Pathfinder Wrath of the Righteous Mod Blueprint Database


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Agathion Subdomain

You channel the pure and uncorrupted energy of Nirvana.
Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class that gave you access to this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Protective Aura: At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. Additionally, the aura protects from attempts to dominate or charm the subject made by evil creatures. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: divine favor, communal protection from evil, prayer, forced repentance, burst of glory, summon monster VI, holy word, holy aura, summon monster IX.

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AgathionDomainProgression

Archon Subdomain - Good

You follow the archons path of righteousness.
Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class that gave you access to this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Menace: At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: divine favor, communal protection from evil, prayer, holy smite, burst of glory, summon monster VI, holy word, holy aura, summon monster IX.

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ArchonDomainGoodProgression

Archon Subdomain - Law

You follow the archons path of righteousness.
Touch of Law: You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.[LONGSTART] You can use this ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]
Aura of Menace: At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: divine favor, communal protection from chaos, prayer, holy smite, dominate person, blade barrier, dictum, shield of law, dominate monster.

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ArchonDomainLawProgression

Blood Subdomain

You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you access to this domain for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: magic weapon, aid, vampiric touch, diving power, vinetrap, blade barrier, inflict serious wounds, power word stun, power word kill.

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BloodDomainProgression

Caves Subdomain

You have mastery over rock and stone, can manifest vast pits, and command earth creatures.
Acid Dart: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage+ 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tunnel Runner: At 8th level, while underground you may gain an insight bonus equal to your cleric level on Stealth and Perception skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Domain Spells: stone fist, createpit, spiked pit, spike stones, acidic spray, hungry pit, elemental body IV (earth), iron body, elemental swarm (earth).

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CavesDomainProgression

Curse Subdomain

You are infused with fate, spreading ill omens to foes while granting fortune to yourself.
Malign Eye: As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Divine Fortune: At 6th level, as a standard action, you can bless yourself with divine luck. For the next half your level in the class that gave you access to this domain rounds you roll two times on every d20 roll and take the best result. You can use this ability once per day at 6th level, and one additional time per day for every 6 levels in the class that gave you access to this domain beyond 6th.
Domain Spells: bane, aid, bestow curse, communal protection from energy, break enchantment, eyebite, restoration greater, moment of prescience, mass heal.

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CurseDomainProgression

Defense Subdomain

Your faith is your fortitude, inspiring all with the strength to defend aginst any blow. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess in the class that gave you access to this domain.
Deflection Aura: Once each day, you can emit a 30-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level in the class that gave you access to this domain. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four levels you possess in the class that gave you access to this domain beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: shield, barkskin, protection from energy, communal protection from energy, spell resistance, communal stoneskin, particulate form, protection from spells, seamantle.

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DefenseDomainProgression

Demon Subdomain - Chaos

Your soul embodies the anarchic and evil nature of demonkind, your master grants you the power of the Abyss.
Fury of the Abyss: As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade: At 8th level, you can give a weapon you touch the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: doom, communal protection from law, rage, freedom of movement, acidic spray, summon monster VI, word of chaos, cloak of chaos, summon monster IX.

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DemonDomainChaosProgression

Demon Subdomain - Evil

Your soul embodies the anarchic and evil nature of demonkind, your master grants you the power of the Abyss.
Fury of the Abyss: As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil: At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you accessto this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: doom, communal protection from law, rage, freedom of movement, acidic spray, summon monster VI, word of chaos, cloak of chaos, summon monster IX.

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DemonDomainEvilProgression

Dragon Subdomain

You are a true lord of reptiles, and your gaze can drive weak creatures into unconsciousness.
Venomous Stare: This gaze attack can target a single creature within meduim range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Dragonbreath: At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it three times per day.
Domain Spells: magic fang, pernicious poison, greater magic fang, dragon breath, animal growth, form of the dragon, creeping doom, animal shapes, shapechange.

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DragonDomainProgression

Ferocity Subdomain

The will of your deitiy must be delivered with conviction and ferocity — your faith gives you incredible might and fury.
Ferocious Strikes: As a swift action, you can imbue attacks you make this round to be ferocious strikes. If these attacks hit, they deal additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods: At 8th level, you add 1/2 of your level in the class that gave you access to this domain as an enhancement bonus to your Athletics checks.
Domain Spells: enlarge person, bull’s strength, rage, mass enlarge person, righteous might, mass bull’s strength, legendary proportions, frightful aspect, transformation.

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FerocityDomainProgression

Fist Subdomain

True strength frees believers for the need of weaponry, as with training the faithful become weapons themselves.
Wooden Fist: As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Might of the Gods: At 8th level, you add 1/2 of your level in the class that gave you access to this domain as an enhancement bonus to your Athletics checks.
Domain Spells: true strike, bull’s strength, greater magic fang, force punch, righteous might, stoneskin, legendary proportions, frightful aspect, transformation.

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FistDomainProgression

Fur Subdomain

You share a bond with your furred allies. You treat Lore (nature) as a class skill.
Predator’s Grace: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Animal Companion: At 4th level, you gain the service of an mammal animal companion. Your effective druid level for this animal companion is equal to your level in the class that gave you access to this domain – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions.)
Domain Spells: magic fang, hold animal, beast shape I, summon nature’s ally IV, beast shape III, summon nature’s ally VI, summon nature’s ally VII, summon nature’s ally VIII, summon nature’s ally IX.

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FurDomainProgression

Growth Subdomain

You are gifted the power to expand life, can gain defensive thorns, and can communicate with plants.
Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor: At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two levels you possess in the class that gave you access to this domain. You can use this ability for a number of rounds per day equal to your level in the class that gave you access to this domain. These rounds do not need to be consecutive.
Domain Spells: enlarge person, barkskin, contagion, thorn body, righteous might, plant shape II (shambling mound), changestaff, mind blank, shambler.

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GrowthDomainProgression

Heroism Subdomain

You are a true example of the heroic nature of your deity. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: As a standard action, you can touch an ally to grant him heroism as if the heroism spell had been cast on him for a number of rounds equal to half the level of the class that gave you access to this domain (min 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in the class that gave you access to this domain. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism spell.
Domain Spells: shield of faith, bless weapon, heroism, divine power, burst of glory, greater heroism, holy sword, holy aura, overwhelming presence.

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HeroismDomainProgression

Loyalty Subdomain

You value loyalty above other virtues, both between allies and towards ones holy patron.
Touch of Loyalty: As a standard action, you can touch a willing creature, granting it a +4 sacred bonus on saving throws to resist charm, compulsion, and fear effects for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order: At 8th level, you can give a weapon you touch the axiomatic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: remove fear, communal protection from chaos, prayer, communal protection from energy, greater command, blade barrier, dictum, shield of law, dominate monster.

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LoyaltyDomainProgression

Lust Subdomain

You can entrance friend and foe alike, able to inspire people or reduce them to a stunned stupor.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level in the class that gave you access to this domain are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Anything to Please: At 8th level, you can compel a creature within close range to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, stands stunned by you for 1 round, or drops prone and grovels for 1d4 rounds, chosen at random. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
Domain Spells: hypnotism, hideous laughter, deep slumber, confusion, dominate person, mass eagle’s splendor, insanity, euphoric tranquility, dominate monster.

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LustDomainProgression

Psychopomp Subdomain - Death

You channel the power of the Boneyard, the place of judgement for all souls, your touch can move foes to an early rest.
Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spirit Touch: At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.
Domain Spells: cause fear, boneshaker, ray of exhaustion, enervation, slay living, summon monster VI, destruction, horrid wilting, wail of the banshee.

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PsychopompDomainDeathProgression

Psychopomp Subdomain - Repose

You channel the power of the Boneyard, the place of judgement for all souls, your touch can move foes to an early rest.
Gentle Rest: Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spirit Touch: At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.
Domain Spells: doom, scare, ray of exhaustion, death ward, slay living, summon monster VI, destruction, horrid wilting, wail of the banshee.

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PsychopompDomainReposeProgression

Rage Subdomain

You are granted a fraction of the pure divine rage of your deity.
Destructive Smite: You gain the the supernatural ability to make a melee attack with a morale bonus on damage rolls equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
Rage: At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level + your constitution modifier. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Domain Spells: true strike, bulls strength, rage, fear, boneshatter, harm, disintegrate, horrid wilting, tsunami.

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RageDomainProgression

Resolve Subdomain

Faith grants resolve — resolve grants strength and fortitude.
Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this domain (minimum +1) to melee attacks and Athletics checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bestow Resolve: At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.
Domain Spells: bless, bull’s strength, magical vestment, mass enlarge person, righteous might, stoneskin, legendary proportions, frightful aspect, transformation.

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ResolveDomainProgression

Restoration Subdomain

Your touch restores vigor, protecting against ailments, and your healing magic is particularly vital and potent.
Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing: At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: remove sickness, remove disease, cure serious wounds, neutralize poison, break enchantment, heal, greater restoration, protection from spells, mass heal.

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RestorationDomainProgression

Revelation Subdomain

Your deity grants you the power to see all as divine revelation, and punish those who do harm with their light.
Guided Eyes: Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.
Nimbus of Light: At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your level in the class that gave you access to this domain. Any hostile creature within this radius must succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves the area of the spell. A creature that has resisted the effect cannot be affected again by this particular aura. In addition, undead within this radius take an amount of damage equal to your level in the class that gave you access to this domain each round that they remain inside the nimbus. These rounds do not need to be consecutive.
Domain Spells: faerie fire, see invisibility, dispel magic, shield of dawn, true seeing, chains of light, sunbeam, sunburst, elemental swarm (fire).

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RevelationDomainProgression

Revolution Subdomain

You are a beacon of revolution inspiring your allies to fight well and all foes to relent.
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your level in the class that gave you access to this domain, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Powerful Persuader: At 8th level, you can make grant yourself the ability to roll twice on any persuasion or intimidate skill check, this abilities effect lasts until used then dispels itself. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Domain Spells: remove fear, scare, remove curse, freedom of movement, break enchantment, greater heroism, elemental body IV, mind blank, communal mind blank.

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RevolutionDomainProgression

Rivers Subdomain

Freshwater rivers and streams are the lifeblood of both the land and your life.
Current Flow: As a free action, you can increase your speed by 10 feet. Gain a bonus on Mobility checks equal to your 1/2 your cleric level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance: At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: hydraulic push, slipstream, stinking cloud, freedom of movement, elemental body IV (water), cone of cold, elemental body IV (water), horrid wilting, tsunami.

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RiversDomainProgression

Scalykind Domain

You are a true lord of reptiles, and your gaze can drive weak creatures into unconsciousness.
Venomous Stare: This gaze attack can target a single creature within meduim range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Scaled Companion: At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2.
Domain Spells: magic fang, pernicious poison, greater magic fang, poison, animal growth, eyebite, creeping doom, animal shapes, shapechange.

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ScalykindDomainProgression

Stars Subdomain

The firmament provides you inspiration, and you draw power from the stars’ distant light.
Guarded Mind: You gain a +2 insight bonus on saving throws against all mind-affecting effects.
The Stars Are Right: At 8th level, you may spontaneously cast any of your Stars subdomain spells by swapping out a spell of an equal spell level. Any Stars subdomain spell that you cast heals you an amount of hit point damage equal to the spell’s level; this effect happens as you cast the spell.
Domain Spells: entropic shield, hypnotic pattern, blink, dimension door, summon monster V, overwhelming presence, sunbeam, sunburst, polar midnight/meteor swarm.

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StarsDomainProgression

Storm Subdomain

With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of damage + 1 point for every two levels you possess in the class that gave you access to this domain. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step and treat it as as difficult terrain. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Domain Spells: snowball, summon small elemental, call lightning, slowing mud, call lightning storm, sirocco, sunburst, fire storm, tsunami.

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StormDomainProgression

Thievery Subdomain

You are a master of thievery, both in the name of your god and yourself. Trickery and Stealth are class skills.
Copycat: You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your level in the class that gave you access to this domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Thief of the Gods: At 8th level, you can make grant yourself the ability to roll twice on any trickery skill check, this abilities effect lasts until used then dispels itself. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Domain Spells: sleep, invisibility, see invisibility, confusion, mind fog, cloak of dreams, walk through space, mass invisibility, weird.

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ThieveryDomainProgression

Whimsy Subdomain

Your touch infuses life and weapons with chaos, and you carry a divine whimsy wherever you go.
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unexpected Whimsy: All enemies within 30 feet of you that can see and hear you must succeed a Will saving throw or they collapse into gales of manic laughter, falling prone. Those who fail their saving throws can take no actions other than laughing for 1 round, but are not considered helpless. You can use this ability once per day at 8th level and one additional time for every 4 levels you possess beyond 8th.
Domain Spells: hideous laughter, communal protection from law, dispel magic, confusion, acidic spray, cloak of dreams, word of chaos, cloak of chaos, summon monster IX.

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WhimsyDomainProgression

Wind Subdomain

You can manipulate wind, mist, and lightning, and are resistant to electricity damage.
Wind Blast: As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check to push back each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance: At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: ear piercing scream, protection from arrows, lightning bolt, shout, cloudkill, sirocco, elemental body IV (air), greater shout, winds of vengeance.

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WindDomainProgression

Homebrew Archetypes

Void Domain

You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.

Guarded Mind: You gain a + 2 insight bonus on saving throws against all mind-affecting effects.

It Came From Beyond: Once per day for 2 rounds, you may strengthen your summoning spells, any creatures you summon are more powerful than normal. The creatures gain a bonus to Attack, AC, Initiative, Hit Points and damage equal to 1/2 of total classes that have a domain, as well as gaining 1 extra hasted attack. A summoned creature summoned in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void.

Domain Spells: feather step, summon monster II, blink, dimension door, summon monster V, overwhelming presence, walk through space, summon monster VIII, summon monster IX.

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VoidProgression

PrestigePlus

Reformation Inquisition

You can speak with divine persuasiveness. Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can. (mod)

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Inquisition.Reformation

Spellkiller Inquisition

Many religious individuals and orders find themselves in conflict with the users of arcane magic, and have created inquisitions and training regimens expressly to fight arcane spellcasters. (mod)

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Inquisition.Spellkiller

Tactics Inquisition

It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one’s allies to serve your cause. (mod)

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Inquisition.Tactics

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