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The Priest (Cleric based, molds to religions better)
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<blockquote data-quote="Merlion" data-source="post: 1700894" data-attributes="member: 10397"><p>Alrighty heres my go at creating a Priest class that is balanced, and that is actually meaningfully variable based on religion.</p><p> Clarifications, as this is a rough writting and not polished. The basic class has a 7 level spell progression (You can view the attached text file to see the table, it wont paste properly.)and prepares and casts in the same manner as a Cleric. </p><p> </p><p>All the powers dont have every single detail (Su or SP or whatever, some times action types are left out) but I will polish more later, and I think most of you will get the gist.</p><p></p><p>The Priest</p><p>Game Rule Information</p><p><strong>Alignment</strong>: Any</p><p><strong>Hit Die</strong>: d6</p><p></p><p><strong>Class Skills</strong>:</p><p>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)</p><p></p><p><strong>Skill points at 1st level</strong>: (2+Int Modifier) x4</p><p></p><p><strong>Skill Points at Each Additional Level</strong>: 2 + Int modifier</p><p></p><p><strong>Class Features</strong>:</p><p>All of the following are class features of the Priest class.</p><p></p><p>Weapon and Armor proficiency: Priests are proficient with all simple weapons, with Light armor, and with Shields (except tower shields).</p><p> Many gods or religions have favored weapons, and Priests tend to wield that weapon as a point of pride.</p><p></p><p><strong>Aura</strong>: 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)</p><p></p><p>Spells: Uses the same casting mechanics as the Cleric. The Priest uses a 7 level spell progression, shown below. <strong>If the Priest takes a Primary Domain that increases spellcasting, he instead uses the same Spell Progression as the Druid.</strong></p><p></p><p><strong>Deity/Religion and Domains</strong>:</p><p>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.</p><p> 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. </p><p> 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.</p><p></p><p><strong>Chaotic, Evil, Lawful and Good Spells</strong>: A Priest may not cast spells of an alignment opposed to his own or his deities.</p><p></p><p><strong>Bonus Languages</strong>: A Priest’s list of bonus languages always includes the Abyssal, Aquan, Auran, Celestial, Ignan, and Infernal languages. </p><p></p><p><strong>Paragon</strong>: 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. </p><p><strong>Base Attack Bonus</strong>: Medium.</p><p><strong>Save Bonuses</strong>: Will Good, Fort/Reflex Poor (can be altered by primary Domain).</p><p></p><p> <strong>Domain Abilities</strong>:</p><p></p><p><strong>Air Domain</strong></p><p>As Primary: Increase spellcasting. Good Reflex saves. Cannot cast Earth related spells.</p><p>Domain Benefits:</p><p><strong>1st level</strong>: Rebuke/Command Air elementals. Turn/destroy Earth elementals.</p><p><strong>6th level</strong>: You no longer need to breathe, making you immune to drowning, suffocation and inhaled toxins.</p><p><strong>11th level</strong>: Once per day you may change into a Medium Air elemental. You gain all supernatural and extraordinary abilities of the form.</p><p></p><p><strong>Animal Domain</strong></p><p>As Primary: Increase Spellcasting. Increase Fort saves</p><p>Domain Benefits:</p><p>Knowledge (Nature) and Survival are class skills</p><p><strong>1st level</strong>: Animal Companion, as Druid</p><p><strong>6th level</strong>: 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. </p><p><strong>11th level</strong>: 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.</p><p></p><p><strong>Chaos Domain</strong></p><p>As Primary: Increase Spellcasting, Cannot Cast Lawful spells.</p><p>Domain Benefits:</p><p> 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.</p><p>6th level: Cast all Chaos Domain spells at +2 Caster level.</p><p>11th level: Gain a +2 Divine bonus to AC and Saves against Lawful creatures.</p><p></p><p><strong>Death Domain</strong>:</p><p>As Primary: Increase Spellcasting. Cannot Cast Cure Spells.</p><p>Domain Benefits:</p><p>1st 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.</p><p>6th level: You become immune to Energy drain</p><p>11th level: You become immune to all [Death] spells and effects.</p><p></p><p><strong>Destruction Domain</strong></p><p>As Primary: Increase Spellcasting</p><p>Domain Benefits:</p><p>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.</p><p>6th 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.</p><p>11th level: You gain a permanent +1 bonus to damage with melee attacks, ranged attacks, and spells that deal damage.</p><p></p><p><strong>Earth Domain</strong></p><p>As Primary: Increase spellcasting. Increase Fort saves. Cannot cast Air spells</p><p>Domain Benefits: </p><p>1st level: Rebuke/Command Earth Elementals. Turn/Destroy Air Elementals</p><p>6th level: When standing on earth or stone you cannot be bull rushed, trip or otherwise separated from the ground against your will.</p><p>11th 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.</p><p></p><p><strong>Evil Domain</strong></p><p>As Primary: Increase spellcasting</p><p>Domain Benefits</p><p>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.</p><p>6th level: Cast all Evil Domain spells at +2 caster level.</p><p>11th level: Gain a +2 Profane bonus to AC and saves against Good spells and creatures.</p><p></p><p><strong>Fire Domain</strong></p><p>As Primary: Increase spellcasting. Increase Reflex saves.</p><p>Domain Benefits:</p><p>1st level: Rebuke/Command Fire Elementals. Turn/Destroy Water Elementals.</p><p>6th level: Gain Fire Resistance 10</p><p>11th 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.</p><p></p><p><strong>Good Domain</strong></p><p>As Primary: Increase Spellcasting. </p><p>Domain Benefits:</p><p>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</p><p>6th level: Cast all Good Domain spells at +2 Caster level.</p><p>11th level: Gain a +2 Sacred bonus to saving throws and armor class against evil spells and creatures.</p><p></p><p><strong>Healing Domain</strong>: </p><p>As Primary: Increase Spellcasting. Increase Fort saves. Cannot cast Inflict spells or Harm</p><p>Domain Benefits:</p><p>1st level: You may loose a prepared spell to cast any Healing Domain spell of equal or lesser level. </p><p>6th 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.</p><p>11th 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</p><p></p><p><strong>Knowledge Domain</strong></p><p>As Primary: Increase Spellcasting. Increase skill points to 4 per level</p><p>Domain Benefits:</p><p>Decipher Script and All Knowledge Skills are class skills</p><p>1st level: Cast Divinations at +2 caster level.</p><p>6th level: You gain the Bardic Knowledge ability accept you add half your Priest level + your Intelligence modifier to the roll.</p><p>11th 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.</p><p></p><p><strong>Law Domain</strong></p><p>As Primary: Increase spellcasting</p><p>Domain Benefits:</p><p>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.</p><p>6th level: Cast all Law Domain spells at +2 Caster Level</p><p>11th level: Gain a +2 divine bonus to armor class and saving throws against Chaotic spells and creatures.</p><p></p><p><strong>Luck Domain</strong></p><p>As Primary: Increase spellcasting. Increase Ref saves.</p><p>Domain Benefits:</p><p>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.</p><p>6th level: Gain a +1 luck bonus to all attacks, saves, and checks</p><p>11th level: You gain Evasion.</p><p></p><p><strong>Magic Domain</strong></p><p>As Primary: Increase spellcasting</p><p>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.</p><p>6th level: You gain +1 caster level</p><p>11th level: Three times per day, you may automatically succeed on a dispel check when casting Break Enchantment, Dispel Magic, or Greater Dispel Magic</p><p></p><p><strong>Plant Domain</strong></p><p>As Primary: Increase spellcasting. Increase Fort saves.</p><p>1st level: Rebuke or Command plant creatures</p><p>6th level: Woodland Stride as druid</p><p>11th level: Choose one plant creature of no greater than large size and no more than 10 hit dice. You may assume the form of that plant creature once per day for 10 minutes per level, as with a Polymorph spell.</p><p></p><p><strong>Protection Domain</strong></p><p>As Primary: Increase spellcasting. Increase one saving throw.</p><p>Domain Benefits:</p><p>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.</p><p>6th 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.</p><p>11th 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.</p><p></p><p><strong>Strength Domain</strong></p><p>As Primary: Increase hit die to d8. Increase Fort save. Gain proficiency with medium and heavy armor, and one martial weapon of your choice.</p><p>Domain Benefits:</p><p>1st level: Feat of Strength. Add your Priest level to your Strength score for one round as a free action.</p><p>6th level: Gain a +4 bonus to all Strength checks to open doors or break items, and to all Grapple checks.</p><p>11th level: Gain a +4 permanent Divine bonus to Strength.</p><p></p><p><strong>Sun Domain</strong></p><p>As Primary: Increase spellcasting. </p><p>Domain Benefits:</p><p>Search and Spot are class skills.</p><p>1st level: Turn Undead</p><p>6th level: Greater Turning: Once a day you may automatically destroy any undead you would otherwise turn.</p><p>11th 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 10d6 damage against any target save undead who take and additional 50% damage. </p><p></p><p><strong>Travel Domain</strong></p><p>As Primary: Increase spellcasting, Increase Reflex saves</p><p>Domain benefits:</p><p>Knowledge (Geography) and Survival are class skills</p><p>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.</p><p>6th level: Your base land speed increase by 20 feet. This is a Divine bonus.</p><p>11th 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.</p><p></p><p><strong>Trickery Domain</strong></p><p>As Primary: Increase spellcasting. Increase Reflex saves. Skill points increase to 4 per level.</p><p>Domain Benefits:</p><p> 1st level: Bluff, Disguise, Hide and Move Silently are class skills. Gain a +2 bonus to one of these skills.</p><p>6th level: You may use glibness once per day</p><p>11th level: Face Change: You may alter your appearance as with an Alter Self spell 3 times per day.</p><p></p><p><strong>War Domain</strong></p><p>As Primary: Increase HD to d8. Gain proficiency with medium and heavy armor, and one martial weapon of your choice. Increase Fort saves</p><p>Domain benefits:</p><p>1st level: Gain Weapon Focus with one weapon of your choice. Gain +2 HP.</p><p>6th 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 +2 HP</p><p>11th 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 +4 HP.</p><p></p><p><strong>Water Domain</strong></p><p>As Primary: Increase Spellcasting. Increase Fort saves.</p><p>Domain Benefits:</p><p>1st level: Rebuke or Command Water elementals. Turn or Destroy fire elementals. </p><p>6th level: You may breathe underwater freely, and gain a Swim speed of 30 feet.</p><p>11th 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. </p><p></p><p><strong>Base Spell List:</strong> </p><p></p><p>1st level</p><p>Bane</p><p>Bless</p><p>Bless Water</p><p>Comprehend Languages</p><p>Cure Light Wounds</p><p>Curse Water</p><p>Detect Chaos/Evil/Good/Law</p><p>Divine Favor</p><p>Endure Elements</p><p>Magic Weapon</p><p>Protection From Chaos/Evil/Good/Law</p><p>Remove Fear</p><p>Shield of Faith</p><p>Summon Monster 1</p><p>2nd level:</p><p>Align Weapon</p><p>Augury</p><p>Bear’s Endurance</p><p>Bull’s Strength</p><p>Cat’s Grace</p><p>Consecrate</p><p>Darkness</p><p>Desecrate</p><p>Eagle’s Splendor</p><p>Fox’s Cunning</p><p>Owl’s Wisdom</p><p>Resist Energy</p><p>Restoration, Lesser</p><p>Spiritual Weapon</p><p>Summon Monster 2</p><p>Undetectable Alignment</p><p></p><p>3rd level:</p><p>Bestow Curse</p><p>Continual Flame</p><p>Create Food and Water</p><p>Cure Moderate Wounds</p><p>Daylight</p><p>Deeper Darkness</p><p>Dispel Magic</p><p>Glyph of Warding</p><p>Locate Object</p><p>Magic Circle against Chaos/Evil/Good/Law</p><p>Magic Vestment</p><p>Obscure Object</p><p>Prayer</p><p>Protection from Energy</p><p>Remove Blindness/Deafness</p><p>Remove Curse</p><p>Remove Disease</p><p>Summon Monster 3</p><p></p><p>4th level:</p><p>Cure Serious Wounds</p><p>Dimensional Anchor</p><p>Dismissal</p><p>Divination</p><p>Freedom of Movement</p><p>Magic Weapon, Greater</p><p>Neutralize Poison</p><p>Planar Ally, Lesser</p><p>Restoration</p><p>Sending</p><p>Summon Monster 4</p><p>Tongues</p><p></p><p>5th level:</p><p>Atonement</p><p>Break Enchantment</p><p>Commune</p><p>Dispel Chaos/Evil/Good/Law</p><p>Hallow</p><p>Mark of Justice</p><p>Plane Shift</p><p>Raise Dead</p><p>Scrying</p><p>Summon Monster 5</p><p>Symbol of Pain</p><p>Symbol of Sleep</p><p>True Seeing</p><p>Unhallow</p><p></p><p>6th:</p><p>Banishment</p><p>Bear’s Endurance, Mass</p><p>Bull’s Strength, Mass</p><p>Cat’s Grace, Mass</p><p>Cure Light Wounds, Mass</p><p>Dispel Magic, Greater</p><p>Eagle’s Splendor, Mass</p><p>Forbiddance</p><p>Fox’s Cunning, Mass</p><p>Geas/Quest</p><p>Glyph of Warding, Greater</p><p>Harm</p><p>Heal</p><p>Heroes Feast</p><p>Owl’s Wisdom, Mass</p><p>Planar Ally</p><p>Summon Monster 6</p><p>Symbol of Fear</p><p>Symbol of Persuasion</p><p>Word of Recall</p><p></p><p>7th level:</p><p>Astral Projection</p><p>Blasphemy</p><p>Cloak of Chaos</p><p>Cure Moderate Wounds, Mass</p><p>Dictum</p><p>Dimensional Lock</p><p>Gate</p><p>Harm</p><p>Heal</p><p>Holy Aura</p><p>Holy Word</p><p>Planar Ally, Greater</p><p>Refuge</p><p>Regenerate</p><p>Restoration, Greater</p><p>Resurrection </p><p>Scrying, Greater</p><p>Shield of Law</p><p>Summon Monster 7</p><p>Symbol of Stunning</p><p>Symbol of Weakness</p><p>Unholy Aura</p><p>Word of Chaos</p><p></p><p><strong>A Priest who chooses a Primary Domain that increases Magic have the following changes to their base spell list.</strong></p><p></p><p>8th level:</p><p>Cure Serious Wounds, Mass</p><p>Dimensional Lock</p><p>Planar Ally, Greater</p><p>Symbol of Death</p><p>Symbol of Insanity</p><p></p><p>9th level:</p><p>Astral Projection</p><p>Gate</p><p>Summon Monster 9</p><p>True Resurrection </p><p></p><p><strong>Domain Spell Lists</strong>.</p><p><strong>Air Domain Spells</strong></p><p>1st level:</p><p>Obscuring Mist</p><p>Shocking Grasp</p><p>2nd level:</p><p>Gust of Wind </p><p>Wind Wall</p><p>3rd level:</p><p>Call Lightning </p><p>Fly </p><p>Gaseous Form</p><p>4th level:</p><p>Air Walk</p><p>Summon Nature’s Ally 4 (Air Only)</p><p>Solid Fog</p><p>5th level:</p><p>Control Winds</p><p>Cloudkill</p><p>Call Lightning Storm</p><p>6th level:</p><p>Acid Fog</p><p>Chain Lightning</p><p>7th level:</p><p>Control Weather</p><p>Wind Walk</p><p>8th level:</p><p>Whirlwind</p><p>9th level:</p><p>Elemental Swarm (Air Only)</p><p>Storm of Vengeance</p><p></p><p><strong>Animal Domain</strong></p><p>1st level:</p><p>Calm Animals</p><p>Charm Animal</p><p>Detect Animals or Plants</p><p>2nd level:</p><p>Animal Messenger</p><p>Hold Animal</p><p>3rd level:</p><p>Dominate Animal</p><p>4th level:</p><p>Summon Nature’s Ally 4</p><p>5th:</p><p>Animal Growth</p><p>Commune with Nature</p><p>6th level:</p><p>Antilife Shell</p><p>7th level:</p><p>Animal Shapes</p><p>8th level:</p><p>Summon Nature’s Ally 8</p><p>9th level:</p><p>Shapechange</p><p></p><p><strong>Chaos Domain</strong></p><p>1st level:</p><p>Detect Chaos</p><p>Protection from Law</p><p>2nd level:</p><p>Align Weapon</p><p>Shatter</p><p>3rd level:</p><p>Magic Circle Against Law</p><p>4th level:</p><p>Chaos Hammer</p><p>Confusion</p><p>5th level:</p><p>Dispel Law</p><p>6th level:</p><p>Animate Objects</p><p>Mislead</p><p>7th level:</p><p>Cloak of Chaos</p><p>Word of Chaos</p><p>8th level:</p><p>Insanity</p><p>Otto’s Irresistable Dance</p><p>Symbol of Insanity</p><p>9th level:</p><p>Implosion</p><p>Summon Monster 9 (Chaotic only)</p><p></p><p><strong>Death Domain</strong></p><p>1st level:</p><p>Cause Fear</p><p>Death Watch</p><p>2nd level:</p><p>Death Knell</p><p>Gentle Repose</p><p>Scare</p><p>3rd level:</p><p>Animate Dead</p><p>Speak with Dead</p><p>4th level:</p><p>Death Ward</p><p>Phantasmal Killer</p><p>5th level:</p><p>Slay Living</p><p>6th level:</p><p>Circle of Death</p><p>Create Undead</p><p>Undeath to Death</p><p>7th level:</p><p>Destruction</p><p>8th level:</p><p>Create Greater Undead</p><p>Symbol of Death</p><p>9th level:</p><p>Power Word, Kill</p><p>Wail of the Banshee</p><p></p><p><strong>Destruction Domain</strong></p><p>1st level:</p><p>Inflict Light Wounds</p><p>2nd level:</p><p>Acid Arrow</p><p>Inflict Moderate Wounds</p><p>Shatter</p><p>3rd level:</p><p>Contagion</p><p>Inflict Serious Wounds</p><p>4th level:</p><p>Inflict Critical Wounds</p><p>Shout</p><p>5th level:</p><p>Cloudkill</p><p>Inflict Light Wounds, Mass</p><p>6th level:</p><p>Circle of Death</p><p>Inflict Moderate Wounds, Mass</p><p>Harm</p><p>7th level:</p><p>Destruction</p><p>Disintegrate</p><p>Inflict Serious Wounds, Mass</p><p>8th level:</p><p>Earthquake</p><p>Shout, Greater</p><p>Symbol of Death</p><p>9th level:</p><p>Energy Drain</p><p>Implosion</p><p></p><p><strong>Earth Domain</strong></p><p>1st level:</p><p>Magic Stone</p><p>2nd level:</p><p>Soften Earth and Stone</p><p>3rd level:</p><p>Keen Edge</p><p>Meld Into Stone</p><p>Stone Shape</p><p>4th level:</p><p>Spike Stones</p><p>Summon Nature’s Ally 4 (Earth Only)</p><p>5th level:</p><p>Transmute Rock to Mud</p><p>Transmute Mud to Rock</p><p>Wall of Stone</p><p>6th level:</p><p>Move Earth</p><p>Stoneskin</p><p>Stone Tell</p><p>7th level:</p><p>Earthquake</p><p>Transmute Metal to Wood</p><p>8th level:</p><p>Iron Body</p><p>Repel Metal or Stone</p><p>9th level:</p><p>Elemental Swarm (Earth Only)</p><p></p><p><strong>Evil Domain</strong></p><p>1st level:</p><p>Detect Good</p><p>Protection from Good</p><p>2nd level:</p><p>Death Knell</p><p>Desecrate</p><p>3rd level:</p><p>Magic Circle against Good</p><p>4th level:</p><p>Unholy Blight</p><p>5th level:</p><p>Dispel Good</p><p>Unhallow</p><p>6th level:</p><p>Create Undead</p><p>Nightmare</p><p>7th level:</p><p>Blasphemy</p><p>8th level:</p><p>Unholy Aura</p><p>9th level:</p><p>Summon Monster 9 (Evil Only)</p><p></p><p><strong>Fire Domain</strong></p><p>1st level:</p><p>Burning Hands</p><p>Produce Flame</p><p>2nd level:</p><p>Flamming Sphere</p><p>Scorching Ray</p><p>3rd level:</p><p>Fireball</p><p>Flame Arrow</p><p>Flame Blade</p><p>4th level:</p><p>Fire Shield</p><p>Fire Trap</p><p>Wall of Fire</p><p>5th level:</p><p>Flame Strike</p><p>6th level:</p><p>Fire Seeds</p><p>7th level:</p><p>Delayed Blast Fireball</p><p>Firestorm</p><p>8th level:</p><p>Incendiary Cloud</p><p>9th level:</p><p>Elemental Swarm (Fire)</p><p>Meteor Swarm</p><p></p><p><strong>Good Domain</strong></p><p>1st level:</p><p>Detect Evil</p><p>Protection from Evil</p><p>2nd level:</p><p>Aid</p><p>Consecrate</p><p>Shield Other</p><p>3rd level: </p><p>Magic Circle Against Evil</p><p>4th level:</p><p>Holy Smite</p><p>5th level:</p><p>Dispel Evil</p><p>Hallow</p><p>6th level:</p><p>Blade Barrier</p><p>7th level:</p><p>Holy Word</p><p>8th level:</p><p>Holy Aura</p><p>9th level:</p><p>Summon Monster 9 (Good Only)</p><p></p><p><strong>Healing Domain</strong></p><p>1st level:</p><p>Cure Light Wounds</p><p>2nd level:</p><p>Cure Moderate Wounds</p><p>Delay Poison</p><p>Restoration, Lesser</p><p>3rd level:</p><p>Cure Serious Wounds</p><p>Remove Blindness/Deafness</p><p>Remove Disease</p><p>Neutralize Poison</p><p>4th level:</p><p>Cure Critical Wounds</p><p>Restoration</p><p>5th level:</p><p>Cure Light Wounds, Mass</p><p>6th level:</p><p>Cure Moderate Wounds, Mass</p><p>Heal</p><p>7th level:</p><p>Cure Serious Wounds, Mass</p><p>Regenerate</p><p>8th level:</p><p>Cure Critical Wounds, Mass</p><p>9th level:</p><p>Heal, Mass</p><p></p><p><strong>Knowledge Domain</strong></p><p>1st level:</p><p>Detect Secret Doors</p><p>Comprehend Languages</p><p>Identify</p><p>2nd level:</p><p>Detect Thoughts</p><p>Identify</p><p>Zone of Truth</p><p>3rd level:</p><p>Arcane Sight</p><p>Clairaudiance/Clairvoyance</p><p>4th level:</p><p>Arcane Eye</p><p>Discern Lies</p><p>Scrying</p><p>5th level:</p><p>Commune</p><p>Prying Eyes</p><p>True Seeing</p><p>6th level:</p><p>Analyze Dweomer</p><p>Find the Path</p><p>7th level:</p><p>Arcane Sight, Greater</p><p>Legend Lore</p><p>Scrying, Greater</p><p>8th level:</p><p>Discern Location</p><p>Prying Eyes, Greater</p><p>Vision</p><p>9th level:</p><p>Foresight</p><p>Moment of Prescience</p><p></p><p><strong>Law Domain</strong></p><p>1st level:</p><p>Detect Chaos</p><p>Protection from Chaos</p><p>2nd level:</p><p>Align Weapon</p><p>Calm Emotions</p><p>3rd level:</p><p>Hold Person</p><p>Magic Circle Against Chaos</p><p>4th level:</p><p>Order’s Wrath</p><p>5th level:</p><p>Dispel Chaos</p><p>6th level:</p><p>Hold Monster</p><p>7th level:</p><p>Dictum</p><p>8th level:</p><p>Shield of Law</p><p>9th level:</p><p>Summon Monster 9 (Lawful only)</p><p></p><p><strong>Luck Domain</strong></p><p>1st level:</p><p>Divine Favor</p><p>Entropic Shield</p><p>2nd level:</p><p>Aid</p><p>Resist Energy</p><p>3rd level:</p><p>Helping Hand</p><p>Protection from Energy</p><p>4th level:</p><p>Freedom of Movement</p><p>Spell Immunity</p><p>5th level</p><p>Break Enchantment</p><p>Spell Resistance</p><p>Mislead</p><p>6th level:</p><p>Contingency</p><p>Find the Path</p><p>7th level:</p><p>Spell Turning</p><p>8th level:</p><p>Moment of Prescience</p><p>Spell Immunity, Greater</p><p>9th level:</p><p>Foresight</p><p></p><p><strong>Magic Domain</strong></p><p>1st level:</p><p>Nystul’s Magic Aura</p><p>2nd level:</p><p>Identify</p><p>3rd level:</p><p>Dispel Magic</p><p>Mnemonic Enhancer</p><p>4th level:</p><p>Globe of Invulnerability, Lesser</p><p>Imbue with Spell Ability</p><p>Spell Immunity</p><p>5th level:</p><p>Lucubration</p><p>Spell Resistance</p><p>6th level:</p><p>Antimagic Field</p><p>Globe of Invulnerability</p><p>7th level:</p><p>Spell Turning</p><p>8th level:</p><p>Protection from Spells</p><p>Spell Immunity, Greater</p><p>9th level:</p><p>Disjunction</p><p></p><p><strong>Plant Domain</strong></p><p>1st level:</p><p>Detect Animals and Plants (Plants only)</p><p>Entangle</p><p>2nd level:</p><p>Barskin</p><p>Tree Shape</p><p>3rd level:</p><p>Plant Growth</p><p>Speak with Plants</p><p>4th level:</p><p>Command Plants</p><p>5th level:</p><p>Wall of Thorns</p><p>6th level:</p><p>Liveoak</p><p>Repel Wood</p><p>7th level:</p><p>Animate Plants</p><p>Transmute Metal to Wood</p><p>8th level:</p><p>Control Plants</p><p>9th level:</p><p>Shambler</p><p></p><p><strong>Protection Domain</strong></p><p>1st level:</p><p>“Mage” Armor</p><p>Sanctuary</p><p>2nd level:</p><p>Protection from Arrows</p><p>Shield Other</p><p>3rd level:</p><p>Displacement</p><p>Nondetection</p><p>4th level:</p><p>Globe of Invulnerability, Lesser</p><p>Spell Immunity</p><p>5th level:</p><p>Spell Resistance</p><p>Stoneskin</p><p>6th level:</p><p>Antilife Shell</p><p>Forbiddance</p><p>Globe of Invulnerability</p><p>7th level:</p><p>Repulsion</p><p>Sequester</p><p>8th level:</p><p>Mind Blank</p><p>Prismatic Wall</p><p>Spell Immunity, Greater</p><p>9th level:</p><p>Prismatic Sphere</p><p></p><p><strong>Strength Domain</strong></p><p>1st level:</p><p>Enlarge Person</p><p>2nd level:</p><p>Aid</p><p>Bull’s Strength</p><p>3rd level:</p><p>Rage</p><p>4th level:</p><p>Enlarge Person, Mass</p><p>Spell Immunity</p><p>5th level:</p><p>Righteous Might</p><p>6th level:</p><p>Hero’s Feast</p><p>Stoneskin</p><p>7th level:</p><p>Grasping Hand</p><p>8th level:</p><p>Clenched Fist</p><p>Iron Body</p><p>9th level:</p><p>Crushing Hand</p><p></p><p><strong>Sun Domain</strong></p><p>Endure Elements</p><p>Ray of Light*</p><p>2nd level:</p><p>Daylight</p><p>Heat Metal</p><p>3rd level:</p><p>Continual Flame</p><p>Searing Light</p><p>4th level:</p><p>Fire Shield</p><p>5th level:</p><p>SunStrike (Flame Strike but divine light only)</p><p>6th level:</p><p>Fire Seeds</p><p>7th level:</p><p>Sunbeam</p><p>Sunstorm (As Firestorm but all divine light)</p><p>8th level:</p><p>Sunburst</p><p>9th level:</p><p>Prismatic Sphere</p><p>Solar Orbs (Meteor swarm, as above)</p><p></p><p><strong>Travel Domain</strong></p><p>1st level:</p><p>Endure Elements</p><p>Longstrider</p><p>2nd level:</p><p>Leomund’s Tiny Hut</p><p>Locate Object</p><p>3rd level:</p><p>Fly</p><p>Helping Hand</p><p>4th level:</p><p>Dimension Door</p><p>Leomund’s Secure Shelter</p><p>5th level:</p><p>Overland Flight</p><p>Teleport</p><p>6th level:</p><p>Find the Path</p><p>Shadow Walk</p><p>7th level:</p><p>Teleport, Greater</p><p>Wind walk</p><p>8th level:</p><p>Ethereal Jaunt</p><p>Phase Door</p><p>9th level:</p><p>Astral Projection</p><p>Etherealness</p><p></p><p><strong>Trickery Domain</strong></p><p>1st level:</p><p>Expeditious Retreat</p><p>Disguise Self</p><p>2nd level:</p><p>Invisibility</p><p>Misdirection</p><p>3rd level:</p><p>Nondetection</p><p>Shrink Item</p><p>4th level:</p><p>Confusion</p><p>Tongues</p><p>5th level:</p><p>False Vision</p><p>Invisbility, Greater</p><p>Seeming</p><p>6th level:</p><p>Mislead</p><p>Veil</p><p>7th level:</p><p>Project Image</p><p>Screen</p><p>8th level:</p><p>Polymorph Any Object</p><p>9th level:</p><p>Time Stop</p><p></p><p><strong>War Domain</strong></p><p>1st level:</p><p>Enlarge Person</p><p>True Strike</p><p>2nd level:</p><p>Aid</p><p>Shield</p><p>3rd level:</p><p>Heroism</p><p>Keen Edge</p><p>4th level:</p><p>Enlarge Person, Mass</p><p>Haste</p><p>5th level:</p><p>Divine Power</p><p>6th level:</p><p>Blade Barrier</p><p>Heroe’s Feast</p><p>7th level:</p><p>Power Word, Blind</p><p>8th level:</p><p>Power Word, Stun</p><p>9th level:</p><p>Implosion</p><p></p><p><strong>Water Domain</strong></p><p>1st level:</p><p>Obscuring Mist</p><p>2nd level:</p><p>Chill Metal</p><p>Fog Cloud</p><p>3rd level:</p><p>Water Breathing</p><p>Water Walk</p><p>Sleet Storm</p><p>4th level:</p><p>Control Water</p><p>Ice Storm</p><p>5th level:</p><p>Cone of Cold</p><p>6th level:</p><p>Acid Fog</p><p>7th level:</p><p>Otiluke’s Freezing Sphere</p><p>8th level:</p><p>Horrid Wilting</p><p>9th level:</p><p>Elemental Swarm (Water Only)</p><p>Polar Ray</p></blockquote><p></p>
[QUOTE="Merlion, post: 1700894, member: 10397"] Alrighty heres my go at creating a Priest class that is balanced, and that is actually meaningfully variable based on religion. Clarifications, as this is a rough writting and not polished. The basic class has a 7 level spell progression (You can view the attached text file to see the table, it wont paste properly.)and prepares and casts in the same manner as a Cleric. All the powers dont have every single detail (Su or SP or whatever, some times action types are left out) but I will polish more later, and I think most of you will get the gist. The Priest Game Rule Information [b]Alignment[/b]: Any [b]Hit Die[/b]: d6 [b]Class Skills[/b]: 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) [b]Skill points at 1st level[/b]: (2+Int Modifier) x4 [b]Skill Points at Each Additional Level[/b]: 2 + Int modifier [b]Class Features[/b]: All of the following are class features of the Priest class. Weapon and Armor proficiency: Priests are proficient with all simple weapons, with Light armor, and with Shields (except tower shields). Many gods or religions have favored weapons, and Priests tend to wield that weapon as a point of pride. [b]Aura[/b]: 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. The Priest uses a 7 level spell progression, shown below. [b]If the Priest takes a Primary Domain that increases spellcasting, he instead uses the same Spell Progression as the Druid.[/b] [b]Deity/Religion and Domains[/b]: 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. 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. [b]Chaotic, Evil, Lawful and Good Spells[/b]: A Priest may not cast spells of an alignment opposed to his own or his deities. [b]Bonus Languages[/b]: A Priest’s list of bonus languages always includes the Abyssal, Aquan, Auran, Celestial, Ignan, and Infernal languages. [b]Paragon[/b]: 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. [b]Base Attack Bonus[/b]: Medium. [b]Save Bonuses[/b]: Will Good, Fort/Reflex Poor (can be altered by primary Domain). [b]Domain Abilities[/b]: [b]Air Domain[/b] As Primary: Increase spellcasting. Good Reflex saves. Cannot cast Earth related spells. Domain Benefits: [b]1st level[/b]: Rebuke/Command Air elementals. Turn/destroy Earth elementals. [b]6th level[/b]: You no longer need to breathe, making you immune to drowning, suffocation and inhaled toxins. [b]11th level[/b]: Once per day you may change into a Medium Air elemental. You gain all supernatural and extraordinary abilities of the form. [b]Animal Domain[/b] As Primary: Increase Spellcasting. Increase Fort saves Domain Benefits: Knowledge (Nature) and Survival are class skills [b]1st level[/b]: Animal Companion, as Druid [b]6th level[/b]: 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. [b]11th level[/b]: 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. [b]Chaos Domain[/b] As Primary: Increase Spellcasting, 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. 6th level: Cast all Chaos Domain spells at +2 Caster level. 11th level: Gain a +2 Divine bonus to AC and Saves against Lawful creatures. [b]Death Domain[/b]: As Primary: Increase Spellcasting. Cannot Cast Cure Spells. Domain Benefits: 1st 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. 6th level: You become immune to Energy drain 11th level: You become immune to all [Death] spells and effects. [b]Destruction Domain[/b] As Primary: Increase Spellcasting 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. 6th 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. 11th level: You gain a permanent +1 bonus to damage with melee attacks, ranged attacks, and spells that deal damage. [b]Earth Domain[/b] As Primary: Increase spellcasting. Increase Fort saves. Cannot cast Air spells Domain Benefits: 1st level: Rebuke/Command Earth Elementals. Turn/Destroy Air Elementals 6th level: When standing on earth or stone you cannot be bull rushed, trip or otherwise separated from the ground against your will. 11th 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. [b]Evil Domain[/b] As Primary: Increase spellcasting 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. [b]Fire Domain[/b] As Primary: Increase spellcasting. Increase Reflex saves. Domain Benefits: 1st level: Rebuke/Command Fire Elementals. Turn/Destroy Water Elementals. 6th level: Gain Fire Resistance 10 11th 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. [b]Good Domain[/b] As Primary: Increase Spellcasting. 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 6th level: Cast all Good Domain spells at +2 Caster level. 11th level: Gain a +2 Sacred bonus to saving throws and armor class against evil spells and creatures. [b]Healing Domain[/b]: As Primary: Increase Spellcasting. Increase Fort saves. 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. 6th 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. 11th 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 [b]Knowledge Domain[/b] As Primary: Increase Spellcasting. 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. 6th level: You gain the Bardic Knowledge ability accept you add half your Priest level + your Intelligence modifier to the roll. 11th 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. [b]Law Domain[/b] As Primary: Increase spellcasting 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. 6th level: Cast all Law Domain spells at +2 Caster Level 11th level: Gain a +2 divine bonus to armor class and saving throws against Chaotic spells and creatures. [b]Luck Domain[/b] As Primary: Increase spellcasting. Increase Ref saves. 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. 6th level: Gain a +1 luck bonus to all attacks, saves, and checks 11th level: You gain Evasion. [b]Magic Domain[/b] As Primary: Increase spellcasting 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. 6th level: You gain +1 caster level 11th level: Three times per day, you may automatically succeed on a dispel check when casting Break Enchantment, Dispel Magic, or Greater Dispel Magic [b]Plant Domain[/b] As Primary: Increase spellcasting. Increase Fort saves. 1st level: Rebuke or Command plant creatures 6th level: Woodland Stride as druid 11th level: Choose one plant creature of no greater than large size and no more than 10 hit dice. You may assume the form of that plant creature once per day for 10 minutes per level, as with a Polymorph spell. [b]Protection Domain[/b] As Primary: Increase spellcasting. Increase one saving throw. 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. 6th 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. 11th 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. [b]Strength Domain[/b] As Primary: Increase hit die to d8. Increase Fort save. Gain proficiency with medium and heavy armor, and one martial weapon of your choice. Domain Benefits: 1st level: Feat of Strength. Add your Priest level to your Strength score for one round as a free action. 6th level: Gain a +4 bonus to all Strength checks to open doors or break items, and to all Grapple checks. 11th level: Gain a +4 permanent Divine bonus to Strength. [b]Sun Domain[/b] As Primary: Increase spellcasting. Domain Benefits: Search and Spot are class skills. 1st level: Turn Undead 6th level: Greater Turning: Once a day you may automatically destroy any undead you would otherwise turn. 11th 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 10d6 damage against any target save undead who take and additional 50% damage. [b]Travel Domain[/b] As Primary: Increase spellcasting, Increase Reflex saves 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. 6th level: Your base land speed increase by 20 feet. This is a Divine bonus. 11th 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. [b]Trickery Domain[/b] As Primary: Increase spellcasting. Increase Reflex saves. Skill points increase to 4 per level. Domain Benefits: 1st level: Bluff, Disguise, Hide and Move Silently are class skills. Gain a +2 bonus to one of these skills. 6th level: You may use glibness once per day 11th level: Face Change: You may alter your appearance as with an Alter Self spell 3 times per day. [b]War Domain[/b] As Primary: Increase HD to d8. Gain proficiency with medium and 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. 6th 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 +2 HP 11th 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 +4 HP. [b]Water Domain[/b] As Primary: Increase Spellcasting. Increase Fort saves. Domain Benefits: 1st level: Rebuke or Command Water elementals. Turn or Destroy fire elementals. 6th level: You may breathe underwater freely, and gain a Swim speed of 30 feet. 11th 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. [b]Base Spell List:[/b] 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 Harm Heal 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 Harm 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 [b]A Priest who chooses a Primary Domain that increases Magic have the following changes to their base spell list.[/b] 8th level: Cure Serious Wounds, Mass Dimensional Lock Planar Ally, Greater Symbol of Death Symbol of Insanity 9th level: Astral Projection Gate Summon Monster 9 True Resurrection [b]Domain Spell Lists[/b]. [b]Air Domain Spells[/b] 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 [b]Animal Domain[/b] 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 [b]Chaos Domain[/b] 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) [b]Death Domain[/b] 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 [b]Destruction Domain[/b] 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 [b]Earth Domain[/b] 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) [b]Evil Domain[/b] 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) [b]Fire Domain[/b] 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 [b]Good Domain[/b] 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) [b]Healing Domain[/b] 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 [b]Knowledge Domain[/b] 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 [b]Law Domain[/b] 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) [b]Luck Domain[/b] 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 [b]Magic Domain[/b] 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 [b]Plant Domain[/b] 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 [b]Protection Domain[/b] 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 [b]Strength Domain[/b] 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 [b]Sun Domain[/b] 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) [b]Travel Domain[/b] 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 [b]Trickery Domain[/b] 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 [b]War Domain[/b] 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 [b]Water Domain[/b] 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 [/QUOTE]
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