Enchantment, Dispel Magic, or Greater Dispel Magic

Plant Domain
As Primary: Increase Fort saves. Medium armor, but no metal armor may be worn. D8 hit die.
1st level: Rebuke or Command plant creatures
8th level: Woodland Stride as druid
15th level: Choose one plant creature of no greater than large size and no more than 12 hit dice. You may assume the form of that plant creature once per day for 10 minutes per level, as with a Polymorph spell.

Protection Domain
As Primary: Increase one saving throw. Light armor. D8 hit die.
Domain Benefits:
1st level: Protective Ward. Once per day as a supernatural standard action you may grant one creature, including yourself, a divine bonus to either armor class or saving throws equal to your Priest level. You choose which at the time of casting. The bonus lasts for 1 hour.
8th level: Once per day as a standard action you may create an emanation with a radius of 10 feet centered on you. All allies in this area gain resistance 10 to acid, cold, electricity, fire and sonic. This is a supernatural ability and lasts for 1 minute.
15th level: Three times a day you may double the duration of a Protection Domain spell without using a higher level spell slot or altering the casting time.

Strength Domain
As Primary: Decrease spellcasting. Increase hit die to d8. Increase Fort save. Heavy armor. One martial weapon proficiency.
Domain Benefits:
1st level: Feat of Strength. Add your Priest level to your Strength score for one round as a free action. Gain +2 hit points.
8th level: Gain a +6bonus to all Strength checks to open doors or break items, and to all Grapple checks. Gain +4 Hit Points.
15th level: Gain a +4 permanent Divine bonus to Strength. Gain +4 hit points and a +1 divine bonus to weapon damage rolls.

Sun Domain
As Primary: Gain +1 spell slot at each spell level. These slots must be used for Sun Domain spells.
Domain Benefits:
Search and Spot are class skills.
1st level: Turn Undead
8th level: Greater Turning: Once a day you may automatically destroy any undead you would otherwise turn.
15th level: Sun Sight: You see as though in bright daylight, regardless of prevailing light conditions Once a day you may project a blast of light from your eyes equivalent to a searing light spell accept it does 15d6 damage against any target save undead who take and additional 50% damage.

Travel Domain
As Primary: Increase Ref saves. Light armor. Increase skill points to 4 per level.
Domain benefits:
Knowledge (Geography) and Survival are class skills
1st level: Free Movement: You may act as though under the effect of a Freedom of Movement spell for 1 round per level per day. This ability activates as soon as it applies and ceases when it is no longer needed. The rounds need not be used all at once.
8th level: Your base land speed increase by 20 feet. This is a Divine bonus.
15th level: Boon of the Wanderer: Once per day you may invoke the Boon of the Wanderer. This ability lasts for 1 round for every 2 Priest level, and allows you to bypass obstacles and dangers between you and a destination. While this ability is in effect, you may pass through physical and magical barriers between yourself and your destination. You may simply pass through any physical obstruction, and through magical obstructions created by spells of 6th level or lower. Additionally, you will not trigger any traps, mechanical or magical, that lie between yourself and your destination.

Trickery Domain
As Primary: Increase Reflex saves. Skill points increase to 4 per level. Light armor. Bluff, Disguise, Hide and Move Silently are class skills
Domain Benefits:
1st level: Gain a +2 bonus to any 2 of Bluff, Disguise, Hide and Move Silently..
8th level: You may use glibness once per day
15th level: Face Change: You may alter your appearance as with an Alter Self spell 3 times per day.

War Domain
As Primary: Decrease Spellcasting. Increase HD to d8. Heavy Armor, and one martial weapon of your choice. Increase Fort saves
Domain benefits:
1st level: Gain Weapon Focus with one weapon of your choice. Gain +2 HP.
8th level: Choose one War Domain spell of each spell level. You may loose a prepared spell to cast any of the chosen spells of equal or lesser level to the spell lost. Gain +4 HP
15th level: You may Haste yourself for a number of rounds each day equal to half your Priest level. The rounds need not be continuous. Activating or de activating this ability is a standard action that provokes attack of opportunity. Gain +6 HP.

Water DomainAs Primary Increase Fort saves. Light Armor. Cannot cast Fire Spells.
Domain Benefits:
1st level: Rebuke or Command Water elementals. Turn or Destroy fire elementals.
8th level: You may breathe underwater freely, and gain a Swim speed of 30 feet.
15th level: Once per day for 10 minutes per priest level you may assume the form of a Medium Water Elemental. You gain all extraordinary, supernatural and spell like abilities of the form.



























































Base Spell List:

1st level
Bane
Bless
Bless Water
Comprehend Languages
Cure Light Wounds
Curse Water
Detect Chaos/Evil/Good/Law
Divine Favor
Endure Elements
Magic Weapon
Protection From Chaos/Evil/Good/Law
Remove Fear
Shield of Faith
Summon Monster 1


2nd level:
Align Weapon
Augury
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Consecrate
Darkness
Desecrate
Eagle’s Splendor
Fox’s Cunning
Owl’s Wisdom
Resist Energy
Restoration, Lesser
Spiritual Weapon
Summon Monster 2
Undetectable Alignment

3rd level:
Bestow Curse
Continual Flame
Create Food and Water
Cure Moderate Wounds
Daylight
Deeper Darkness
Dispel Magic
Glyph of Warding
Locate Object
Magic Circle against Chaos/Evil/Good/Law
Magic Vestment
Obscure Object
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Summon Monster 3

4th level:
Cure Serious Wounds
Dimensional Anchor
Dismissal
Divination
Freedom of Movement
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Restoration
Sending
Summon Monster 4
Tongues

5th level:
Atonement
Break Enchantment
Commune
Dispel Chaos/Evil/Good/Law
Hallow
Mark of Justice
Plane Shift
Raise Dead
Scrying
Summon Monster 5
Symbol of Pain
Symbol of Sleep
True Seeing
Unhallow

6th:
Banishment
Bear’s Endurance, Mass
Bull’s Strength, Mass
Cat’s Grace, Mass
Cure Light Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Forbiddance
Fox’s Cunning, Mass
Geas/Quest
Glyph of Warding, Greater
Heroes Feast
Owl’s Wisdom, Mass
Planar Ally
Summon Monster 6
Symbol of Fear
Symbol of Persuasion
Word of Recall

7th level:
Astral Projection
Blasphemy
Cloak of Chaos
Cure Moderate Wounds, Mass
Dictum
Dimensional Lock
Gate
Heal
Holy Aura
Holy Word
Planar Ally, Greater
Refuge
Regenerate
Restoration, Greater
Resurrection
Scrying, Greater
Shield of Law
Summon Monster 7
Symbol of Stunning
Symbol of Weakness
Unholy Aura
Word of Chaos

8th level:
Cure Serious Wounds, Mass
Dimensional Lock
Planar Ally, Greater
Symbol of Death
Symbol of Insanity

9th level:
Astral Projection
Gate
Miracle.*
Summon Monster 9
True Resurrection


Domain Spell Lists.
Air Domain Spells
1st level:
Obscuring Mist
Shocking Grasp
2nd level:
Gust of Wind
Wind Wall
3rd level:
Call Lightning
Fly
Gaseous Form
4th level:
Air Walk
Summon Nature’s Ally 4 (Air Only)
Solid Fog
5th level:
Control Winds
Cloudkill
Call Lightning Storm
6th level:
Acid Fog
Chain Lightning
7th level:
Control Weather
Wind Walk
8th level:
Whirlwind
9th level:
Elemental Swarm (Air Only)
Storm of Vengeance

Animal Domain
1st level:
Calm Animals
Charm Animal
Detect Animals or Plants

2nd level:
Animal Messenger
Hold Animal
3rd level:
Dominate Animal
4th level:
Summon Nature’s Ally 4
5th:
Animal Growth
Commune with Nature
6th level:
Antilife Shell
7th level:
Animal Shapes
8th level:
Summon Nature’s Ally 8
9th level:
Shapechange



Chaos Domain
1st level:
Detect Chaos
Protection from Law
2nd level:
Align Weapon
Shatter
3rd level:
Magic Circle Against Law
4th level:
Chaos Hammer
Confusion
5th level:
Dispel Law
6th level:
Animate Objects
Mislead
7th level:
Cloak of Chaos
Word of Chaos
8th level:
Insanity
Otto’s Irresistable Dance
Symbol of Insanity
9th level:
Implosion
Summon Monster 9 (Chaotic only)






Death Domain
1st level:
Cause Fear
Death Watch
2nd level:
Death Knell
Gentle Repose
Scare
3rd level:
Animate Dead
Speak with Dead
4th level:
Death Ward
Phantasmal Killer
5th level:
Slay Living
6th level:
Circle of Death
Create Undead
Undeath to Death
7th level:
Destruction
8th level:
Create Greater Undead
Symbol of Death
9th level:
Power Word, Kill
Wail of the Banshee

Destruction Domain
1st level:
Inflict Light Wounds
2nd level:
Acid Arrow
Inflict Moderate Wounds
Shatter
3rd level:
Contagion
Inflict Serious Wounds
4th level:
Inflict Critical Wounds
Shout
5th level:
Cloudkill
Inflict Light Wounds, Mass
6th level:
Circle of Death
Inflict Moderate Wounds, Mass
Harm
7th level:
Destruction
Disintegrate
Inflict Serious Wounds, Mass
8th level:
Earthquake
Shout, Greater
Symbol of Death
9th level:
Energy Drain
Implosion


Earth Domain
1st level:
Magic Stone
2nd level:
Soften Earth and Stone
3rd level:
Keen Edge
Meld Into Stone
Stone Shape
4th level:
Spike Stones
Summon Nature’s Ally 4 (Earth Only)
5th level:
Transmute Rock to Mud
Transmute Mud to Rock
Wall of Stone
6th level:
Move Earth
Stoneskin
Stone Tell
7th level:
Earthquake
Transmute Metal to Wood
8th level:
Iron Body
Repel Metal or Stone
9th level:
Elemental Swarm (Earth Only)


Evil Domain
1st level:
Detect Good
Protection from Good
2nd level:
Death Knell
Desecrate
3rd level:
Magic Circle against Good
4th level:
Unholy Blight
5th level:
Dispel Good
Unhallow
6th level:
Create Undead
Nightmare
7th level:
Blasphemy
8th level:
Unholy Aura
9th level:
Summon Monster 9 (Evil Only)

Fire Domain
1st level:
Burning Hands
Produce Flame
2nd level:
Flamming Sphere
Scorching Ray
3rd level:
Fireball
Flame Arrow
Flame Blade
4th level:
Fire Shield
Fire Trap
Wall of Fire
5th level:
Flame Strike
6th level:
Fire Seeds
7th level:
Delayed Blast Fireball
Firestorm
8th level:
Incendiary Cloud
9th level:
Elemental Swarm (Fire)
Meteor Swarm

Good Domain
1st level:
Detect Evil
Protection from Evil
2nd level:
Aid
Consecrate
Shield Other
3rd level:
Magic Circle Against Evil
4th level:
Holy Smite
5th level:
Dispel Evil
Hallow
6th level:
Blade Barrier
7th level:
Holy Word
8th level:
Holy Aura
9th level:
Summon Monster 9 (Good Only)

Healing Domain
1st level:
Cure Light Wounds
2nd level:
Cure Moderate Wounds
Delay Poison
Restoration, Lesser
3rd level:
Cure Serious Wounds
Remove Blindness/Deafness
Remove Disease
Neutralize Poison
4th level:
Cure Critical Wounds
Restoration
5th level:
Cure Light Wounds, Mass
6th level:
Cure Moderate Wounds, Mass
Heal
7th level:
Cure Serious Wounds, Mass
Regenerate
8th level:
Cure Critical Wounds, Mass
9th level:
Heal, Mass

Knowledge Domain
1st level:
Detect Secret Doors
Comprehend Languages
Identify
2nd level:
Detect Thoughts
Identify
Zone of Truth
3rd level:
Arcane Sight
Clairaudiance/Clairvoyance
4th level:
Arcane Eye
Discern Lies
Scrying
5th level:
Commune
Prying Eyes
True Seeing
6th level:
Analyze Dweomer
Find the Path
7th level:
Arcane Sight, Greater
Legend Lore
Scrying, Greater
8th level:
Discern Location
Prying Eyes, Greater
Vision
9th level:
Foresight
Moment of Prescience

Law Domain
1st level:
Detect Chaos
Protection from Chaos
2nd level:
Align Weapon
Calm Emotions
3rd level:
Hold Person
Magic Circle Against Chaos
4th level:
Order’s Wrath
5th level:
Dispel Chaos
6th level:
Hold Monster
7th level:
Dictum
8th level:
Shield of Law
9th level:
Summon Monster 9 (Lawful only)

Luck Domain
1st level:
Divine Favor
Entropic Shield
2nd level:
Aid
Resist Energy
3rd level:
Helping Hand
Protection from Energy
4th level:
Freedom of Movement
Spell Immunity
5th level
Break Enchantment
Spell Resistance
Mislead
6th level:
Contingency
Find the Path
7th level:
Spell Turning
8th level:
Moment of Prescience
Spell Immunity, Greater
9th level:
Foresight


Magic Domain
1st level:
Nystul’s Magic Aura
2nd level:
Identify
3rd level:
Dispel Magic
Mnemonic Enhancer
4th level:
Globe of Invulnerability, Lesser
Imbue with Spell Ability
Spell Immunity
5th level:
Lucubration
Spell Resistance
6th level:
Antimagic Field
Globe of Invulnerability
7th level:
Spell Turning
8th level:
Protection from Spells
Spell Immunity, Greater
9th level:
Disjunction


Plant Domain
1st level:
Detect Animals and Plants (Plants only)
Entangle
2nd level:
Barskin
Tree Shape
3rd level:
Plant Growth
Speak with Plants
4th level:
Command Plants
5th level:
Wall of Thorns
6th level:
Liveoak
Repel Wood
7th level:
Animate Plants
Transmute Metal to Wood
8th level:
Control Plants
9th level:
Shambler

Protection Domain
1st level:
“Mage” Armor
Sanctuary
2nd level:
Protection from Arrows
Shield Other
3rd level:
Displacement
Nondetection
4th level:
Globe of Invulnerability, Lesser
Spell Immunity
5th level:
Spell Resistance
Stoneskin
6th level:
Antilife Shell
Forbiddance
Globe of Invulnerability
7th level:
Repulsion
Sequester
8th level:
Mind Blank
Prismatic Wall
Spell Immunity, Greater
9th level:
Prismatic Sphere

Strength Domain
1st level:
Enlarge Person
2nd level:
Aid
Bull’s Strength
3rd level:
Rage
4th level:
Enlarge Person, Mass
Spell Immunity
5th level:
Righteous Might
6th level:
Hero’s Feast
Stoneskin
7th level:
Grasping Hand
8th level:
Clenched Fist
Iron Body
9th level:
Crushing Hand

Sun Domain
Endure Elements
Ray of Light*
2nd level:
Daylight
Heat Metal
3rd level:
Continual Flame
Searing Light
4th level:
Fire Shield
5th level:
SunStrike (Flame Strike but divine light only)
6th level:
Fire Seeds
7th level:
Sunbeam
Sunstorm (As Firestorm but all divine light)
8th level:
Sunburst
9th level:
Prismatic Sphere
Solar Orbs (Meteor swarm, as above)

Travel Domain
1st level:
Endure Elements
Longstrider
2nd level:
Leomund’s Tiny Hut
Locate Object
3rd level:
Fly
Helping Hand
4th level:
Dimension Door
Leomund’s Secure Shelter
5th level:
Overland Flight
Teleport
6th level:
Find the Path
Shadow Walk
7th level:
Teleport, Greater
Wind walk
8th level:
Ethereal Jaunt
Phase Door
9th level:
Astral Projection
Etherealness

Trickery Domain
1st level:
Expeditious Retreat
Disguise Self
2nd level:
Invisibility
Misdirection
3rd level:
Nondetection
Shrink Item
4th level:
Confusion
Tongues
5th level:
False Vision
Invisbility, Greater
Seeming
6th level:
Mislead
Veil
7th level:
Project Image
Screen
8th level:
Polymorph Any Object
9th level:
Time Stop

War Domain
1st level:
Enlarge Person
True Strike
2nd level:
Aid
Shield
3rd level:
Heroism
Keen Edge
4th level:
Enlarge Person, Mass
Haste
5th level:
Divine Power
6th level:
Blade Barrier
Heroe’s Feast
7th level:
Power Word, Blind
8th level:
Power Word, Stun
9th level:
Implosion

Water Domain
1st level:
Obscuring Mist
2nd level:
Chill Metal
Fog Cloud
3rd level:
Water Breathing
Water Walk
Sleet Storm
4th level:
Control Water
Ice Storm
5th level:
Cone of Cold
6th level:
Acid Fog
7th level:
Otiluke’s Freezing Sphere
8th level:
Horrid Wilting
9th level:
Elemental Swarm (Water Only)
Polar Ray
 


I got to looking and decided to change the alignment Domains a tad. heres the Good Domain as an example (there all essentially the same)


Good Domain
As Primary: Choose 1 Good Domain spell of each spell level. You may spontaneously cast these spells by losing a prepared spell of equal or greater level.
Domain Benefits:
1st level: Cast all Good Domain spells at +2 caster level.
8th level: Gain a +2 Sacred bonus to saving throws and armor class against evil spells and creatures.
16th level: You may blast enemies with holy power. You may create a 20 foot radius burst of holy power with Medium range. All evil creatures in the area take 1d6 damage per Priest level (max 20) and are blinded for 1 round. A Reflex save reduces the damage to half, and a Will save negates the Blindness.



This basically makes it so theres a reason to choose an Alignment domain as Primary.
 

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