- General
- Air
- Animal
- Balance
- Chaos
- Cold
- Community
- Craft
- Darkness
- Death
- Destruction
- Domination
- Dragon
- Earth
- Evil
- Fire
- Glory
- Good
- Greed
- Healing
- Inquisition
- Knowledge
- Law
- Luck
- Magic
- Mind
- Oracle
- Plant
- Portal
- Protection
- Strength
- Sun
- Travel
- Trickery
- War
- Water
- Weather
Domains
Clerics may select any two of the domains granted by their deity. Clerics without a deity may select any two domains (choice are subject to GM approval).
Subdomains
Also presented are rules for subdomains—more specific focuses for clerical worship and power that allow players greater flexibility in customizing their characters. Every domain has a number of subdomains associated with it. Each subdomain replaces a granted power and a number of spells in the domain’s granted spell list. Spells marked with an asterisk (*) are from the Advanced Player's Guide. A cleric who chooses a subdomain must have access to both the domain and its subdomain from her deity (see Table: Deities of the Pathfinder Campaign Setting). If a cleric selects a subdomain, she cannot select its Associated Domain as her other domain choice (in effect, the subdomain replaces its Associated Domain). Subdomains are treated as equivalent to their Associated Domain for any effect or prerequisite based on domains. If a subdomain has two Associated Domains, the cleric can only select the subdomain for one of her domains. If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s cleric level her Wisdom modifier.
FAQ
Can druids, inquisitors, and other classes with access to domains take subdomains?
Yes, as long as they follow the rules for subdomains. A character who does not worship a deity (such as some druids and paladins) may select any one subdomain appropriate to a domain available to his or her class.
Air Domain
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc(Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): 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 | |
| 1st | obscuring mist |
| 2nd | wind wall |
| 3rd | gaseous form |
| 4th | air walk |
| 5th | control winds |
| 6th | chain lightning |
| 7th | elemental body IV (air only) |
| 8th | whirlwind |
| 9th | elemental swarm (air spell only) |
Subdomains
Cloud
Replacement Power: The following granted power replaces the electricity resistance power of the Air domain.
Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. 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.
| Replacement Domain Spells | |
| 4th | solid fog |
| 9th | storm of vengeance |
Wind
Replacement Power: The following granted power replaces the lightning arc power of the Air domain.
Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against 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.
| Replacement Domain Spells | |
| 1st | whispering wind |
| 6th | wind walk |
| 9th | winds of vengeance |
Animal Domain
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): 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 – 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 | |
| 1st | calm animals |
| 2nd | hold animal |
| 3rd | dominate animal |
| 4th | summon nature's ally IV (animals only) |
| 5th | beast shape III (animals only) |
| 6th | antilife shell |
| 7th | animal shapes |
| 8th | summon nature's ally VIII (animals only) |
| 9th | shapechange |
Subdomains
Feather
Replacement Power The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
- Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
| Replacement Domain Spells | |
| 2nd | feather fall |
| 3rd | fly |
| 6th | fly, mass* |
Fur
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Predator’s Grace (Su): 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. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | magic fang |
| 3rd | beast shape I (animals only) |
Balance Domain
Granted Powers:
Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.
| Domain Spells | |
| 1st | Make Whole |
| 2nd | Calm Emotions |
| 3rd | Clarity of Mind |
| 4th | Dismissal |
| 5th | Sanctuary, Mass |
| 6th | Banishment |
| 7th | Word of Balance |
| 8th | Protection from Spells |
| 9th | Weighed in the Balance |
Chaos Domain
Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos (Sp): 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.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic 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 | |
| 1st | protection from law |
| 2nd | align weapon (chaos only) |
| 3rd | magic circle against law Law only |
| 4th | chaos hammer |
| 5th | dispel law |
| 6th | animate objects |
| 7th | word of chaos |
| 8th | cloak of chaos |
| 9th | summon monster IX (chaos spell only) |
Subdomains
Azata
Associated Domains: Chaos, Good.
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of lawful good outsiders.
Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | expeditious retreat |
| 3rd | fly |
| 6th | planar ally |
Demon
Associated Domains: Chaos, Evil.
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain. Demons are a race of chaotic evil outsiders.
Fury of the Abyss (Su): 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.
| Replacement Domain Spells | |
| 1st | doom |
| 3rd | rage |
| 6th | planar binding (demons only). |
Protean
Associated Domain: Chaos.
Replacement Power: The following granted power replaces the chaos blade power of the Chaos domain. Proteans are a race of chaotic neutral outsiders.
Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.
| Replacement Domain Spells | |
| 1st | confusion (lesser) |
| 3rd | displacement |
| 6th | planar binding (proteans only) |
Cold Domain
Granted Powers:
Turn or Destroy Fire Creatures(Su) You can use this power the same way a good cleric turns undead, 3+cha times per day
Rebuke or Control Cold Creatures(Su) You can use this power the same way an evil cleric rebukes undead, 3+cha times per day
| Domain Spells | |
| 1st | Chill Touch |
| 2nd | Chill Metal |
| 3rd | Sleet Storm |
| 4th | Ice Storm |
| 5th | Wall of Ice |
| 6th | Cone of Cold |
| 7th | Control Weather |
| 8th | Polar Ray |
| 9th | Obedient Avalanche |
Community Domain
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
| Domain Spells | |
| 1st | bless |
| 2nd | shield other |
| 3rd | prayer |
| 4th | imbue with spell ability |
| 5th | telepathic bond |
| 6th | heroes' feast |
| 7th | refuge |
| 8th | cure critical wounds, mass |
| 9th | miracle |
Subdomains
Family
Associated Domain: Community.
Replacement Power: The following power replaces the calming touch power of the Family domain.
Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | calm emotions |
| 3rd | create food and water |
Home
Associated Domain: Community.
Replacement Power: The following granted power replaces the unity power of the Community domain.
Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.
| Replacement Domain Spells | |
| 1st | alarm |
| 3rd | glyph of warding |
| 7th | guards and wards |
Craft Domain
Granted Powers:
You cast conjuration (creation) spells at +1 caster level
You gain Skill Focus as a bonus feat for one Craft skill of your choice.
| Domain Spells | |
| 1st | Animate Rope |
| 2nd | Wood Shape |
| 3rd | Stone Shape |
| 4th | Minor Creation |
| 5th | Wall of Stone |
| 6th | Fantastic Machine |
| 7th | Major Creation |
| 8th | Forcecage |
| 9th | Fantastic Machine, Greater |
Darkness Domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds 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.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
| Domain Spells | |
| 1st | obscuring mist |
| 2nd | blindness/deafness (only to cause blindness) |
| 3rd | deeper darkness |
| 4th | shadow conjuration |
| 5th | summon monster V (summons 1d3 shadows) |
| 6th | shadow walk |
| 7th | power word blind |
| 8th | shadow evocation, greater |
| 9th | shades |
Subdomains
Loss
Associated Domain: Darkness.
Replacement Power: The following granted power replaces the eyes of darkness power of the Darkness domain.
Aura of Forgetfulness (Su): At 8th level, you can emit a 30- foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.
| Replacement Domain Spells | |
| 5th | enervation |
| 6th | modify memory |
| 9th | energy drain |
Night
Associated Domain: Darkness.
Replacement Power: The following granted power replaces the touch of darkness power of the Darkness domain.
Night Hunter (Su):**__ As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Death Domain
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Bleeding Touch (Sp): 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 cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
| Domain Spells | |
| 1st | cause fear |
| 2nd | death knell |
| 3rd | animate dead |
| 4th | death ward |
| 5th | slay living |
| 6th | create undead |
| 7th | destruction |
| 8th | create greater undead |
| 9th | wail of the banshee |
Subdomains
Murder
Associated Domain: Death.
Replacement Power: The following granted power replaces the death’s embrace power of the Death domain.
Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
| Replacement Domain Spells | |
| 3rd | keen edge |
| 5th | suffocation |
| 9th | suffocation, mass |
Undead
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | ghoul touch |
| 4th | enervation |
| 9th | energy drain |
Destruction Domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
| Domain Spells | |
| 1st | true strike |
| 2nd | shatter |
| 3rd | rage |
| 4th | inflict critical wounds |
| 5th | shout |
| 6th | harm |
| 7th | disintegrate |
| 8th | earthquake |
| 9th | implosion |
Subdomains
Catastrophe
Associated Domain: Destruction.
Replacement Power: The following granted power replaces the destructive aura power of the Destruction domain.
Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.
| Replacement Domain Spells | |
| 2nd | gust of wind |
| 3rd | call lightning |
| 7th | control weather |
Rage
Associated Domain: Destruction.
Replacement Power: The following granted power replaces the destructive aura power of the Destruction domain.
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. 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.
| Replacement Domain Spells | |
| 2nd | bull’s strength |
| 6th | moonstruck |
Domination Domain
Granted Powers:
You gain Spell Focus (Enchantment) as a bonus feat.
| Domain Spells | |
| 1st | Command |
| 2nd | Enthrall |
| 3rd | Suggestion |
| 4th | Dominate Person |
| 5th | Command, Greater |
| 6th | Geas/Quest |
| 7th | Suggestion, Mass |
| 8th | True Domination |
| 9th | Monstrous Thrall |
Dragon Domain
Granted Powers
Add Bluff and Intimidate to your list of cleric class skills.
| Domain Spells | |
| 1st | Magic Fang |
| 2nd | Resist Energy |
| 3rd | Magic Fang, Greater |
| 4th | Voice of the Dragon |
| 5th | True Seeing |
| 6th | Stoneskin |
| 7th | Dragon Ally |
| 8th | Suggestion, Mass |
| 9th | Dominate Monster |
Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): 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 cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
| Domain Spells | |
| 1st | magic stone |
| 2nd | soften earth and stone |
| 3rd | stone shape |
| 4th | spike stones |
| 5th | wall of stone |
| 6th | stoneskin |
| 7th | elemental body IV (earth only) |
| 8th | earthquake |
| 9th | elemental swarm (earth spell only) |
Subdomains
Caves
Associated Domain: Earth.
Replacement Power: The following granted power replaces the acid resistance power of the Earth domain.
Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth 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.
| Replacement Domain Spells | |
| 2nd | create pit |
| 3rd | spiked pit |
| 6th | hungry pit |
Metal
Associated Domain: Earth.
Replacement Power: The following granted power replaces the acid dart power of the Earth domain.
Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | heat metal |
| 6th | wall of iron |
| 8th | iron body |
Evil Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds 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.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy 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 | |
| 1st | protection from good |
| 2nd | align weapon (evil only) |
| 3rd | Magic Circle against Chaos/Evil/Good/Law Good only |
| 4th | unholy blight |
| 5th | dispel good |
| 6th | create undead |
| 7th | blasphemy |
| 8th | unholy aura |
| 9th | summon monster IX (evil spell only) |
Subdomains
Daemon
Associated Domains: Evil.
Replacement Power: The following granted power replaces the scythe of evil power of the Evil domain. Daemons are a race of neutral evil outsiders.
Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.
| Replacement Domain Spells | |
| 1st | cause fear |
| 3rd | vampiric touch |
| 6th | planar binding (daemons only) |
Demon
Associated Domains: Chaos, Evil.
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain. Demons are a race of chaotic evil outsiders.
Fury of the Abyss (Su): 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.
| Replacement Domain Spells | |
| 1st | doom |
| 3rd | rage |
| 6th | planar binding (demons only) |
Devil
Associated Domains: Evil, Law.
Replacement Power: The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain. Devils are a race of lawful evil outsiders.
Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | command |
| 3rd | suggestion |
| 6th | planar binding (devils only) |
Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp):__ As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
| Domain Spells | |
| 1st | burning hands |
| 2nd | produce flame |
| 3rd | fireball |
| 4th | wall of fire |
| 5th | fire shield |
| 6th | fire seeds |
| 7th | elemental body IV (fire only) |
| 8th | incendiary cloud |
| 9th | elemental swarm (fire spell only) |
Subdomains
Ash
Associated Domains: Fire.
Replacement Power: The following granted power replaces the fire resistance power of the Fire domain.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
| Replacement Domain Spells | |
| 7th | disintegrate |
| 9th | fiery body |
Smoke
Associated Domains: Fire.
Replacement Power: The following granted power replaces the fire bolt power of the Fire domain.
Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | pyrotechnics |
| 3rd | stinking cloud |
Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. 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 (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
| Domain Spells | |
| 1st | shield of faith |
| 2nd | bless weapon |
| 3rd | searing light |
| 4th | holy smite |
| 5th | righteous might |
| 6th | undeath to death |
| 7th | holy sword |
| 8th | holy aura |
| 9th | gate |
Subdomains
Heroism
Associated Domains: Glory.
Replacement Power: The following granted power replaces the divine presence power of the Glory domain.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
| Replacement Domain Spells | |
| 3rd | heroism |
| 6th | heroism, greater |
Honor
Associated Domains: Glory.
Replacement Power: The following granted power replaces the touch of glory power of the Glory domain.
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | zone of truth |
| 6th | geas/quest |
Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): 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 cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy 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 | |
| 1st | Protection from Chaos/Evil/Good/Law Evil only |
| 2nd | align weapon(good only) |
| 3rd | Magic Circle against Chaos/Evil/Good/Law Evil only |
| 4th | holy smite |
| 5th | dispel evil |
| 6th | blade barrier |
| 7th | holy word |
| 8th | holy aura |
| 9th | summon monster IX (good spell only) |
Subdomains
Agathion
Associated Domains: Good.
Replacement Power: The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.
Protective Aura (Su): 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. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.
| Replacement Domain Spells | |
| 1st | shield of faith |
| 3rd | tongues |
| 6th | planar ally (agathions only) |
Archon
Associated Domains: Good, Law.
Replacement Power: The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.
Aura of Menace (Su): 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.
| Replacement Domain Spells | |
| 1st | divine favor |
| 3rd | prayer |
| 6th | planar ally (archons only) |
Azata
Associated Domains: Chaos, Good.
Replacement Power: The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of lawful good outsiders.
Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | expeditious retreat |
| 3rd | fly |
| 6th | planar ally |
Greed Domain
Granted Powers:
You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.
| Domain Spells | |
| 1st | Cheat |
| 2nd | Entice Gift |
| 3rd | Knock |
| 4th | Fire Trap |
| 5th | Fabricate |
| 6th | Guards and Wards |
| 7th | Teleport Object |
| 8th | Phantasmal Thief |
| 9th | Sympathy |
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): 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 | |
| 1st | cure light wounds |
| 2nd | cure moderate wounds |
| 3rd | cure serious wounds |
| 4th | cure critical wounds |
| 5th | breath of life |
| 6th | heal |
| 7th | regenerate |
| 8th | cure critical wounds, mass |
| 9th | heal, mass |
Subdomains
Restoration
Associated Domains: Healing.
Replacement Power: The following granted power replaces the rebuke death power of the Healing domain.
Restorative Touch (Su): 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.
| Replacement Domain Spells | |
| 2nd | remove disease |
| 4th | neutralize poison |
| 5th | break enchantment |
Resurrection
Associated Domains: Healing.
Replacement Power: The following granted power replaces the healer’s blessing power of the Healing domain.
Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees f it during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
| Replacement Domain Spells | |
| 5th | raise dead |
| 7th | resurrection |
| 9th | true resurrection |
Inquisition Domain
Granted Powers:
Gain a +4 bonus on Dispell Checks
| Domain Spells | |
| 1st | Detect Chaos |
| 2nd | Zone of Truth |
| 3rd | Detect Thoughts |
| 4th | Discern Lies |
| 5th | True Seeing |
| 6th | Geas/Quest |
| 7th | Dictum |
| 8th | Shield of Law |
| 9th | Imprisonment |
Knowledge Domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. 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 | |
| 1st | comprehend languages |
| 2nd | detect thoughts |
| 3rd | speak with dead |
| 4th | divination |
| 5th | true seeing |
| 6th | find the path |
| 7th | legend lore |
| 8th | discern location |
| 9th | foresight |
Subdomains
Memory
Associated Domains: Knowledge.
Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | memory lapse |
| 6th | modify memory |
| 8th | moment of prescience |
Thought
Associated Domains: Knowledge.
Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain.
Read Minds (Su):__ At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. 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.
| Replacement Domain Spells | |
| 3rd | seek thoughts |
| 5th | telepathic bond |
| 8th | mind blank |
Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic 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 | |
| 1st | Protection from Chaos/Evil/Good/Law Chaos only |
| 2nd | align weapon (law only) |
| 3rd | Magic Circle against Chaos/Evil/Good/Law Chaos only |
| 4th | order's wrath |
| 5th | dispel chaos |
| 6th | hold monster |
| 7th | dictum |
| 8th | shield of law |
| 9th | summon monster IX (law spell only) |
Subdomains
Archon
Associated Domains: Good, Law.
Replacement Power: The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.
Aura of Menace (Su): 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.
| Replacement Domain Spells | |
| 1st | divine favor |
| 3rd | prayer |
| 6th | planar ally (archons only) |
Devil
Associated Domains: Evil, Law.
Replacement Power: The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain. Devils are a race of lawful evil outsiders.
Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | command |
| 3rd | suggestion |
| 6th | planar binding (devils only) |
Inevitable
Associated Domains: Law.
Replacement Power: The following granted power replaces the touch of law power of the Law domain. Inevitables are a race of lawful neutral outsiders.
Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 3rd | command undead |
| 5th | command (greater) |
| 6th | planar binding (inevitables only) |
Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
| Domain Spells | |
| 1st | true strike |
| 2nd | aid |
| 3rd | protection from energy |
| 4th | freedom of movement |
| 5th | break enchantment |
| 6th | mislead |
| 7th | spell turning |
| 8th | moment of prescience |
| 9th | miracle |
Subdomains
Curse
Associated Domains: Luck.
Replacement Power: The following granted power replaces the bit of luck power of the Luck domain.
Malign Eye (Su): 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 or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | bane |
| 3rd | bestow curse |
| 6th | eyebite |
Fate
Associated Domains: Luck.
Replacement Power: The following granted power replaces the good fortune power of the Luck domain.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
| Replacement Domain Spells | |
| 2nd | augury |
| 3rd | borrow fortune |
| 9th | miracle |
Magic Domain
Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
| Domain Spells | |
| 1st | identify |
| 2nd | magic mouth |
| 3rd | dispel magic |
| 4th | imbue with spell ability |
| 5th | spell resistance |
| 6th | antimagic field |
| 7th | spell turning |
| 8th | protection from spells |
| 9th | mage's disjunction |
Subdomains
Arcane
Associated Domains: Magic.
Replacement Power: The following granted power replaces the hand of the acolyte power of the Magic domain.
Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | arcane eye |
| 6th | analyze dweomer |
Divine
Associated Domains: Magic.
Replacement Power: The following granted power replaces the hand of the acolyte power of the Magic domain.
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | bless water |
| 5th | cleanse |
| 7th | resurrection |
| 9th | miracle |
Mind Domain
Granted Powers:
You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.
| Domain Spells | |
| 1st | Comprehend Languages |
| 2nd | Detect Thoughts |
| 3rd | Telepathic Bond, Lesser |
| 4th | Discern Lies |
| 5th | Rary's Telepathic Bond |
| 6th | Probe Thoughts |
| 7th | Brain Spider |
| 8th | Mind Blank |
| 9th | Weird |
Oracle Domain
Granted Powers:
You cast all divination spells at +2 caster levels.
| Domain Spells | |
| 1st | Identify |
| 2nd | Augury |
| 3rd | Divination |
| 4th | Scrying |
| 5th | Commune |
| 6th | Legend Lore |
| 7th | Scrying, Greater |
| 8th | Discern Location |
| 9th | Foresight |
Plant Domain
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Wooden Fist (Su): 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, deal lethal damage, 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.
Bramble Armor (Su): 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. 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 | |
| 1st | entangle |
| 2nd | barkskin |
| 3rd | plant growth |
| 4th | command plants |
| 5th | wall of thorns |
| 6th | repel wood |
| 7th | animate plants |
| 8th | control plants |
| 9th | shambler |
Subdomains
Decay
Associated Domains: Plant.
Replacement Power: The following granted power replaces the bramble armor power of the Plant domain.
Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. 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.
Growth
Associated Domains: Plant.
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Enlarge (Su): As a swift action you can enlarge yourself, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | enlarge person |
| 5th | righteous might |
Portal Domain
Granted Powers:
You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
| Domain Spells | |
| 1st | Summon Monster I |
| 2nd | Analyze Portal |
| 3rd | Dimensional Anchor |
| 4th | Dimension Door |
| 5th | Teleport |
| 6th | Banishment |
| 7th | Etherealness |
| 8th | Maze |
| 9th | Gate |
Protection Domain
Granted Powers:Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
| Domain Spells | |
| 1st | sanctuary |
| 2nd | shield other |
| 3rd | protection from energy |
| 4th | spell immunity |
| 5th | spell resistance |
| 6th | antimagic field |
| 7th | repulsion |
| 8th | mind blank |
| 9th | prismatic sphere |
Subdomains
Defense
Associated Domains: Protection.
Replacement Power: The following granted power replaces the resilient touch power of the Protection domain.
Deflection Aura (Su): Once each day, you can emit a 20- 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.
| Replacement Domain Spells | |
| 1st | shield |
| 2nd | barkskin |
| 7th | deflection |
Purity
Associated Domains: Protection.
Replacement Power: The following granted power replaces the aura of protection power of the Protection domain.
Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.
| Replacement Domain Spells | |
| 1st | protection from chaos/evil/good/law |
| 3rd | remove blindness/deafness |
| 5th | atonement |
Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.
Strength Surge (Sp): 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 cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
| Domain Spells | |
| 1st | enlarge person |
| 2nd | bull's strength |
| 3rd | magic vestment |
| 4th | spell immunity |
| 5th | righteous might |
| 6th | stoneskin |
| 7th | grasping hand |
| 8th | clenched fist |
| 9th | crushing hand |
Subdomains
Ferocity
Associated Domains: Strength.
Replacement Power: The following granted power replaces the strength surge power of the Strength domain.
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals 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.
| Replacement Domain Spells | |
| 3rd | rage |
| 6th | bull’s strength, mass |
Resolve
Associated Domains: Strength.
Replacement Power: The following granted power replaces the might of the gods power of the Strength domain.
Bestow Resolve (Su): 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.
| Replacement Domain Spells | |
| 1st | bless |
| 6th | heroes’ feast |
Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a Daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
| Domain Spells | |
| 1st | endure elements |
| 2nd | heat metal |
| 3rd | searing light |
| 4th | fire shield |
| 5th | flame strike |
| 6th | fire seeds |
| 7th | sunbeam |
| 8th | sunburst |
| 9th | prismatic sphere |
Subdomains
Day
Associated Domains: Sun.
Replacement Power: The following granted power replaces the nimbus of light power of the Sun domain.
Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
| Replacement Domain Spells | |
| 2nd | continual flame |
| 3rd | daylight |
Light
Associated Domains: Sun.
Replacement Power: The following granted power replaces the sun’s blessing power of the Sun domain.
Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds 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.
| Replacement Domain Spells | |
| 1st | faerie fire |
| 3rd | daylight |
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
| Domain Spells | |
| 1st | longstrider |
| 2nd | locate object |
| 3rd | fly |
| 4th | dimension door |
| 5th | teleport |
| 6th | find the path |
| 7th | teleport, Greater |
| 8th | phase door |
| 9th | astral projection |
Subdomains
Exploration
Associated Domains: Travel.
Replacement Power: The following granted power replaces the agile feet power of the Travel domain.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 1st | expeditious retreat |
| 4th | locate creature |
| 6th | find the path |
| 9th | world wave |
Trade
Associated Domains: Travel.
Replacement Power: The following granted power replaces the agile feet power of the Travel domain.
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll 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.
| Replacement Domain Spells | |
| 1st | floating disk |
| 5th | overland flight |
| 9th | gate |
Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): 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 cleric level, 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.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
| Domain Spells | |
| 1st | disguise self |
| 2nd | invisibility |
| 3rd | nondetection |
| 4th | confusion |
| 5th | false vision |
| 6th | mislead |
| 7th | screen |
| 8th | invisibility, mass |
| 9th | time stop |
Subdomains
Deception
Associated Domains: Trickery.
Replacement Power: The following granted power replaces the copycat power of the Trickery domain.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | mirror image |
| 7th | project image |
Thievery
Associated Domains: Trickery.
Replacement Power: The following granted power replaces the master’s illusions power of the Trickery domain.
Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
| Replacement Domain Spells | |
| 3rd | locate object |
| 7th | ethereal jaunt |
War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
| Domain Spells | |
| 1st | magic weapon |
| 2nd | spiritual weapon |
| 3rd | magic vestment |
| 4th | divine power |
| 5th | flame strike |
| 6th | blade barrier |
| 7th | power word blind |
| 8th | power word stun |
| 9th | power word kill |
Subdomains
Blood
Associated Domains: War.
Replacement Power: The following granted power replaces the weapon master power of the War domain.
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.
| Replacement Domain Spells | |
| 3rd | vampiric touch |
| 5th | wall of thorns |
| 7th | inflict serious wounds, mass |
Tactics
Associated Domains: War.
Replacement Power: The following granted power replaces the battle rage power of the War domain.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | aid |
| 5th | command, greater |
| 8th | planar ally, greater |
Water Domain
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (Sp):__ As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): 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 | |
| 1st | obscuring mist |
| 2nd | fog cloud |
| 3rd | water breathing |
| 4th | control water |
| 5th | ice storm |
| 6th | cone of cold |
| 7th | elemental body IV (water only) |
| 8th | horrid wilting |
| 9th | elemental swarm (water spell only) |
Subdomains
Ice
Associated Domains: Water.
Replacement Power: The following granted power replaces the cold resistance power of the Water domain.
Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.
| Replacement Domain Spells | |
| 7th | freezing sphere |
| 9th | polar ray |
Oceans
Associated Domains:Water.
Replacement Power: The following granted power replaces the icicle power of the Water domain.
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Replacement Domain Spells | |
| 2nd | slipstream* |
| 3rd | water walk |
| 9th | tsunami* |
Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): 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 nonlethal damage + 1 point for every two cleric levels you possess. 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.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
| Domain Spells | |
| 1st | obscuring mist |
| 2nd | fog cloud |
| 3rd | call lightning |
| 4th | sleet storm |
| 5th | ice storm |
| 6th | control winds |
| 7th | control weather |
| 8th | whirlwind |
| 9th | storm of vengeance |
Subdomains
Seasons
Associated Domains: Weather.
Replacement Power: The following granted power replaces the storm burst power of the Weather domain.
Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Storms
Associated Domains: Weather.
Replacement Power: The following granted power replaces the lightning lord power of the Weather domain.
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. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. 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.
| Replacement Domain Spells | |
| 5th | call lightning storm |
| 6th | sirocco* |





