Cleric Domains Abounding: Ideas and Revisions [Archive] - Wizards Community

Post/Author/DateTimePost
Levism84

07-13-04, 02:02 PM
I was disheartened by the limited domains available to the cleric (only 50 or so...yeah… “limited” in my own weird skewed idea of what availability means), and sought out to see if I couldn’t add some from my own head and also revise some to make them into more versatile domains.

Gods save me…

Here we go:

Domains normally available from the Players Hand Book, Complete Warrior Hand Book, Modified from Oriental Adventures to be usable by clerics, Book of Exalted Deeds, and the Book of Vile Darkness.
- Air, Ancestor, Animal, Bestial, Celestial, Chaos, Community, Corruption, Courage, Darkness, Death, Demonic, Destruction, Diabolic, Earth, Endurance, Evil, Fate, Fey, Fire, Fury, Glory, Good, Greed, Guardian, Healing, Herald, Hero, Joy, Knowledge, Law, Luck, Magic, Metal, Nobility, Pain, Planning, Plant, Pleasure, Protection, River, Stone, Strength, Sun, Travel, Tyranny, Trickery, War, Wood, and Wrath.

Domains Modified from the Prestige Domains found in Defenders of the Faith (minus the glory and community prestige domains). Any spell with a * is from Defenders of the Faith.

Beastmaster Domain
Deities: Ehlonna, Obad-Hai.
Granted Power: Speak with animals once per day per point of charisma modifier you have (minimum once per day even with a penalty to Charisma). This is a supernatural ability.
Beastmaster Domain Spells: 1) Animal Friendship, 2) Beastmask*, 3) Animal Trance, 4) Bear’s Heart*, 5) Animal Growth, 6) Summon Nature’s Ally III, 7) Animal Shapes, 8) Summon Nature’s Ally IV, 9) Shapechange.

Celerity Domain
Deities: Fharlanghn, Olidammara.
Granted Power: +10-foot speed increase when in light armor.
Celerity Domain Spells: 1) Blur, 2) Cat’s Grace, 3) Air Walk, 4) Haste, 5) Tree Stride, 6) Wind Walk, 7) Mass Haste, 8) Blink, 9) Time Stop.

Creation Domain
Deities: Corellon Larethian, Garl Glittergold, Moradin, Obad-Hai, Pelor, Vecna, Yondalla.
Granted Power: Cast Conjuration (creation) spells at +1 caster level.
Creation Domain Spells: 1) Create Water, 2) Minor Image, 3) Create Food and Water, 4) Minor Creation, 5) Major Creation, 6) Heroes’ Feast, 7) Permanent Image, 8) True Creation*, 9) Genesis*.

Domination Domain
Deities: Gruumsh, Hextor, St. Cuthbert, Wee Jas.
Granted Power: You gain the Spell Focus (Enchantment) feat.
Domination Domain Spells: 1) Command, 2) Enthrall, 3) Suggestion, 4) Dominate Person, 5) Greater Command, 6) Geas/Quest, 7) Mass Suggestion, 8) True Domination*, 9) Monstrous Thrall*.

Exorcism Domain
Deities: Corellon Larethian, Heironeous, Kord, Moradin, Pelor.
Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check (1d20 + your Charisma modifier) and consult Table 8-16, page 140 of the Player’s Hand Book, using your cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for one day. Using this ability counts as one of your uses of turning undead.
Exorcism Domain Spells: 1) Protection from Evil, 2) Magic Circle against Evil, 3) Remove Curse, 4) Dismissal, 5) Dispel Evil, 6) Banishment, 7) Holy Word, 8) Holy Aura, 9) Unbinding*.

Inquisition Domain
Deities: Heironeous, Moradin, St. Cuthbert.
Granted Power: Gain a +2 bonus on all dispel checks.
Inquisition Domain Spells: 1) Detect Evil, 2) Zone of Truth, 3) Detect Thoughts, 4) Discern Lies, 5) True Seeing, 6) Forbiddance, 7) Dictum, 8) Holy Aura, 9) Trap the Soul.

Mind Domain
Deities: Boccob, Vecna, Wee Jas.
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
Mind Domain Spells: 1) Comprehend Languages, 2) Detect Thoughts, 3) Lesser Telepathic Bond*, 4) Discern Lies, 5) Rary’s Telepathic Bond, 6) Probe Thoughts*, 7) Brain Spider*, 8) Mind Blank, 9) Weird.

Mysticism Domain
Deities: Any good or evil deity.
Granted Power: You apply your Charisma modifier (if positive) as a bonus on all saving throws. IF you already have this ability (for example, from ranks in paladin), you add +1 to the bonus.
Mysticism Domain Spells: 1) Divine Favor, 2) Spiritual Weapon, 3) Lesser Aspect of the Deity*, 4) Weapon of the Deity*, 5) Righteous Might, 6) Aspect of the Deity*, 7) Blasphemy/Holy Word*, 8) Holy Aura/Unholy Aura*, 9) Greater Aspect of the Deity*.
Pestilence Domain
Deities: Erythnul, Hextor, Nerull, Wee Jas.
Granted Power: Immunity to the effects of all diseases, though you can still carry infectious diseases.
Pestilence Domain Spells: 1) Doom, 2) Summon Monster II (1d3 fiendish dire rats), 30 Contagion, 4) Poison, 5) Plague of Rats*, 6) Cures of Lycanthropy*, 7) Scourge*, 8) Create Greater Undead, 9) Otyugh Swarm*.

Summoning Domain
Deities: Any.
Granted Power: You cast summon monster spell at twice your caster level, increasing the range and duration of the spell.
Summoning Domain Spells: 1) Summon Monster I, 2) Summon Monster II, 3) Summon Monster III, 4) Lesser Planar Ally, 5) Summon Monster V, 6) Planar Ally, 7) Summon Monster VII, 8) Greater Planar Ally, 9) Gate.

A couple homemade domains:

Forsaken Domain
Deities: St. Cuthbert, Vecna, Wee Jas.
Granted Power: Can use invisibility as a spell-like ability once per day with a caster level equal to your cleric level.
Forsaken Domain Spells: 1) Doom, 2) False Life, 3) Vampiric Touch, 4) Bestow Curse, 5) Nightmare, 6) Eye Bite, 7) Insanity, 8) Clone, 9) Refuge.

Unknown Domain
Deities: Fharlanghn, Garl Glittergold, Kord, Obad-Hai, Vecna.
Granted Power: You are under the constant effect of the nondetection spell of a caster level equal to your cleric level. Any effect that would dispel the nondetection only suppresses it for one round.
Unknown Domain Spells: 1) Disguise Self, 2) Invisibility, 3) Nondetection, 4) Greater Invisibility, 5) Mirage Arcana, 6) Mislead, 7) Project Image, 8) Screen, 9) Foresight.

What do you think? Questions, comments, ideas, all of it are welcome. Also, if you can’t tell by all of my posts on the boards, I am pretty bored during summer break and this seems to fill the bill.
tarkin

07-13-04, 03:00 PM
1) I would not add regular domains to existing gods. The clerics of the gods that exist already have enough powers. New Domains should go for new gods, or become "Prestige Domains" that can only be taken by fulling some kind of pre-requisite (either a prestige class or taking a sucky feat). Especailly considering that you made some powerfull domains.

2) Most regular (non-prestige) Domains that have a good domain ability tend to have not so good spells, and most domains that have good spells tend to have not so good domain power.

3) I like your "Unknown" domain. good power, good spells. If anything, it is too good (Only not great spell is non-detection because you have that ability). I think this Domain is so powerfull it should only be allowed as a Prestige Domain. But I would definitely take a Prestige Class to get it.

4) Forsaken is wierd. At first and 2nd level it is VERY powerfull (Invisibility....) But by 7th level the Domain power has begun to be weak. As the spells tend to be pretty powerfull, that is OK.
Still it is overly powerfull for levels 1-5 (invisiblity + false life + vampiric Touch is a powerfull set of abilities). But if taken by someone at 6th 7evel or more, it is not that over-powerering. For that reason I think of it as something that a player should have to take a feat to get, one that requires them to be capable of casting 4th level spells.
smrtgmp

07-13-04, 04:16 PM
Arent a lot of those already domains? In fact, many of them are exactly like the ones already found in official WotC material. That coincidence aside, the granted power of the summoning domain is WAY too powerful. There is no way it should double your casting level. A +1 to caster level for all Conjuration (Summoning) spells would be more appropriate, IMO.

Other than that I agree with what tarkin posted, so I wont waste your time with repeated material.
Levism84

07-15-04, 01:41 AM
Ok, I decided you were right, I shouldn't just give new domains to the deities that are already there because that would over power them, so I sort of made up 4 deities that would get some of the new domains I have been working on. I also agree that I don’t really care much for the forsaken domain (what the hell was I thinking on that one?) and I could see the Unknown domain as a prestige domain. Well, here are the deities I made (Serwoe, Onan, Adory, and Rial) as well as some new domains (Discovery, Growth, Hope, Love, and Will) and some new spells to go with the deity Onan and the Growth domain.

Deities:

Serwoe (Pronounced Sear-woe) God of the Underdog
Serwoe, the god of the underdog, is lawful good and is the brother of Adory. He is known as the vindicator, the defender of the people, and is the patron of the homeless, orphans, and those who face unjust persecution with nowhere to turn. His worshipers include many paladins, good fighters, and surprisingly many good rogues as well. The domains he is associated with are Law, Good, Hope, and Courage. Serwoe's favored weapon is the bastard sword and his symbol is a pair of broken manacles.

Onan (Pronounced O-nan) God of Growth
Onan, the god of growth, is neutral good. He is known as the bountiful, the provider, and is the patron of farmers, those who's crops need help, and people who must live off the land. His worshipers include good druids and rangers. The domains he is associated with are Good, Growth, Hope, and Plant. Onan's favored weapon is the quarterstaff and his symbol is a man sowing seeds.

Adory (Pronounced A-door-ie) Goddess of Passion
Adory, the goddess of passion, is chaotic good and is the sister of Serwoe. She is known as the lover, the hope bringer, and is the patron of matchmakers, those hopelessly lost in love, and poets. Her worshipers include good bards, sorcerers, and swashbucklers. The domains she is associated with are Chaos, Good, Hope, and Love. Adory's favored weapon is the short bow and her symbol is a bow notched with an arrow with a heart shaped head.

Rial (Pronounced Real) God of Riality
Rial, the god of riality, is neutral and is the creator of riality (or reality as it is most often miss pronounced). He is known as the father of life, the creator of the eternal illusion, and is the patron of people interested only in facts and the hard truth that life is just a game, and we are the players. His worshipers include many wizards as well as some fighters and some rogues. The domains he is associated with are Knowledge, Discovery, Planning, and Will. Rial's favored weapon is the unarmed strike and his symbol is a 20-sided die (said to be instrumental in creating the universe).

Domains:

Discovery Domain
Deities: Rial.
Granted Power: Once per day/per point of Charisma bonus (minimum once per day) you can use detect magic as a spell-like ability (caster level equals your cleric level), except you can replace magic with any generalized term (such as: good, evil, chaos, law, animal, plant, water, fire, earth, air, human, elf, half-orc, gold, ect…). You cannot substitute a specific term (such as: Gary the bartender) or something that is specialized or complex (such as: gunpowder), but you could specify human (to find Gary) or saltpeter (to begin your search for gunpowder). You cannot use this spell-like ability to mimic other kinds of detect spells that don’t show you where something is or the strength of the concentration (such as detect thoughts or detect scrying).

Discovery Domain Spells: 1) Identify, 2) Locate Object, 3) Clairaudience/Clairvoyance, 4) Scrying, 5) Contact Other Plane, 6) Legend Lore, 7) Vision, 8) Discern Location, 9) Astral Projection.

Growth Domain
Deities: Onan
Granted Power: You can use speak with plants as a spell-like ability with any tree you have affected by using Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, or Onan's Private Sanctum.

Growth Domain Spells: 1) Onan's Seed, 2) Owl's Wisdom, 3) Plant Growth, 4) Onan's Wisdom Seed, 5) Onan's Sacred Seed, 6) Owl's Wisdom Mass, 7) Control Weather, 8) Onan's Watchful Seed, 9) Onan's Private Sanctum.

Hope Domain
Deities: Adory, Serwoe, Onan.
Granted Power: A number of times per day equal to your charisma modifier (minimum of 1 per day) you can cast a ward on someone (30 foot range) to instill hope into them. The next time that person has to roll a d20 they instead roll a d10 adding 10 to the result of their roll. In this way they can never get anything lower than an 11 (a 1 on this roll does not constitute a critical failure) and the highest they can get is a 20 (which counts as a natural 20 if so rolled). This supernatural ability cannot be used on you and someone can only have one ward at any given time. Any ward they have on them remains with them until they have made a roll.

Hope Domain Spells: 1) Bless, 2) Aid, 3) Helping Hand, 4) Restoration, 5) Atonement, 6) Find the Path, 7) Greater Restoration, 8) Holy Aura, 9) Miracle.

Love Domain
Deities: Adory.
Granted Power: Once per day/per point of Charisma bonus (minimum of once per day), you can cast a modified version of the charm person spell that effects two subjects within 30-feet of you. The subjects instantly become aware of one another (if not already) and seek to start a conversation with one another as soon as possible. If either subject succeeds on their will save (DC 10+1/2 your cleric level+your wisdom modifier) than neither one is affected. If the subjects being affected are strangers to one another they start their conversation with attitudes of friendly towards one another. If both subjects know each other, their attitudes start at one category higher than they normally would.

Love Domain Spells: 1) Charm Person, 2) Calm Emotions, 3) Suggestion, 4) Tongues, 5) True Seeing, 6) Greater Heroism, 7) Insanity, 8) Sympathy, 9) Freedom.

Will Domain
Deities: Rial.
Granted Power: Once per day/per point of Wisdom bonus (minimum of once per day) you can choose to use your Will save instead of your Fort or Ref on a saving throw.

Will Domain Spells: 1)Feather Fall, 2) Knock, 3) Gaseous Form, 4) Stone Shape, 5) Telekinesis, 6) Move Earth, 7) Control Weather, 8) Polymorph Any Object, 9) Time Stop.

Spells:

Onan's Seed
Transmutation
Level: Drd 1, Growth 1
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Targets: 1 tree seed/per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By energizing seeds with some of your own life energy, you enhance the speed at which they grow phenomenally. Once you have energized a seed, it remains so indefinitely, and can be planted anytime in the future. Once planted, the tree begins to grow almost immediately, growing into a sapling overnight. After the first day of growth the tree reaches full maturity 1d6 days later. This does not disrupt the natural life span of the tree except that it is fully mature and will grow normally from than on. A seed so energized cannot be energized with any other type of Onan's Spell such as, Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, Onan's Watchful Seed, or Onan's Private Sanctum.
Material Component: A tree seed to be energized.
Experience Cost: 1 XP/per seed energized.

Onan's Wisdom Seed
Transmutation
Level: Drd 4, Growth 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One tree seed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By energizing a seed with some of your own life energy, you enhance the speed at which it grows and make the fruits it produces so much sweeter. Once you have energized a seed, it remains so indefinitely, and can be planted anytime in the future. Once planted, the tree begins to grow almost immediately, growing into a sapling overnight. After the first day of growth the tree reaches full maturity 1d6 days later. This does not disrupt the natural life span of the tree except that it is fully mature and will grow normally from than on. No mater what kind of tree it is, once every month the tree produces 8d4 fruit, like delicious orange-apple hybrids, overnight, which fall to the ground and decompose if not picked within three days (picked wisdom fruit last for about one week). Someone who bites into one of these fruits gains a +4 bonus to their Intelligence and Wisdom for the next 6 hours. Eating multiple fruit don’t stack the bonuses, but the effect wears off 6 hours after the last fruit the person ate. A seed so energized cannot be energized with any other type of Onan's Spell such as, Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, Onan's Watchful Seed, or Onan's Private Sanctum.
Material Component: A tree seed to be energized.
Experience Cost: 100 XP.


Onan's Sacred Seed
Transmutation (Good)
Level: Drd 5, Growth 5
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Target: 1 tree seed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By energizing a tree seed with some of your own life energy, you enhance the speed at which it grows phenomenally, as well as impart a sacred aura into the land in which it grows. Once you have energized the seed, it remains so indefinitely, and can be planted at anytime in the future. Once planted, the tree begins to grow almost immediately, growing into a sapling overnight. After the first day of growth the tree reaches full maturity 1d6 days later. This does not disrupt the natural life cycle of the tree except that it is now fully mature and will grow normally from than on. In addition to it's accelerated growth rate, the ground in a 40-foot radius of the sacred tree becomes hallowed. This guards the area with a magic circle against evil and makes it so any dead body interred into the radius of the sacred tree cannot be turned into an undead creature. A seed so energized cannot be energized with any other type of Onan's Spell such as, Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, Onan's Watchful Seed, or Onan's Private Sanctum.
Material Component: A tree seed.
Experience Component: 250 XP.

Onan's Watchful Seed
Transmutation
Level: Drd 8, Growth 8
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Target: 1 tree seed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By energizing a tree seed with some of your own life energy, you enhance the speed at which it grows phenomenally, as well as grant it sentience. Once you have energized the seed, it remains so indefinitely, and can be planted at anytime in the future. Once planted, the tree begins to grow almost immediately, growing into a sapling overnight. After the first day of growth the tree reaches full maturity 1d6 days later. This does not disrupt the natural life cycle of the tree except that it is now fully mature and will grow normally from than on. In addition, the tree gains sentience as if it had been awakened. It gains characteristics as if it was an animated object; except it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. It has the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's. It can speak one language you know, plus one additional language that you know per point of intelligence bonus (if any). The tree is very friendly towards you, and does its best to serve you. It is diligent and patient, and will wait for you to return to it (if at all) indefinitely. A seed so energized cannot be energized with any other type of Onan's Spell such as, Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, Onan's Watchful Seed, or Onan's Private Sanctum.
Material Component: A tree seed.
Experience Component: 500 XP.

Onan's Private Sanctum
Transmutation
Level: Drd 9, Growth 9
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Targets: 1 tree seed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By energizing a seed with some of your own life energy, you enhance the speed at which it grows phenomenally, and also create a small pocked sanctuary inside it. Once you have energized the seed, it remains so indefinitely, and can be planted anytime in the future. Once planted, the tree begins to grow almost immediately, growing into a sapling overnight. After the first day of growth the tree reaches full maturity 1d6 days later. This does not disrupt the natural life span of the tree except that it is fully mature and will grow normally from than on. In addition, you (and anyone holding your hand as you pass through) can step inside the tree, which holds inside it a small pocket extra dimensional space 100 feet x 100 feet with a 100 foot tall ceiling. The space is covered in green grass, filled with fresh air, has wooden walls and a ceiling to mark the boundaries, and has a light at the center of the ceiling that brightens and dims as the day and night pass on the outside. The caster can manipulate the space mentally to create trees, shelters composed of natural materials, or small streams of water. Animals brought into the tree can exist comfortably as well (depending upon weather they can exist without other sources of food besides vegetation). If the tree is ever dies, anything and anyone in the tree at the time of its death is expelled out of the extra dimensional space and back into the material plane. A seed so energized cannot be energized with any other type of Onan's Spell such as, Onan's Seed, Onan's Wisdom Seed, Onan's Sacred Seed, Onan's Watchful Seed, or Onan's Private Sanctum.
Material Component: A tree seed to be energized.
Experience Cost: 5,000 XP.

Comments are always welcome.
Levism84

07-15-04, 10:25 AM
Here are some deities and domains from the opposite end of the good/evil spectrum.

Deities:

Nina (Pronounced Nee-nah) Goddess of Discord
Nina, the goddess of discord, is neutral evil. She is also known as the jealous lover, the breaker of charms, and is the patron of those who cannot get what they want by normal means. Her followers include many evil bards and rogues. The domains she is associated with are Evil, Lies, Lust, and Trickery. Her favored weapon is the blowgun and her symbol is a black spider.

Coert (Pronounced Co-ert) God of Oppression
Coert, the god of oppression, is lawful evil. He is known as the collector, the hope taker, and is the patron of tyrants and oppressors everywhere who use the law to further their own means. His followers include many paladins of tyranny as well as a good number of evil monks. The domains he is associated with are Evil, Greed, Law, and Lies. His favored weapon is the greatsword and his symbol is a block and pillory.

Seductra the Temptress (Pronounced…er… you figure it out) Goddess of Blood Drinking
Seductra the Temptress, the goddess of blood drinking, is chaotic evil and is known as the vampire goddess. She is also known to many mortals as the life giver, the unholy power, and is the patron of vampires and vampire cultists. Her followers include many rogues who venture in the night to hunt down other mortals to drink their blood in some perverted ritual to honor her. The domains she is associated with are Blood, Chaos, Evil, and Pain. Her favored weapon is the punching dagger and her symbol is a fanged mouth dripping in blood.

Domains:

Blood Domain
Deities: Seductra the Temptress.
Granted Power: You grow a pair of fangs that can deliver a bite attack dealing damage according to your size (see Monster Manual).

Blood Domain Spells: 1) Detect Blood*, 2) Scare, 3) Vampiric Touch, 4) Fear, 5) Dominate Person, 6) Shadow Walk, 7) Hold Person Mass, 8) Demand, 9) Energy Drain.

Detect Blood* as detect magic except you can detect blood, the life giving essence of living creatures.

Lies Domain
Deities: Coert and Nina.
Granted Power: You can use Glibness once a day as a spell-like ability where your caster level equals your cleric level.

Lies Domain Spells: 1) Cause Fear, 2) Enthrall, 3) Obscure Object, 4) Discern Lies, 5) Mind Fog, 6) Mislead, 7) Blasphemy, 8) Screen, 9) Refuge.

Lust Domain
Deities: Nina.
Granted Power: You can use Charm Person as a spell-like ability once per day where the caster level equals your cleric level.

Lust Domain Spells: 1) Command, 2) Enthrall, 3) Contagion, 4) Poison, 5) Dominate Person, 6) Geas/Quest, 7) Insanity, 8) Binding, 9) Storm of Vengeance.

Comments, please?
MystErikEry

07-16-04, 07:18 AM
All this talk about Onan's seed is really, really disturbing...
Levism84

07-17-04, 01:19 AM
(Palm of Hand + Forehead = My pose right now)

On the subject of "Onan's Seed" I would like to read the following statement:

"Oops, my bad."

Wow... i actually thought this was like an original name.. like Owan... only with an 'n' in there...

(kicks self)

Next time i will try to be a little more... "careful" and not go around naming gods willy-nilly.

(Who the hell says "willy-nilly" anymore... Kicks self harder)

I dont suppose it would help to name him Brian or something?