Guide: Amian Cleric Domains

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Lord-Jyssev
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Guide: Amian Cleric Domains

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Foreword

Clerics are divine spell casters and the envoys of their chosen deity. As such, they're expected to be within one step of their deity's base alignment. Each deity has a portfolio of interests, called domains, that help to flavor their blessings. A cleric can only pick two of these domains, but doing so gives you an awesome tool for both mechanics and roleplay. Two clerics of the same deity could be roleplayed totally differently depending on which domains they chose!

Mechanically, choosing a domain confers three main special abilities: domain benefits, extra spells, and a prayer boon.
  • Domain benefits vary; some taking the form of spell-like abilities, a custom summon, outright granting feats, or bonuses to turning or healing. Domain benefits that have a duration generally last 5 turns/rounds + 1 turn/round * Charisma modifier.
  • Extra spells are either spells that clerics wouldn't normally have access to (Haste, Improved Invisibility) or spells that clerics already get, but granted at earlier spell levels (vital for things like metamagic).
  • Praying gives a host of different effects that are detailed below and lasts for 5 turns + 1 turn per 3 cleric levels. Praying is accessed from the rest menu and can be done once per real life hour.

For a list of all the gods and a more in-depth explanation of the praying system, check the Amia Deity System page.


Domains

Each domain is listed with the domain benefit, spells gained with spell level denoted in parentheses, and the prayer boon. Domains are listed in the order that they appear in game (not alphabetical).

Air
Benefit: Able to turn elementals as if they were undead.

Spells:
Expeditious Retreat (1)
Call Lightning (3)
Gust of Wind (5)
Chain Lightning (6)

Prayer: Electrical Immunity increase; 20% + 1% per cleric level.

Animal
Benefit: Summon spells (I-IX) are drawn from the "Wild" summoning list and are granted +2 STR/CON and +1 AC/AB.

Spells:
Cat's Grace (2)
True Seeing (3)
Polymorph Self (5)

Prayer: All animal summons gain a damage increase; 1 + 1 per 7 cleric levels.

Death
Benefit: Neutral/Good: Summons an outsider servant, Evil summons undead; scales at levels 8, 12, 17, 22, and 27.

Spells:
Negative Energy Burst (3)
Phantasmal Killer (4)
Enervation (5)

Prayer: All undead summons gain a damage increase; 1 + 1 per 7 cleric levels.

Destruction
Benefit: Damage constructs with turn ability.

Spells:
Stinking Cloud (3)
Acid Fog (6)
Implosion (8)

Prayer: Fire shield that grants 1d6 fire damage + 1 per 5 cleric levels.

Earth
Benefit: Turn elementals as if they were undead.

Spells:
Stoneskin (4)
Energy Buffer (5)
Greater Stoneskin (6)
Stone to Flesh (7)
Flesh to Stone (8)

Prayer: Acid Immunity increase; 20% + 1% per cleric level.

Evil
Benefit: Turn outsiders as if they were undead.

Spells:
Negative Energy Ray (1)
Negative Energy Burst (3)
Enervation (5)
Energy Drain (8)

Prayer: Bonus damage vs Good; 1 + 1 per cleric levels.

Fire
Benefit: Turn elementals as if they were undead.

Spells:
Fireball (3)
Wall of Fire (4)
Energy Buffer (5)
Elemental Shield (6)
Delayed Blast Fireball (8)

Prayer: Fire Immunity increase; 20% + 1% per cleric level.

Good
Benefit: Turn outsiders as if they were undead.

Spells:
Stoneskin (4)
Lesser Planar Binding (5)
Planar Binding (6)
Greater Planar Binding (8)

Prayer: Bonus damage vs Evil; 1 + 1 per cleric levels.

Healing
Benefit: Healing spells are cast empowered.

Spells:
Cure Serious Wounds (2)
Heal (5)
Mass Heal (6)

Prayer: Regeneration; 1 + 1 per 10 cleric levels.

Knowledge
Benefit: None, extra spells.

Spells:
Identify (1)
Knock (2)
Clairaudience/Clairvoyance (3)
True Seeing (4)
Legend Lore (6)
Premonition (8)

Prayer: Bonus to all skills; 1 + 1 per 5 cleric levels.

Magic
Benefit: None, extra spells.

Spells:
Mage Armor (1)
Melf's Acid Arrow (2)
Negative Energy Burst (3)
Stoneskin (4)
Ice Storm (5)
Lesser Spell Mantle (6)

Prayer: Spell Resistance; 10 + 1 per 2 cleric levels.

Plant
Benefit: Turn vermin as if they were undead.

Spells:
Barkskin (2)
Creeping Doom (7)

Prayer: Natural AC Bonus; 1 + 1 per 5 cleric levels (+5 cap).

Protection
Benefit: Improved sanctuary ability with a DC of 10 + Charisma Modifier + cleric level, duration in rounds.

Spells:
Shield (1)
Minor Globe of Invulnerability (4)
Energy Buffer (5)
Protection from Spells (7)

Prayer: Concealment; 20% + 1% per cleric level.

Strength
Benefit: Gain a bonus to STR; 2 + 1 per 3 cleric levels, duration in rounds.

Spells:
Divine Power (3)
Stoneskin (5)

Prayer: Increase to STR; 1 + 1 per 7 cleric levels.

Sun
Benefit: Add 1d6 to turning checks to determine max HD of undead turned, add 1d4 to maximum number of undead turned.

Spells:
Searing Light (2)
Sunbeam (7)
Sunburst (8)

Prayer: Bonus damage vs Undead; 1 + 1 per cleric levels.

Travel
Benefit: None, extra spells.

Spells:
Entangle (1)
Web (2)
Freedom of Movement (3)
Slow (4)
Haste (5)

Prayer: Immunity to movement speed decrease.

Trickery
Benefit: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pocket checks; 1 per 2 levels.

Spells:
Invisibility (2)
Invisibility Sphere (3)
Improved Invisibility (5)

Prayer: Invisibility.

War
Benefit: Bonus 1 + 1 per 5 cleric levels to DEX, CON, AB, Damage, and double this number in damage reduction, duration in rounds.

Spells:
Cat's Grace (2)
Aura of Vitality (7)

Prayer: Bonus to damage; 1 + 1 per 10 cleric levels.

Water
Benefit: Turn elementals as if they were undead.

Spells:
Grease (1)
Poison (3)
Ice Storm (5)
Drown (6)

Prayer: Cold Immunity increase; 20% + 1% per cleric level.

Balance
Benefit: Bonus WIS; 2 + 1 per 3 cleric levels, duration in rounds.

Spells:
Clarity (2)
Dismissal (3)
Greater Sanctuary (5)
Protection from Spells (8)

Prayer: Bonus to will saves; 1 + 1 per 7 cleric levels.

Cavern
Benefit: Darkvision feat.

Spells:
Darkness (1)
Stonehold (6)
Earthquake (7)

Prayer: Immunity to light blindness.

Chaos
Benefit: Turn outsiders as if they were undead.

Spells:
Magic Circle Against Alignment (2)
Confusion (4)
Word of Faith (6)

Prayer: Bonus damage vs Law; 1 + 1 per cleric levels.

Charm
Benefit: Gain a bonus to Persuade and Bluff; 1 + 1 per 5 cleric levels.

Spells:
Aura of Glory (2)
Mass Charm (8)
Dominate Monster (9)

Prayer: Immunity to charm, hold, and domination spells.

Cold
Benefit: Turn elementals as if they were undead.

Spells:
Ice Dagger (1)
Ice Storm (4)
Cone of Cold (6)

Prayer: Bonus to cold damage; 1 + 1 per 10 cleric levels.

Community
Benefit: Skill Focus Persuasion feat.

Spells:
Aid (1)
Prayer (2)
Mass Heal (7)
Protection from Spells (8)

Prayer: +10 temporary HP per PC party member within 30 feet (+100 max)

Courage
Benefit: Immunity to fear.

Spells:
Prayer (2)
Divine Power (3)

Prayer: Immunity to fear.

Craft
Benefit: Bonus to Craft Armor/Weapon; 1 + 1 per 5 cleric levels.

Spells:
Fox's Cunning (1)
Crumble (7)
Blackstaff (9)

Prayer: Bonus to saves vs traps; 1 + 1 per 5 cleric levels.

Darkness
Benefit: Darkness spell that lasts for turns duration.

Spells:
Darkness (1)
Mass Blindness/Deafness (8)

Prayer: Immunity to light blindness.

Dragon
Benefit: Skill Focus Intimidate feat.

Spells:
True Seeing (3)
Stoneskin (6)
Shapechange (9)

Prayer: +1 Bonus to all abilities.

Dream
Benefit: Immunity to fear.

Spells:
Sleep (1)
Phantasmal Killer (4)
Power Word: Stun (8)
Weird (9)

Prayer: Immunity to sleep, dace, and stun.

Drow
Benefit: Resist Poison feat.

Spells:
Clairaudience/Clairvoyance (2)
Greater Dispelling (5)
Greater Planar Binding (8)

Prayer: Freedom.

Dwarf
Benefit: Skill Focus Discipline feat.

Spells:
Ironguts (1)
Stoneskin (4)
Stonehold (6)

Prayer: Bonus CON; 1 + 1 per 7 cleric levels.

Elf
Benefit: Alertness feat.

Spells:
Cat's Grace (2)
Clairaudience/Clairvoyance (3)
One with the Land (4)

Prayer: Bonus DEX; 1 + 1 per 7 cleric levels.

Fate
Benefit: Randomly gain from +3 to -2 AB/Divine damage, duration in rounds.

Spells:
Premonition (7)
Mindblank (8)

Prayer: Bonus to Fort, Reflex, or Will, 1/20 chance of universal saves; 1 + 1 per 7 cleric levels.

Gnome
Benefit: Invisibility-like spells cast as extended.

Spells:
Fox's Cunning (1)
Invisibility (2)
Camouflage (3)
Invisibility Sphere (4)

Prayer: Bonus to CHA; 1 + 1 per 7 cleric levels.

Halfling
Benefit: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pocket checks; 1 per 2 levels.

Spells:
Camouflage (1)
One with the Land (2)
Mass Camouflage (3)

Prayer: Bonus to Hide and Move Silently; 1 + 1 per 7 cleric levels.

Hatred
Benefit: Divine damage bonus; 2 + 1 per 5 cleric levels, duration in rounds.

Spells:
Fear (4)
Wail of the Banshee (9)

Prayer: Damage shield; 1d4 + 1 per 5 cleric levels.

Illusion
Benefit: Invisibility-like spells cast as extended.

Spells:
Invisibility (2)
Invisibility Sphere (3)
Displacement (4)
Weird (9)

Prayer: Invisibility.

Law
Benefit: Turn outsiders as if they were undead.

Spells:
Magic Circle Against Alignment (2)
Hold Monster (5)
Word of Faith (6)

Prayer: Bonus to damage vs chaos; 1 + 1 per 7 cleric levels.

Luck
Benefit: Randomly gain from +3 to -2 AB/Divine damage, duration in rounds.

Spells:
Aid (1)
Freedom of Movement (3)
Lesser Spell Mantle (6)

Prayer: Randomly chosen ability gains +3.

Moon
Benefit: Turn shapechangers as if they were undead.

Spells:
Ultravision (1)
Darkfire (2)
Fear (4)

Prayer: Bonus to damage vs shapechangers; 1 + 1 per 7 cleric levels.

Noble
Benefit: Bonus to AB, ability scores, and skills; 1 + 1 per 10 cleric levels, duration in rounds.

Spells:
Magic Vestment (2)
Storm of Vengeance (8)

Prayer: Bonus to Persuade, Intimidate, and Bluff; 1 + 1 per 5 cleric levels.

Orc
Benefit: Bonus to STR; 2 + 1 per 3 cleric levels, duration in rounds.

Spells:
Blood Frenzy (2)
Divine Power (3)

Prayer: Bonus to damage vs elves; 1 + 1 per 7 cleric levels.

Portal
Benefit: +2 CL for determining Gate summon.

Spells:
Banishment (5)
Gate (8)

Prayer: Portal wands take no charges to use (DEFUNCT)

Renewal
Benefit: Regeneration; 2 + 1 per 5 cleric levels, duration in rounds.

Spells:
Lesser Restoration (1)
Restoration (3)
Greater Restoration (6)

Prayer: Resistance to fire, cold, electric, acid, and sonic; 2/- per 5 cleric levels.

Repose
Benefit: Summons an outsider servant; scales at levels 8, 12, 17, 22, and 27.

Spells:
Bless Weapon (4)
Undeath to Death (5)

Prayer: Bonus to damage vs undead; 1 + 1 per 7 cleric levels.

Retribution
Benefit: Damage shield inflicting divine damage; 1d10 + 1 per 3 cleric levels, duration in rounds.

Spells:
Death Armor (2)
Banishment (5)
Lesser Spell Mantle (6)

Prayer: When a PC affected by this prayer dies, they cause 1d6 divine damage per cleric level, reflex for half.

Rune
Benefit: Scribe Scroll feat.

Spells:
Glyph of Warding (2)
Lesser Planar Binding (5)
Legend Lore (6)

Prayer: Damage reduction of 10/+5; absorbs 10 damage + 10 points per 3 cleric levels.

Scalykind
Benefit: Turn reptilians as if they were undead.

Spells:
Ironguts (1)
Poison (3)
Creeping Doom (7)

Prayer: Bonus to acid damage; 1 + 1 per 7 cleric levels.

Slime
Benefit: Resist Energy (Acid) feat.

Spells:
Grease (1)
Melf's Acid Arrow (2)
Evard's Black Tentacles (5)
Power Word: Stun (8)

Prayer: Acid Immunity increase; 20% + 1% per cleric level.

Spell
Benefit: Skill Focus Spellcraft feat.

Spells:
Mage Armor (1)
Magic Missile (2)
Issac's Lesser Missile Swarm (4)
Lesser Spell Mantle (6)

Prayer: Bonus to spell saves; 1 + 1 per 5 cleric levels.

Time
Benefit: Improved Initiative feat.

Spells:
Haste (5)
Legend Lore (7)

Prayer: Movement speed increase; 1% + 1% per 2 cleric levels (doesn't stack with haste).

Trade
Benefit: Skill Focus Appraise feat.

Spells:
Fox's Cunning (1)
Identify (1)
Mind Blank (8)

Prayer: +5% Bonus to merchant appraise checks.

Tyranny
Benefit: All Domination-like spells cast as extended.

Spells:
Fear (4)
Dominate Person (5)
Power Word: Stun (8)

Prayer: Resistance to bludgeoning; 1/- per 5 cleric levels.

Undeath
Benefit: Add 1d6 to turning checks to determine max HD of undead turned, add 1d4 to maximum number of undead turned.

Spells:
Animate Dead (2)
Create Undead (5)
Control Undead (7)

Prayer: Bonus to negative damage; 1 + 1 per 7 cleric levels.

Suffering
Benefit: Inflict spells are cast empowered.

Spells:
Inflict Serious Wounds (2)
Harm (5)
Horrid Wilting (8)

Prayer: Increase to Fort/Will saves; 1 + 1 per 5 cleric levels (max of +5).
Last edited by Lord-Jyssev on Thu May 13, 2021 6:44 pm, edited 1 time in total.
Jes
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Re: Guide: Amian Cleric Domains

Post by Jes »

Um. It's under Modifications. viewtopic.php?f=101&t=487

Combined with the Deity System page listed in the sidebar. But I mean... Good effort doing this anyway. It looks nice.
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Lord-Jyssev
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Re: Guide: Amian Cleric Domains

Post by Lord-Jyssev »

Totally missed that! I'll remove that note from my post. Either way, the goal was to put the info all in one place. Hopefully it's still useful to someone out there!
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Itikar
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Re: Guide: Amian Cleric Domains

Post by Itikar »

The prayer bonuses together with the domains are pretty useful.
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