Variant Cleric Class: Priest

Poltergeist

First Post
Here is a variant cleric idea on which I have been working. I have never really liked the armor wearing, mace swinging, able to turn undead version of the cleric and like the idea of a priest class that is more magic oriented and has more powers in tune with his or her god, rather than a universal "turn or rebuke undead" power. (Why would the god of wind turn undead???)

Essentially, the priest class receives reduced hit dice (d6), the wizard/sorcerer attack bonus, receives no armor or shield proficiencies, and cannot turn undead. In addition, they cast spontaneously from a list of "miracles known", granting a more limited spell selection but a greater number of spells per day. The protection offered to them by their deity grants them a wisdom bonus to armor class (like a monk) and, beginning at fourth level, their charisma bonus to saving throws.

Their domain "powers" are increased and as they level up and their faith increases, they are able to cast domain miracles more and more as an act of faith rather than in a spell like manner. Initially they are able to cast domain spells with no material component (expensive or rare material components require a sacrifice to be made to their god in an equivalent amount), and as their faith (level) increases domain spells are cast as if affected by the still spell, silent spell, and eventually quickened spell feats.

At any rate, here is the class. Thanks in advance for feedback!


Class Skills
The priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, each priest domain grants one or more additional skills that are considered class skills.
Skill points at first level: (4 + int modifier) X 4.
Skill points at each additional level: 4 + int modifier

Class Features
All of the following are class features of the priest.
Armor and Weapon Proficiency: Priests are proficient with all simple weapons and with the chosen weapon of their deity. They are not proficient with armor or shields. The use of armor or shields is considered a sign of lack of faith in the ability of the deity to protect his or her priest, resulting in loss of all miracles while the armor is worn.
Miracles: A priest works the will of his or her god in the form of miracles. Miracles are identical to divine spells except that a priest does not need to prepare miracles ahead of time. A priest may cast any miracle he or she knows at any time, subject to his or her maximum miracles per day. A priest may choose to give up a higher level slot to cast a lower level miracle if she chooses. For example, if Miranda, a priest of the God of healing, has used all her fourth level miracles but needs to cast cure critical wounds, she can sacrifice a fifth level miracle in order to do so.
A priest knows a limited number of miracles and cannot choose to “forget” one miracle to learn another.
Deity, Domains, and Domain miracles: Once a priest has chosen to serve a deity, he gains access to priest domains. Domains represent the specific areas of interest of a deity, granting additional miracles that may not be on the priest miracle list as well as granted powers that represent the priest’s connection to his deity. A priest chooses two domains from those of his deity. He adds the domain miracles from both domains to his miracles known list, and gains the granted powers and skills of both domains. In addition, domain miracles do not require a divine focus or material components. If a material component is extremely valuable or rare (noted in the spell description) the priest must make a sacrifice to his god of equal value. The exact nature of the sacrifice depends on the god.
Protection of Faith: The priest’s faith in his or her deity protects him or her in a very real way. Priests add their wisdom bonus to armor class. If a priest dons armor, this ability is negated until the armor is removed.
Combat Casting: The priest gains the combat casting feat at first level. This is in addition to the feat given to all first level characters.
Divine Protection: At 4th level, the priest adds his or her charisma bonus to all saving throws.
Still Domain: At 7th level, the priest’s faith and connection with the deity have become so profound that he or she can cast all domain miracles as if affected by the still spell metamagic feat. Doing so does not increase the casting level or casting time of the miracle. This ability has no affect on miracles that do not have a somatic component.
Third Domain: At 11th level, the priest can choose a third domain from those available to his or her deity. This domain grants all domain abilities, including addition of new class skills, addition of new miracles known, and the granted power.
Silent Domain: At 15th level, the priest gains the ability to cast all domain miracles as if affected by the silent spell metamagic feat. This ability does not increase the casting level or casting time of the miracle. This ability has no affect on miracles that do not include a verbal component.
Quickened Domain: At 20th level, the priest gains the ability to cast all domain spells as if affected by the quicken spell metamagic feat. Doing so does not increase the casting level or casting time of the miracle.

The Priest
Base Fort Ref Will
Level Att bonus Save Save Save
1 +0 +2 +0 +3
2 +1 +3 +0 +3
3 +1 +3 +1 +3
4 +2 +4 +1 +4
5 +2 +4 +1 +4
6 +3 +5 +2 +5
7 +3 +5 +2 +5
8 +4 +6 +2 +6
9 +4 +6 +3 +6
10 +5 +7 +3 +7
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8
13 +6/+1 +8 +4 +8
14 +7/+2 +9 +4 +9
15 +7/+2 +9 +5 +9
16 +8/+3 +10 +5 +10
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12


Priest Miracles Known


Level 0 1 2 3 4 5 6 7 8 9
1 4+d 2+d
2 5+d 2+d
3 5+d 3+d
4 6+d 3+d 1+d
5 7+d 4+d 2+d
6 7+d 5+d 3+d 1+d
7 7+d 5+d 3+d 2+d
8 8+d 5+d 3+d 2+d 1+d
9 8+d 5+d 4+d 3+d 2+d
10 9+d 5+d 4+d 3+d 2+d 1+d
11 9+d 5+d 5+d 4+d 3+d 2+d
12 9+d 5+d 5+d 4+d 3+d 2+d 1+d
13 9+d 5+d 5+d 4+d 4+d 3+d 2+d
14 9+d 5+d 5+d 5+d 4+d 3+d 2+d 1+d
15 9+d 5+d 5+d 5+d 4+d 3+d 3+d 2+d
16 9+d 5+d 5+d 5+d 5+d 4+d 3+d 2+d 1+d
17 9+d 5+d 5+d 5+d 5+d 4+d 3+d 3+d 2+d
18 9+d 5+d 5+d 5+d 5+d 4+d 4+d 3+d 2+d 1+d
19 9+d 5+d 5+d 5+d 5+d 5+d 4+d 4+d 3+d 2+d
20 9+d 5+d 5+d 5+d 5+d 5+d 5+d 4+d 3+d 2+d
d=Domain; the priest knows the domain miracles from his granted domains in addition to the number of miracles indicated for each level. A priest cannot know a miracle if its descriptor includes an alignment different than his own. For example, a good priest cannot cast protection from good as it is an evil spell. Additionally, summon monster spells are always cast as a spell of the casting priest’s alignment. Summoned monsters must be either the same alignment as the caster or up to one step away. For example, a neutral good priest can cast summon monster as a neutral good, lawful good, or chaotic good spell.


Priest Miracles per Day
Level
0 1 2 3 4 5 6 7 8 9
1 5 3
2 6 4
3 6 5
4 6 6 3
5 6 6 4
6 6 6 5 3
7 6 6 6 4
8 6 6 6 5 3
9 6 6 6 6 4
10 6 6 6 6 5 3
11 6 6 6 6 6 4
12 6 6 6 6 6 5 3
13 6 6 6 6 6 6 4
14 6 6 6 6 6 6 5 3
15 6 6 6 6 6 6 6 4
16 6 6 6 6 6 6 6 5 3
17 6 6 6 6 6 6 6 6 4
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 5

The priest may summon any known miracle a number of times daily per the table above. A priest does not need to prepare miracles ahead of time. Domain miracles count against the maximum miracles per level per day.


Domains

Air Domain: Priests who have access to the air domain are servants of gods of nature, weather, the sky, wind, birds, or elements. Examples of deities who would grant access to the air domain include Rhiannon or Hermes from mythology or Obad-Hai from the PHB.
· Domain Skills: Knowledge: Nature (int), Knowledge: Elementals (int), Bonus Language
· Granted Powers: Priests who have access to the air domain gain the granted power to rebuke or command birds/ avian creatures, and air elementals as an evil cleric commands or rebukes undead. The priest may use this ability a number of times daily equal to 3+ charisma modifier. Additionally, the priest gains the abilities of weather prediction and speak with creatures of the air.
· Weather Prediction: The priest can accurately predict weather based on wind patterns and sky watching. The prediction is accurate to two days per priest level. For example, a 10th level priest with access to the air domain can predict the weather accurately for up to 20 days.
· Speak with Creatures of the Air: The priest can speak with winged creatures and birds as if affected by the spell “Speak with Animals.” The priest can use this ability a total number of times daily equal to his wisdom modifier plus his class level.

Air Domain Miracles
0 Mage Hand
1 Feather Fall
2 Wind Wall
3 Gaseous Form, Gust of Wind
4 Air Walk
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Elemental Swarm (cast as air spell only)

Animal Domain: Priests who have access to the animal domain are servants of gods of wilderness, nature, animals, or the forest. Examples of deities that would grant access to the animal domain include Cernunnos and Pan from mythology and Ehlonna from the PHB.
· Domain Skills: Animal Empathy (cha), Handle Animal (cha), Knowledge: Animals (int)
· Granted Powers: Priests who have access to the animal domain gain the granted powers of rebuke or command animals, and resistance to animal poisons.
· Rebuke or Command Animals: A priest of the animal domain can rebuke or command normal animals, dire animals, beasts, and magical beasts as an evil cleric rebukes or commands undead. The priest can do this a number of times per day equal to 3 + charisma modifier.
· Resistance to animal poisons: Priests of the animal domain receive a bonus to their fortitude saving throws equal to their priest level against natural animal poisons, including those of snakes, insects, arachnids, and monsters. This bonus does not apply to plant poisons or poison gases.

Animal Domain Miracles
0 Detect Poison
1 Speak with Animals, Animal Friendship
2 Hold Animal
3 Dominate Animal
4 Repel Vermin
5 Commune with nature
6 Antilife Shell
7 Animal Shapes
8 Creeping Doom
9 Shapechange


Community Domain: Priests who have access to the community domain are servants of gods of home, hearth, the community, family, or patron gods of a specific town or city. Examples of deities that would grant access to the community domain include Minerva from mythology and Pelor from the PHB.
· Domain Skills: Healing (wis), Diplomacy (cha) Knowledge: Local (int)
· Granted Powers: Priests who have access to the community domain receive the feat Skill Focus: Diplomacy as a bonus feat. Any personal spell can be cast as a targeted spell with a range of touch. In addition they gain the ability to inspire courage.
· Inspire Courage: Once per day per priest level, the priest with the community domain can inspire courage in allies. This ability is identical to the bard ability inspire courage except that rather than inspiring allies through music, the priest accomplishes this through prayer.

Community Domain Miracles
0 Virtue
1 Bless
2 Calm Emotions
3 Prayer
4 Status
5 Healing Circle
6 Heroes’ Feast
7 Refuge
8 Mass Heal
9 Miracle

Death Domain: Priests with access to the death domain serve gods of death, the afterlife, the underworld, decay, disease, or magic. Note that the death domain is not evil per se, as cultural attitudes toward death determine whether a deity of death in a given region is likely to be viewed as evil, neutral, or good. Many gods of the afterlife are good or neutral. Examples of deities that would grant access to the death domain include Hel and Chiron from mythology and Wee Jas from the PHB.
· Domain Skills: Knowledge: Necromancy (int), Knowledge: Undead (int)
· Domain Powers: The priest with access to the death domain gains the power to either turn or rebuke undead. Good gods of death and the afterlife generally grant the power to turn undead while neutral or evil gods associated with magic, necromancy, decay, or disease generally grant the power to rebuke undead. Additionally, the priest with access to the death domain gains a +4 holy (or unholy) bonus to all saving throws versus death spells and effects, and gains a saving throw against effects even if the spell or death effect does not generally grant one.

Death Domain Miracles
0 Detect Undead
1 Cause Fear
2 Death Knell
3 Animate Dead (Evil or necromantic) or Negative Plane Protection (Good)
4 Wall of Bones
5 Slay Living
6 Create Undead (Evil or necromantic) or Raise Dead (good)
7 Destruction
8 Create Greater Undead (Evil or necromantic) or Resurrection (Good)
9 Wail of the Banshee

Divination Domain: Priests with access to the divination domain serve gods of divination, prophecy, fate, destiny, magic, the moon, fortune telling, and wisdom. Examples of deities that would grant access to the divination domain include Hecate, Apollo, and Isis from mythology, Wee Jas or Boccob from the PHB, or the GateKeeper from Kingdoms of Kalamar.
· Domain Skills: Knowledge: Omens and Portents (int), Scry (int)
· Domain Powers: Priests with access to the Divination domain gain the bonus feats Skill Focus: Sense Motive and Skill Focus: Scry. Additionally, divination priests cast all divinations at +2 caster levels for determination of all effects.

Divination Domain Miracles
0 Detect Magic, Detect Poison, Know Direction
1 Identify, Comprehend Languages
2 Augury, Detect Thoughts
3 Divination, Locate Object
4 Scrying, Discern Lies
5 Commune, True Seeing
6 Legend Lore, Find the Path
7 Greater Scrying, Find the Path
8 Discern Location, Vision
9 Foresight

Earth Domain: Priests with access to the earth domain serve deities who govern elements, elementals, earth, caverns, soil, agriculture, gems, stones, and metals. Examples of deities who would grant access to the earth domain include Obad-Hai from the PHB.
· Domain Skills: Knowledge: Nature (int), Knowledge: Elements and Elementals (int), Wilderness Lore (int)
· Domain Powers: Priests with the earth domain gain the ability to rebuke or command earth elementals and creatures from the elemental plain of earth as an evil cleric rebukes or commands undead. The priest may do this a number of times a day equal to 3 + charisma modifier. In addition, priests with access to the earth domain receive the dwarven racial ability of Stonecunning, and gain a +2 on appraise checks when dealing with gems, precious metals, or stonework items. Priests of the earth domain gain a +2 supernatural bonus to saving throws to any earth/stone/metal based spells that allow saving throws.

Earth Domain Miracles
0 Mending
1 Magic Stone
2 Soften Earth and Stone
3 Stone Shape
4 Stoneskin
5 Wall of Stone
6 Ironwood
7 Earthquake
8 Iron Body
9 Elemental Swarm (cast as earth spell only)

Evil Domain: Priests with access to the evil domain serve gods of evil alignment, death, necromancy, disease, hatred, vice. This domain is also available to republicans. Examples of deities who would give access to the evil domain include Nerull from the PHB and The ViceLord from Kingdoms of Kalamar. Essentially, this domain would be available to any priest of a deity with evil alignment.
· Domain Skills: Priests with access to the evil domain gain Bluff (cha) and Intimidate (cha) as class skills. Bonus Language: Abyssal or Infernal.
· Domain Powers: Priests with access to the evil domain gain the ability to rebuke or command undead as an evil cleric does. This power is usable a number of times per day equal to 3 + charisma modifier. In addition, all miracles with the “evil” descriptor are cast as if the caster were 2 levels higher. Miracles with the “evil” descriptor are treated as if they are affected by the feats Spell Focus (+2 DC) and Spell Penetration (+2 to overcome spell resistance).

Domain Miracles
0 Inflict Minor Wounds
1 Protection from Good
2 Desecrate
3 Magic Circle Against Good
4 Unholy Blight
5 Dispel Good
6 Create Undead
7 Blasphemy
8 Unholy Aura
9 Summon Monster IX (Cast as evil spell only)


Fire Domain: Priests with access to the fire domain serve deities of fire, flame, warmth, inspiration, purification, love/passion, light, spring, summer, nature, and the elements. Examples of deities that would give access to the sun domain include Ra and Apollo from mythology and Pelor from the PHB.
· Domain Skills: Knowledge: Elements and Elementals (int), Knowledge: The Planes (int)
· Domain Powers: Priests with the fire domain gain the ability to rebuke or command fire elementals and creatures from the elemental plane of fire as an evil cleric rebukes or commands undead. This ability is usable a number of times daily equal to 3 + charisma modifier. Additionally, the priest adds a +1 holy bonus to all saving throws made against fire, flame, and heat based spells, and casts all fire based spells at +1 effective caster level for all level based effects.

Fire Domain Miracles
0 Light
1 Burning Hands
2 Produce Flame
3 Fire Wings
4 Wall of Fire
5 Flame Strike
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Elemental Swarm (Cast as a fire spell only)

Fate Domain: Priests with access to the fate domain serve deities whose spheres of influence include fate, fortune, luck, chance, destiny, and prophecy. Examples of deities that would give access to the Fate Domain include the Three Fates, Bast, and Nike from mythology, Flarnaghn from the PHB, and the Empress from Kingdoms of Kalamar.
· Domain Skills: The broad nature of fate and destiny allows the priest with access to the fate domain to choose any two skills as class skills.
· Domain Powers: The fate domain grants the priest the powers of good fortune. Once per day, the priest may add his wisdom modifier plus half his class level to any single roll. This must be declared before the role is actually made. Additionally, the priest gains a plus one luck bonus to all saving throws.

Fate Domain Miracles
0 Resistance
1 Entropic Shield
2 Aid
3 Prayer
4 Freedom of Movement
5 Break Enchantment
6 Contingency
7 Spell Turning
8 Holy Aura
9 Miracle

Fury Domain: Priests with access to the Fury Domain serve gods of justice, retribution, war, defense, vengeance, rage, and strength. Examples of deities that would grant access to the Fury domain include Athena and Lugh from mythology and Heironious and Hextor from the PHB.
· Domain Skills: The Fury domain grants no particular skills. Instead, the priest may choose any two additional skills as class skills.
· Domain Powers: The fury domain grants the priest the power to smite foes. Once per day per point of positive wisdom modifier, the priest may grant a bonus to hit and damage equal to his wisdom modifier to himself or another character. granting this power to another character is a standard action that does not provoke an attack of opportunity and has a range of 30 feet. This is a holy bonus and lasts a number of round equal to half the priest's wisdom modifier. In addition, the fury domain grants the bonus feat of Weapon Focus with the deity's chosen weapon.

Fury Domain Miracles
0 Inflict Minor Wounds
1 Weapon Bless
2 Spiritual Weapon
3 Castigate
4 Shout
5 Flame Strike
6 Blade Barrier
7 Power Word, Stun
8 Power Word, Blind
9 Power Word, Kill

Good Domain: Priests with access to the good domain serve gods of good, family, love, community, mercy, kindness, healing, and protection. Examples of deities that would grant access to the good domain include Athena and Apollo from mythology and Pelor from the PHB.
· Domain Skills: Priests with the good domain receive Diplomacy (cha) and Healing (wis) as class skills, as well as the bonus language Celestial.
· Domain Powers: Priests of the good domain cast all spells with the “good descriptor” as if two levels higher for all effects determined by level. Additionally, they gain the ability to detect evil like a paladin a number of times daily equal to their wisdom modifier and receive a +2 holy bonus to all saving throws against spells or spell like effects cast by those of evil alignment. They receive a +2 DC to the saving throws of all spells cast against those of evil alignment.

Good Domain Miracles
0 Resistance
1 Protection from Evil
2 Consecrate
3 Magic Circle Versus Evil
4 Holy Smite
5 Dispel Evil
6 Forbiddance
7 Holy Word
8 Holy Aura
9 Summon Monster IX (Cast as a good spell only)

Healing Domain: Priests with access to the healing domain serve deities of healing, good, love, protection, community, the family, childbirth, the moon, the sun, motherhood, or nature. Examples of deities that would grant access to the healing domain include Dianchect, Brigid, Cerridwen, and Odin from mythology, Pelor and Ehlonna in the PHB, and the Pure One from the Kingdoms of Kalamar.
· Domain Skills: Priests of the healing domain gain access to Heal (wis) as a class skill.
· Domain Powers: Priests of the healing domain receive the bonus feat Skill Focus: Heal and cast all healing domain spells as if one level higher for all effects determined by level. In addition, priests with access to the healing domain gain the supernatural ability of Healing Touch.
· Healing Touch: The healing domain grants the priest the ability to heal herself or others a number of hit points daily equal to her wisdom bonus multiplied by half her priest level. These points may be divided up as the priest chooses, being used all at once or spread out among multiple parties. Using the healing touch is a standard action that does not provoke an attack opportunity.

Healing Domain Miracles
0 Cure Minor Wounds
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds, Remove Disease
4 Cure Critical Wounds, Neutralize Poison
5 Healing Circle
6 Heal
7 Regenerate
8 Mass heal
9 True Resurrection



Love Domain: Priests with access to the love domain serve deities whose spheres of influence include love, community, compassion, the family, the moon, the ocean, poetry and song, beauty, and enchantment. Examples of deities that would give access to the love domain include Aphordite, Rhiannon, and Freya from mythology, and the Pure One from Kingdoms of Kalamar.
· Domain Skills: Priests with access to the love domain receive bluff (cha), diplomacy (cha), and heal (wis) as class skills.
· Domain Powers: Priests with access to the love domain receive the bonus feat of Spell Focus: Enchantment. Additionally, they gain the abilities of Sense Emotion, a +2 holy bonus to all charisma based skills, and a +1 inherent bonus to charisma.
· Sense Emotion: Once per day per positive point of wisdom bonus the priest of love can sense the true emotions a sentient being feels regarding another person, object, idea, or thing. Doing so is a standard action that does not provoke an attack of opportunity. The priest must declare the topic he or she is sensing emotions about prior to using the ability. Only strong emotions may be sensed (love, hate, lust, obsession, revulsion, etc.) This ability can also be used to sense if someone is under the influence of a charm or an enchantment as the emotions they are feeling are not genuine. (i.e.-"The prince thinks he loves her but he does not truly...there is magic at work here.")

Love Domain Miracles
0 Daze
1 Charm Person
2 Hold Person
3 Suggestion
4 Emotion
5 Dominate Person
6 Heroes’ Feast
7 Otto’s Irresistible Dance
8 Sympathy
9 Miracle

Magic Domain: Priests who have access to the magic domain are servants of deities whose spheres of influence include magic, mysticism, arcana, illusion, necromancy, the moon, enchantment, or wisdom. Examples of deities who would grant access to the magic domain include Hecate and Isis from mythology, Wee Jas or Boccob from the PHB, and the GateKeeper from Kingdoms of Kalamar.
· Domain Skills: Priests of magic gain access to Knowledge: Arcana and Read/Speak Language as class skills.
· Domain Powers: Priests of the magic domain can use wands, scrolls, staves, and other magical items with spell completion or spell trigger activation as a wizard of 2/3 their priest level (minimum of 1st level.) Additionally, they gain the ability to detect magic a number of times daily equal to their wisdom modifier and the ability to read magic a number of times daily equal to their wisdom modifier. These are supernatural abilities that may be performed as a standard action and do not provoke an attack of opportunity. They receive a +1 divine bonus to all saving throws versus spells.

Magic Domain Miracles
0 Resistance
1 Magic Missile, Identify
2 Invisibility
3 Dispel Magic
4 Polymorph Self
5 Greater Dispelling
6 Analyze Dweomer
7 Limited Wish
8 Polymorph Any Object
9 Shapechange


Moon Domain: Priests with access to the moon domain serve deities who spheres of influence include the moon, women’s mysteries, sleep, dreams, protectors of the night, child birth, magic, enchantment, love, illusions, and divination. Moon deities are frequently tireless opponents of lycanthropes. Examples of deities who would grant access to the moon domain include Diana, Artemis, or Cerridwen from mythology.
· Domain Skills: Priests of the moon domain receive Knowledge: Nature (int), Heal (wis), and Scry (int) as class skills.
· Domain Powers: Priests of the moon domain gain the abilities to turn or destroy lycanthropes as a good cleric turns or rebukes undead. The priest may do this a number of times per day equal to 3+ his charisma modifier. Additionally, priests of the moon gain the abilities of night vision, moon magic, and a +4 holy bonus to resist the effects of lyncanthropy.
· Night Vision: Moon priests who do not have lowlight vision due to race receive the supernatural ability of lowlight vision. Those that do have lowlight vision racially have the range of lowlight vision doubled. Races with darkvision who choose the moon domain have the range of their darkvision increased by 50% (60 foot darkvision becomes 90 foot darkvision).
· Moon Magic: Depending on the phase of the moon, the priest gains special abilities. During the waxing moon, all healing spells (those with the word “cure” in the descriptor) are cast at +1 caster level for all effects determined by caster level. During the full moon, the priest casts all divination spells at +2 caster levels for all effects determined by caster level. During the waning moon, the priest casts all necromantic spells at +1 caster level for all effects determine by caster level.

Moon Domain Miracles
0 Light
1 Faerie Fire
2 Deeper Darkness
3 Control Water
4 Emotion
5 Dream, Nightmare
6 True Seeing
7 Shadow Walk
8 Discern Location
9 Foresight

Plant Domain: Priests with access to the plant domain serve deities whose spheres of influence include wilderness, agriculture, nature, plants, trees, the spring, and herbalism. Examples of deities that would grant access to the plant domain include Cernunnos, Pan, and Dionysus from mythology and Obad-Hai or Ehlonna from the PHB.
· Domain Skills: Knowledge: Nature (int), Wilderness Lore (wis)
· Domain Powers: Priests with access to the plant domain gain the ability to rebuke or command plant creatures as an evil cleric rebukes or commands undead. This ability can be used a number of times equal to 3 + charisma modifier. Additionally, the priest of the plant domain gains the ability of woodland stride. This is identical to the druid power of the same name. Priests of the plant domain are immune to plant based poisons and receive a +1 divine bonus to all saving throws versus plant effects, spells, or attacks in which a plant is directly affecting the character. (For example, an entangle spell.)
Plant Domain Miracles
0 Purify Food/Drink
1 Entangle
2 Barkskin
3 Plant Growth
4 Control Plants
5 Wall of Thorns
6 Repel Wood
7 Changestaff
8 Command Plants
9 Shambler

Protection Domain: Priests with access to the protection domain serve deities whose spheres of influence include war, protection, good, community, love, home and hearth, and the sun. Examples of deities that would grant access to the protection domain include Athena and the Morrigan from mythology and Heironeous from the PHB.
· Domain Skills: Priests with access to the protection domain receive listen (wis) and spot (wis) as class skills.
· Domain Powers: Priests with access to the protection domain gain the granted powers of protective ward, sense danger, and divine protection.
· Protective Ward: Once per day per 2 points of positive wisdom modifier, the priest can create a protective ward. The protective ward grants a bonus to the targets next saving throw equal to the priest’s class leveland has a duration of 1 hour or until discharged. Creating the protective ward is a standard action that does not provoke an attack of opportunity and has a range of 30 feet.
· Sense Danger: The priest receives a +2 holy bonus to all listen, sense motive, and spot checks that are used to notice/determine the presence of danger.
· Divine Protection: The priest receives a +1 holy bonus to armor class and all saving throws.

Protection Domain Miracles
0 Resistance
1 Shield of Faith
2 Protection from Arrows
3 Magic Circle against Good/Evil/Law/Chaos
4 Stoneskin
5 Greater Dispelling
6 Antimagic Field
7 Repulsion
8 Mind Blank
9 Prismatic Sphere

Prowess Domain: Priests with access to the prowess domain serve gods of excellence, perfection, competition, hunting, strength, and sportsmanship. Examples of deities that would grant access to the prowess domain include Athena, Zeus, and Sif from mythology and Kord from the PHB.
· Domain Skills: Priests of the prowess domain receive climb (str), jump (str), and swim (str) as additional class skills.
· Domain Powers: Once per day per positive point of wisdom modifier, the priest may perform a miracle of prowess, granting him or her a bonus to strength, dexterity, or constitution equal to half her class level. This effect lasts one round per point of positive wisdom modifier.

Prowess Domain Miracles
0 Virtue
1 Expeditious Retreat
2 Bull’s Strength
3 Cat’s Grace
4 Freedom of Movement
5 Spell Resistance
6 Tenser’s Transformation
7 Bigby’s Grasping Hand
8 Bigby’s Clenched Fist
9 Bigby’s Crushing Hand

Sun Domain: Priests of the sun domain serve deities whose spheres of influence include the sun, fire, nature, summer, the seasons, good, protection, healing, agriculture, and nature. The sun is the bane of necromancy and undeath, so priests of the sun are generally tireless opponents of these forces. Examples of deities who would grant access to the sun domain include Apollo and Ra from mythology and Pelor from the PHB.
· Domain Skills: Priests of the sun domain receive Heal (wis) as a class skill.
· Domain Powers: All spells with light/sun effects have double the radius and duration when cast by a priest of the sun. Priests of the sun turn or destroy undead as a good cleric does, and may attempt to turn undead a number of times a day equal to 3 + his charisma modifier. Additionally, the priest receives a +1 holy bonus against all saving throws made to avoid level draining or characteristic draining effects such as a wight’s level draining attack or the spell enervation.


Sun Domain Miracles
0 Light
1 Faerie Fire
2 Daylight
3 Searing Light, Negative Plane Protection
4 Restoration
5 Flame Strike
6 Fire Seeds
7 Sun Beam
8 Sun Burst
9 Miracle

Travel Domain: Priests with access to the travel domain serve deities of travel, roads, nomads, wandering, and patrons of those who travel frequently such as bards, messengers, merchants, and questing nights. Additionally, deities whose work requires travel (such as deities who protect a large forest) or deities whose sphere of influence would allow them to "see" everywhere at once (such as a moon or sun deity) may grant this domain. Examples of deities who would grant access to the travel domain include Hermes and Diana from mythology, Flarnaghn from the PHB, and the Traveler from Kingdoms of Kalamar.
· Domain Skills: Priests of travel gain access to Knowledge: Geography (int), Ride (dex), and Wilderness Lore (wis) as class skills.
· Domain Powers: For a total of one round per day per priest level, the priest of travel may ignore any magical effect that would impede movement such as the spells web, entangle, or slow. This ability takes effect as soon as it applies and lasts until it runs our or is no longer needed. The total rounds that may be used per day may be divided up among several incidences. Additionally, the priest of travel receives a +10 bonus to her base movement rate, and receives the bonus feat Mobility with all prerequisites waived.

Travel Domain Miracles
0 Know Direction
1 Expeditious Retreat
2 Pass Without Trace
3 Fly
4 Dimension Door
5 Passwall
6 Find the Path
7 Teleport Without Error
8 Phase Door
9 Astral Projection

Trickery Domain: Priests with access to the trickery domain serve deities whose spheres of influence include illusion, magic, the moon, thieves, the night, tricksters, and jesters. Deities who would grant access to the trickery domain include Coyote, Hecate, and Loki from mythology and Garl Glittergold from the PHB.
· Domain Skills: Bluff (cha), Disguise (cha), Hide (dex), Move Silently (dex)
· Domain Powers: Priests of the trickster gain a +2 divine bonus to all class skills. Additionally, they gain a +2 divine bonus to all saving throws against divination spells cast upon them. If a divination spell would not normally receive a saving throw, the priest of the trickster receives a will save. Success means the divination fails.

Trickery Domain Miracles
0 Daze
1 Change Self
2 Invisibility
3 Major Image
4 Confusion
5 Seeming, False Vision
6 Mislead
7 Screen, Shadow Walk
8 Polymorph Any Object
9 ShapeChange

Water Domain: Priests of the water domain serve deities whose spheres of influence include water, oceans, streams, rain, weather, the moon, and the tides. Examples of deities who would grant access to the water domain include Poseiden and Mannan Mac Lir from mythology and Obad-Hai from the PHB.
· Domain Skills: Knowledge: Nature (int), Swim (str), Bonus Language: Aquan.
· Granted Powers: Rebuke or command aquatic animals, including dire animals, aquatic beasts, and magical aquatic beasts as an evil cleric rebukes or commands undead. The priest may use this ability a number of times per day equal to 3 + his charisma modifier. The priest of water has a base swimming speed of 30 feet, can make a run maneuver while swimming provided it is in a straight line, and does not need to make a skill check to swim under normal circumstances. A swim check is required to perform exceptional maneuvers while swimming or to swim under difficult circumstances and the priest receives a +8 holy bonus to these checks. Additionally, the priest can speak with aquatic animals as if affected by the speak with animals spell cast at his priest level a number of times daily equal to his wisdom modifier.

Water Domain Miracles
0 Create Water
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing, Water Walk
4 Control Water, Wall of Ice
5 Ice Storm
6 Cone of Cold
7 Control Weather
8 Horrid Wilting
9 Elemental Swarm (cast as a water spell only)

Weather Domain: Priests with access to the weather domain serve gods of weather, the sky, storms, thunder, lightning, rain, agriculture, and the oceans. Examples of deities who would grant access to the weather domain include Zeus and Thor from mythology and Obad-Hai from the PHB.
· Domain Skills: Knowledge (nature) (int), Wilderness Lore (wis)
· Domain Powers: Priests of the weather domain can predict weather accurately a number of days in advance equal to their wisdom bonus plus their class level. Weather priests receive a +2 holy bonus to all saving throws versus weather type effects (including spells such as lightning and chain lightning), and are able to move through poor weather conditions without any penalty to their movement rate.

Weather Domain Miracles
0 Flare
1 Shocking Grasp, Fog Cloud
2 Chill Metal, Call Lightning
3 Lightning Bolt, Gust of Wind
4 Sleet Storm, Ice Storm
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Storm of Vengeance
 
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Cool I was thinking along similar lines and was working on this too. I hadn't included the metamagic feats in my version but I did include Lay on Hands (as per Paladin) and a new Voice of Authority Ability

Voice of Authority:
Fulled with the Authority of her god the priest speaks with a voice that all others a wont to obey.
Starting at level 2 and every 3 levels thereafter (5,8,11,14) the priest may select an ability from the following list and use it in addition to other miracles known
Calm -as per Calm Emotions Spell
Turn/Rebuke Undead
Inspire Courage-as per Bard ability
Charm Other- as per Charm Monster spell
Command Outsider - Outsiders are bound to do the Priests bidding provided that it is not contrary to the creatures nature
 


Hey, that looks great. I like the feeling you've given them.

One question on this for the Trickery Domain:

Domain Powers: Priests of the trickster gain a +2 divine bonus to all class skills.

Did you possibly mean +2 to domain skills? Out of all of them, this was the only one that caught my eye as a bit high powered.

I wracked my brain trying to come up with some domain skills for Fury. I couldn't. What do you think about giving them a type of rage power rather than smiting?

Kudos.

The Crimster
 


Did you possibly mean +2 to domain skills? Out of all of them, this was the only one that caught my eye as a bit high powered.

You are absolutely correct...it should read domain skills!

You created new domains, but why changing that much a domain ? The spells list in PHB is playtested.

My goal was to make domains more powerful in exchange for the things the priest was giving up. Essentially, I wanted the domains to reflect a very core and central part of the priest rather than being one extra spell he could cast per day. As he casts from a "miracles known" list rather than the full spell list, the domain miracles are one's he will use throughout his career. Additionally, I attempted to make certain that the domain spell list would cover what that sort of priest should be able to do...again, part of this was due to the fact that the priest will *not* have access to the full cleric spell list. I also attempted to balance the domains out to an extent...those that have more spells listed, or spells that are more likely to be useful on a regular basis are intended to have less impressive granted powers while those domains that have spells that are likely to be useful in more specialized circumstances have more spells added to the domain list or more impressive granted powers. Keep in mind the domain list for this priest adds to "miracles known" *only*...he does not get additional spells per day but rather has the domain spells added to the miracles known list and casting these counts against his maximum miracles per day.

Thanks for the feedback!
 


My philosophy when writing house rules is to do as little work (an therefore change as little) as possible to keep the needed playtesting to a minimum (preferably as close to none as possible).

By looking at the class, I'm going to assume you have OA (it looks alot like a shugenja - which is one of two excellent choices for making a less combat oriented priest class IMO, with the other being the Shaman). In case you don't, your base statistics (Saves, BAB, HD, Spells per day, and Spells known - with an exception I noted below) are identicle to that class, so it is a good playtested class to make comparisons with.

One thing that does strike me is that they know even more spells than the Shugenja (which is a major point of balance in the prepared vs spontaneous arcane spellcasters, I'd assume that the same would apply to divine spellcasters), can cast the same number of spells per day and have more special abilities (the Shugenja has two relatively minor abilities). I think that Combat Casting and Divine Protection are both far superior to the Shugenja's Element Focus and Sense Elements abilities. In addition, by the time this character is 20th level all domain spells are Still, Silent and Quickened at no cost. Plus they gain 3 domain powers that the Shugenja never gets (they get school spells that provide no special abilities at all).This could be a balance nightmare if the domain spells are too powerful. Keep in mind that at high level domain spells will be used more often than the rest because of their inherent power, possibly to the exclusion of other spells.

So, without comparing spell lists, this class is far overpowered when compared to the Shugenja (which is balanced with the core classes in the PHB). The one saving grace of this class is that it does use a spell list (I'm taking your word for it, anyway) that is weaker than the cleric, where the Shugenja uses a more powerful spell list (again, in case you don't have OA, it is close to being on par with the druid IMO, with a slight tendency to be more powerful). Anyway, here are a few recomendations to consider:

1) Limit the number of times per day each ability can be used to 3+ cha bonus or something similar (or maybe 1+wis+cha bonus)
2) drop the metamagic abilities and strengthen the base spell list or available domain spell lists
3) Be very careful of the power of the spell introduced as domain spells, possibly using weaker spells at higher levels to compensate.
4) Follow the Shujenja school pattern and don't provide domain powers for the domains.
5) Require that all spells have a divine focus (like the Shugenjas prayer scrolls) without which the cannot cast any spells.
 
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Thanks for the input! I did utilize the shugenga model extensively to come up with the spells per day/spells known progression. However, I felt some of the balancing factor occured based on the spell list...the priest will have the cleric spell list, plus whatever domain spells are known, to choose from which is more limited than the shugenga list in terms of "damage" type spells. Additionally, cleric spells tend to have shorter durations and less "direct" impact than shugenga or druid spells.

Also, remember that a shugenga can decide to take armor proficiency feats and wear armor if they so choose. OA states that they wouldn't tend to do this, but this becomes the old saw about balancing a functional advantage with a role playing disadvantage. If a priest chooses to don armor, he or she loses the protection of faith ability and cannot cast any miracles while the armor is worn which effectively means that wearing armor would cripple the character.

With that in mind, protection of faith became a necessary addition for a couple of reasons: 1) There are no long duration, low level armor class increasing spells on the cleric list (i.e.-Mage armor) which would leave priests sitting ducks. While they can cast magic vestment starting at fifth level (provided they chose it as a known spell) this spell is designed to stack with armor rather than replace it so the AC bonus is initially much lower than a spell like mage armor 2) many priest spells, especially healing spells, have to be cast up close and personal in the field of battle so they cannot compensate for low armor class by staying "out of the thick of it" like a wizard/sorcerer may choose to do. Additionally, the use of "protection from arrows" can allow a wizard or sorcerer to cast from a distance, avoiding melee combat, and becoming nigh on immune to ranged attacks. Priests get no equivalent spell.

I increased the spells known slightly in an attempt to balance against the cleric class. Keep in mind that though clerics have to prepare spells ahead of time their ability to spontaneously cast healing spells by sacrificing a prepared spell of the same level gives them a spell casting edge over other casters who prepare spells.

Another part of the balance game became the fact that the shugenga spell list is (in my eyes, at least) more powerful than the cleric spell list. Due to this, an increase in spells known was done to address the varying powers of the spell list. Additionally, I would tend to disagree that the OA classes are balanced against the core classes. While I love many things about OA, many of the classes seem underpowered to me while many of the monsters listed in the book seem overpowered for their CR level making me question what kind of play testing was done.

My primary effort is to balance the priest versus the cleric, to be used either as another core class to allow more casting flavored priests in a campaign that includes clerics, or used as an alternative to clerics in a campaign that does not.

When I stack this class against the cleric class:
1) Priest has no armor or shield proficiency while cleric is proficient in all armor types and shields.
2) Cleric has access to the full cleric spell list while the priest knows a limited number of miracles and can cast spontaneously from this list.
3) While a cleric cannot cast completely spontaneously, he or she can spontaneously cast heal or harm spells (depending upon alignmnt) which increases casting versatility when compared with other "prepared spell casters."
4) Priest can cast a greater number of spells per day than cleric but gains access to higher level spells more slowly.
5) Priests get one more domain than clerics (at higher levels.) However, domains do not increase spells per day, only miracles known. Therefore, the number of spells per day a priest can cast above a clerics is actually quite small when you add a clerics domain spells to his or her spells per day.
6) Priests gain a wisdom bonus to AC but cannot wear any armor or use shields. In a priest with a very high wisdom, this will grant an AC bonus of +4 or so...at higher levels this could conceivably increase to +6. A cleric can wear heavy armor, granting an AC bonus of +10 (full plate/shield) regardless of stats resulting in general in much better AC.
7) Priest gets poorer BAB and reduced hit dice.
8) Priest cannot turn undead automatically unless it is a domain power.
9) Priest gets one bonus feat (combat casting), and virtual meta magic feats that affect domain spells only.

All in all, the goal is to create a less combat oriented, more casting oriented priest. Does it make a bit more sense when I break the "balance equation" down that way? Again, thanks everyone for the input!
 

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