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Shadowy Domains

May 20th, 2011

Justin Holloway

From the Workshop Archive 

            Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters and even alternate class features. This week I have four new cleric domains, the moon, planar, revenant, and secrets domains. The revenant domain is granted by the demi-goddess Nocturne, who is mentioned in Liber Vampyr and expanded upon in this article.

Moon Domain

Granted Powers: You are a divine guardian of the night.

Lunar Ray (Su): As a standard action you can unleash a bolt of condensed moonlight 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 1d4 points of damage + 1 point for every two cleric levels you possess. This damage is divine and not subject to energy resistance or immunity. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lunar Nimbus (Su): At 8th level, you can emit a 60-foot nimbus of light for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.  This power acts as a daylight spell. In addition, lycanthropes (other than the caster) 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.

Domain Spells: 1st—sleep, 2nd—glitterdust, 3rd—deep slumber, 4th—remove curse, 5th—flame strike, 6th—veil, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Planar Domain

Granted Powers: You are a divine conduit for planar energy.

Planar Ray (Su): As a standard action you can unleash a bolt of planar energy 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 random energy damage + 1 point for every two cleric levels you possess. Roll 1d6 when the attack is made to determine the energy type: 1 = acid, 2 = cold, 3 = electricity, 4 = fire, 5 = positive, 6 = negative. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Banishing Touch (Su): At 8th level, you can send extraplanar beings back to their home planes with a mere touch. As a standard action you can make a melee touch attack; if this attack hits, the creature must make a Will save (DC 10 + 1/2 cleric level + Wisdom modifier) or be sent back to its home plane as if it was affected by the banishment spell. 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—summon monster I, 2nd—summon monster II, 3rd—summon monster III, 4th—planar adaptation, 5th—plane shift, 6th—planar binding, 7th—banishment, 8th—greater planar binding, 9th—gate.

Revenant Domain

Special: This domain counts as two domains, and characters with access to only one domain can’t take this domain.

Granted Powers: You gain an effective cruomancer level equal to your class level and a blood pool with a maximum number of blood points equal to your effective cruomancer level. You do not gain fangs from this feat, but you do learn how to draw blood from a victim. This is functionally similar to the Vampire Bite special attack of a revenant, except that it does not allow you to qualify for any feats that require that attack, and in order to perform the special attack the character needs a sharp object capable of doing piercing damage.

Bloody Strike (Su): You gain the bloody strike 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 bloody strike before making the attack. This ability costs 1 blood point.

Gain Blood Power (Ex): At 4th level, you gain one blood power that you qualify for. You gain another blood power at 8th level and every 4 levels after 8th.

Domain Spells: 1st—charm person, 2nd—blood calling (Liber Vampyr), 3rd—vampiric touch, 4th—beast shape II, 5th—dominate person, 6th—create undead, 7th—finger of death, 8th—form of the dragon III, 9th— astral projection.

Secrets Domain

Granted Powers: You are gifted in the art of secrets. Bluff and Disguise are class skills.

Discern Secrets (Su): As a standard action you can read the mind of any creature you can touch. You make a melee touch attack; if this attack hits the creature, you detect the surface thoughts of your target’s mind. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. You continue to detect their mind’s surface thoughts for 1 round per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Know Secret (Su): At 8th level, you can learn the secrets of a single creature that you can see. As a standard action you can learn the secrets of a single creature as if you cast legend lore (at GM discretion this ability can instead have the cleric learn one of that creature’s deepest, darkest secrets). The creature must be within 60 feet of you and be visible, and may make a Will save (DC 10 + 1/2 cleric level + Wisdom modifier) to negate this ability. 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—disguise self, 2nd—misdirection, 3rd—seek thoughts (Advanced Player's Guide), 4th—glibness, 5th—modify memory, 6th—mislead, 7th—sequester, 8th—mind blank, 9th—foresight.