Domains
A cleric’s deity influences what magic they can perform, their values, and how others see them. A cleric chooses two domains from among those belonging to their deity.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in their domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of their domains, if they are of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
If a domain or subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s cleric level + their Wisdom modifier.
| Domains | Subdomains |
|---|---|
| Air | Cloud Wind |
| Alchemy | Chimera Homunculus Poison |
| Anarchy | Revelry Riot Whimsy |
| Animal | Arthropod Bird Fish Mammal Mollusk Reptile |
| Artifice | Art Construct Industry Toil Trap |
| Authority | Aristocracy Leadership |
| Balance | Eclipse Equilibrium Tranquility |
| Chaos | Dissonance Pandaemonium |
| Community | Friendship Family Home |
| Cosmos | Astral Constellation Planes Stars Void |
| Darkness | Isolation Shadow Solitude |
| Death | Decay Entropy Loss Murder Plague Psychopomp |
| Destruction | Aftermath Catastrophe |
| Divinity | Belief Throne |
| Dragon | Lewegisil Roar |
| Dream | Enigma Imagination Nightmare |
| Earth | Agriculture Caves Crystal Metal Petrification |
| Economy | Greed Merchants Money Trade |
| Electricity | Lightning Thunder |
| Evil | Cannibalism Corruption Fear Fell Torture |
| Fate | Curse Luck Prophecy |
| Fire | Arson Ash Heat Smoke |
| Good | Charity Redemption Virtue |
| Gravity | Attraction Magnet |
| Heroism | Glory Honour Legend Martyr |
| Holy | Hallowed Purity Sancrosanct |
| Ice | Cold Glaciers |
| Knowledge | Education Memory Thought Truth |
| Language | Contract Rune |
| Liberation | Freedom Revolution |
| Life | Blood Ki Medicine Restoration Resurrection |
| Light | Prismatic Radiation Reflection |
| Love | Captivation Charm Lust |
| Madness | Anomaly Insanity Revelation |
| Magic | Arcane Enchantment Rites Ward |
| Mana | Eon Ether Waste |
| Moon | Eclipse Harmisil Lewegisil Night |
| Occult | Dukh Psychic |
| Order | Judgment Legislation Loyalty Slavery Tyranny |
| Plant | Blight Decay Tree |
| Protection | Defense Fortifications |
| Repose | Ancestors Ghost Psychopomp |
| Righteous | Crusade Hatred Hubris |
| Seasons | Crizellivann Idaenoathenid Redhilli Theatethenid |
| Soul | Agathar Malignance |
| Spirit | Belief Dukh Invocation Myth |
| Strength | Competition Ferocity Fist Rage Resolve Self-Realization |
| Sun | Day Drought Eclipse Thirst |
| Time | Decay Erosion History Ruins |
| Travel | Exploration Portal |
| Trickery | Ambush Deception Espionage Poison Thievery |
| Undeath | Bone Ghost Vampirism |
| Unholy | Aberrations Curse |
| War | Duels Glory Tactics |
| Water | Flotsam Flowing Oceans Rivers |
| Weather | Monsoon Storms |
Subdomains
Each subdomain replaces some granted powers and a number of spells in the domain's granted spell list. If a cleric selects a subdomain, they cannot select its associated domain as their other domain choice if the deity provides access to both (in effect, the subdomain replaces it). Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on domains. If a subdomain has two (or more) associated domains, the subdomain will list which domain it is a modification of for each deity.
