Divine Domains

From The Domains of Dread
Revision as of 22:08, 1 October 2024 by August (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

In The Domains of Dread, every class using the Divine spellbook selects upon character creation two divine domains. One divine domain must be from their ideoligion's associated divine domains but the second is free for the divine caster to choose so long as it is not anathema to their ideoligion, or unique to a different ideoligion. Paladins have access to Good as their first divine domain and either Protection, Strength or Light as their second divine domain only.

Divine Domains in The Domains of Dread

Air

Immediate access to spell-like ability, manifest air elemental. Coalesces an air elemental from local substance to fight for the caster. Improves at 8th level. 1/rest. Elementals are classified as undead for purposes of turn, rebuke or control undead. Gains call lightning at 3rd level, chain lightning at 8th level, and great thunderclap at 12th level.

Animal

Instances of summon creature count as the next spell up. Gains summon creature I at 3rd level, summon creature II at 8th level.

Chaos

Immediate access to spell-like ability, tides of chaos. The caster's next three damage rolls on weapon attacks or spells have a 1d12 modifier, negative or positive. At least one roll is guaranteed to be positive. 1/rest. Gains cloud of bewilderment at 3rd level, friend to foe at 8th level, and incite discord at 12th level.

Constellation

Immediate access to spell-like ability, cloak of stars. Manifests a starry endowment on caster, granting fast healing 2 and dealing 1d4 divine damage/2 levels to melee attackers. Gains glitterdust at 3rd level, dolorous motes at 8th level, and cometfall at 12th level.

Darkness

Follower allocates blind-fight as a free feat immediately and low-light vision at 8th level, or darkvision if they already have low-light vision. Gains darkness at 3rd level, shadow shroud at 8th level.

Death

Immediate access to spell-like ability, death touch. After a successful melee touch attack, the target takes 1d6 negative energy damage/2 levels. Inverted effect on undead, healing them. 1/rest. Gains ghoul touch at 3rd level, ghoul gesture at 8th level.

Disease

Vermin are classified as undead for purposes of turn, rebuke or control undead. Follower is immune to nonmagical poison. Gains summon swarm at 3rd level, bubbling poison at 8th level, and miasma at 12th level.

Destruction

Constructs are classified as undead for purposes of turn, rebuke or control undead. Gains shatter at 3rd level, shout at 8th level, and crumble at 12th level.

Earth

Immediate access to spell-like ability, manifest earth elemental. Coalesces an earth elemental from local substance to fight for the caster. Improves at 8th level. 1/rest. Elementals are classified as undead for purposes of turn, rebuke or control undead. Gains magic stone at 3rd level, stoneskin at 8th level, and wrack earth at 12th level.

Evil

Outsiders are classified as undead for purposes of turn, rebuke or control undead. Gains darkbolt at 3rd level, vampiric touch at 6th level, finger of agony at 8th level, and pulse of hate at 12th level.

Fate

Immediate access to spell-like ability, pull fate. Broadcast target takes 10 on next roll. 1/rest. Gains true strike at 3rd level, lesser mind blank at 8th level.

Fire

Immediate access to spell-like ability, manifest fire elemental. Coalesces a fire elemental from local substance to fight for the caster. Improves at 8th level. 1/rest. Elementals are classified as undead for purposes of turn, rebuke or control undead. Gains flamelash at 3rd level, scalding steam at 8th level, and wall of fire at 12th level.

Good

Outsiders are classified as undead for purposes of turn, rebuke or control undead. Gains ray of hope at 3rd level, heroism at 6th level, good hope at 8th level, and greater heroism at 12th level.

Healing

Follower grants +3 to any roll made to stabilize another or use healing equipment in a medium radius to self and allies (does not stack with instances of itself). Spells categorized as healing are always empowered. Gains cure serious wounds at 3rd level, healing motes at 8th level.

Knowledge

Immediate access to spell-like ability, intuit knowledge. The next item examined will have any hidden, non-evasive modifiers revealed. 1/rest. Follower grants +2 to Knowledge and Lore checks made in a medium radius to self and allies (does not stack with instances of itself). Gains identify at 3rd level, mind fog at 8th level.

Law

Immediate access to spell-like ability, suppress chaos. The caster takes 10, +1/2 levels on their next three rolls. 1/rest. Gains vision of the omniscient eye at 3rd level, halting gaze at 8th level, and gaze of transfixion at 12th level.

Light

Turn, rebuke or control undead adds magical light to all in radius, as glitterdust. Gains hypnotic pattern at 3rd level, rainbow pattern at 8th level, and prismatic spray at 12th level.

Luck

Immediate access to spell-like ability, good fortune. Caster or broadcast target takes 20 on next attack roll or save. 1/rest. Gains vision of impending blades at 3rd level, deflect at 6th level, and displacement at 8th level.

Moon

Immediate access to spell-like ability, call moonpower. Cylinder deals 1d6 divine damage/2 levels, increases to 1d8 against shapechangers. 1/rest, 2/rest at 8th level. Turn, rebuke or control undead is empowered during night periods. Gains darkvision at 3rd level, languor at 8th level.

Magic

Follower grants +4 to Handle Magical Device, Spellcraft checks. They may commit two additional theoretical spells known. Grants mage armor at 3rd level, magic missile at 6th level, stoneskin at 8th level, and greater spell breach at 12th level.

Mists

Immediate access to spell-like ability, misty shroud. Manifests an obscuring endowment on caster, granting 30% concealment and dealing 1d4 divine damage/2 levels to melee attackers. Improves to 55% concealment at 8th level. 1/rest. Gains obscuring mist at 3rd level, caustic gas at 8th level, and freezing fog at 12th level.

Nature

Beasts and vermin count as undead for purposes of turn, rebuke or control undead. Gains barkskin at 3rd level, rusting grasp at 6th level, and vine mine at 8th level.

Protection

Immediate access to spell-like ability, protective ward. Ward on target beside caster grants 5/+1 DR, absorbing 25 HP before collapsing. At 8th level this increases to 8/+2 DR, absorbing 40 HP before collapsing. 1/rest. Gains shield at 3rd level, lesser globe of invulnerability at 8th level, and globe of invulnerability at 12th level.

Revenge

Immediate access to spell-like ability, revenge. Manifests a vengeful field on caster, dealing 1d6 divine damage/2 levels to melee attackers. If the caster falls to 0 HP or below during effect, deals 2d6 divine damage/4 levels to enemies in radius and sets HP to 1 for the next 3 rounds, ending effect. 1/rest. Gains scare at 3rd level, hold person at 6th level, fear at 8th level, and becoming at 12th level.

Slaughter

Shapechangers are classified as undead for purposes of turn, rebuke or control undead. Immediate access to spell-like ability, glorious slaughter. Enemies slain in medium radius around caster restores 4 HP, may overheal up to 12 temporary HP. 1/rest. Gains death knell at 3rd level, induce bloodlust at 8th level.

Strength

Immediate access to spell-like ability, divine strength. Caster grants +2, +1/4 levels (minimum +1) to Strength. 1/rest, 2/rest at 8th level. Gains divine sacrifice at 3rd level, wave of fatigue at 8th level.

Sun

Immediate access to spell-like ability, call sunpower. Cone deals 1d6 divine damage/2 levels, increases to 1d8 against undead. 1/rest, 2/rest at 8th level. Turn, rebuke or control undead is empowered during day periods. Gains darkvision at 3rd level, anger of the noonday sun at 8th level.

Travel

Immediate access to spell-like ability, pass without trace. Caster gains 100% concealment, immunity to entanglement, and 50% increased movement speed, ending on attack. Gains slow at 3rd level, haste at 8th level.

Trickery

Follower grants +1/2 levels to Stealth, Search, Handle Device, and Sleight of Hand. Gains invisibility at 3rd level, greater invisibility at 8th level.

War

Immediate access to spell like ability, divine mastery. Caster grants +1, +1/4 levels (minimum +1) to Dexterity, Constitution and to attack and damage rolls. 1/rest, 2/rest at 8th level. Gains combust at 3rd level, fire in the blood at 8th level.

Water

Immediate access to spell-like ability, manifest water elemental. Coalesces a water elemental from local substance to fight for the caster. Improves at 8th level. 1/rest. Elementals count as undead for purposes of turn, rebuke or control undead. Gains thin air at 3rd level, wall of water at 8th level, and drown at 12th level.

Wealth

Immediate access to spell-like ability, manifold wealth. Spends 10/2 levels silver to bestow +1 to a weapon's attack and damage rolls. Price triples every time manifold wealth is cast before resting, and stacks only to +2 per target. Follower grants +4 to Appraise checks. Gains no spells.

Weave

Immediate access to spell-like ability, unknit weave. Broadcast bestows target -2 CL. 1/rest. Follower grants +2 CL in medium radius to self and allies (does not stack with instances of itself). At rest time, select any one spell from the Arcane spellbook to dispense as a scroll usable only by the caster. Must be an Arcane spell whose spell circle is at least one spell circle behind the Divine spell circle the caster can cast (minimum 1st Circle, max 5th Circle). May only have 1 unused scroll in inventory, increasing to 2 at 8th level and 3 at 12th level. Gains no spells.