Clerics differ immensely in mission, role, and outlook depending on the deities they worship. No one would ever mistake a blood-soaked zealot of Erythnul the Many for a staid healer of Pelor the Burning Hate, for example. Cleric domains reinforce this notion, granting a wide range of specialized abilities and unique spells depending on a cleric’s specific field of expertise.
Sometimes, even these specialized powers are not enough to truly define the differences in faith. A vicious cleric of Hextor and a valiant cleric of Heironeous might both share the exact same domains of Law and War, for example. The following rules present new powers attached to the core domains presented in the Player’s Handbook. Many of these alternative powers go above and beyond the standard domain abilities and, as such, require the cleric to forego other abilities or take a feat.
The simplest way a cleric can gain access to the additional powers of his domains is through the selection of the Improved Power feat. While other options exist, the DM must decide which possibilities he allows in his campaign and may add additional requirements as well, such as a sacred quest or special ritual. Some DMs might even choose to make these improved powers a boon granted to clerics who reach a certain level. While the feat and magic item options allow these new powers to be incorporated into an existing campaign, the other options are best if presented to characters at the start of a campaign.
Feat: The ability to use one of the improved powers represents deep devotion and time spent learning about one aspect of a deity. In this case, gaining access to an improved power is best represented by the Improved Power feat. Clerics who take this feat retain both of their granted domain abilities and choose domain spells normally.
Magic Item: Temples have long known the secret of forging special holy symbols that enhance the tie between a cleric and his deity. These rare and valuable magic items bestow the improved granted power while worn (see Devoted Symbol below). Clerics who wear one of these symbols retain both of their granted domain abilities and chose domain spells normally.
No Turning: Some clerics never give a second thought to undead, as such monsters are outside the ethos of their figths. These clerics might wish for alternative uses for channeled divine energy. Instead of turning or rebuking undead, these clerics gain one of the improved powers associated with their chosen domains. They still gain both of the standard granted powers and may choose domain spells from either list as normal. The choice to use this option must be made when the first level of cleric is taken. The ability to turn or rebuke undead from other classes is not affected by this choice.
Paladins may elect to use this option as well, but must wait until 4th level to gain an improved power. As with turning undead, a paladin’s effective level for these powers is that of a cleric three levels lower. A paladin must chose one of the domains associated with her deity, and if she has cleric levels the improved power must be from one of her chosen domains. A paladin with cleric levels cannot gain both improved powers through sacrificing the ability to turn undead from both classes. The choice to use this option must be made when the fourth level of paladin is taken.
One Power: Some clerics focus so heavily on one aspect of their deity that they develop powers beyond those of their brethren. Instead of gaining two granted domain powers, these clerics choose one domain and gain the improved granted power instead of either of the standard granted powers. When choosing domain spells, these clerics may choose from both domains as normal. The choice to use this option must be made when the first level of cleric is taken.
Chose one of your domains. Through your long devotion and hours of study, you have unlocked one of the improved granted powers of that domain.
Prerequisites: Granted power of the same domain as the selected improved granted power.
Benefit: You may use the improved granted power of the chosen domain.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain.
These rare holy symbols enhance the bond between a cleric and his deity, granting access to one improved granted power. Devoted symbols are tied to one specific domain and only grant the power if the wearer already has that domain and is a follower of the same deity. A devoted symbol of Vecna tied to the Knowledge domain only grants the divine inspiration ability if the wearer is a cleric of Vecna with the Knowledge domain. Devoted symbols are worn around the neck, taking up the amulet slot, and can be used as a holy symbol for the purposes of turning or rebuking undead and as a spell focus.
Moderate divination; CL 7th; Craft Wondrous Item, divination; Price 20,000 gp; Weight ½lb.
The following powers represent all of the domains present in the Player’s Handbook. Other powers are certainly possible for domains from other sources. Unless otherwise noted, activating an improved granted power is a standard action that does not provoke an attack of opportunity.
Far-Reaching Wind (Su): The touch of your holy symbol imbues a weapon with the essence of air. Air-imbued weapons are guided to their targets by gusts of wind, allowing supernatural accuracy over long distances. While under this effect, ranged weapons have their range increments doubled, and melee weapons may be hurled as thrown weapons with a range increment of 20 feet. Weapons enhanced in this way maintain their increased range for 1 minute. You may use this ability a number of times per day equal to your cleric level.
Totemic Spirit Companion (Sp): You can call upon the spirits of the natural world to aid you as a full-round action. This functions just like the spell summon nature’s ally I using your cleric level as the caster level. All creatures summoned in this way have either the celestial or fiendish template as appropriate to the type of energy you channel. You may use this ability once per day for every two cleric levels you possess (minimum 1). Additional uses of this ability may be expended to summon more powerful creatures, with each additional use spent increasing the spell to the next highest level. For example, a 6th-level cleric could use this ability to cast summon nature’s ally I three times per day or summon nature’s ally III once per day (or any other combination).
Chaos Curse (Su): A forking beam of multi-coloured light springs from your outstretched finger and strikes an enemy within 60 feet as a ranged touch attack. If your target fails a Will save (DC 10 + ½ your cleric level + your Charisma modifier), it becomes stricken with random misfortune for 1 minute. Each round, the target has a 50% chance to drop what it is holding (if holding anything) or to provoke an attack of opportunity (if threatened and not holding anything). If neither condition applies, it falls prone. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Call of the Grave (Su): Creatures near you feel the inevitability of death and resist attempts to keep them among the living. When activated, all conjuration spells of the healing subschool cast within 30 feet of you heal half as much damage as normal. In addition, spells that restore life, such as raise dead, reincarnate and resurrection do not function when cast within 30 feet of you. You may use this ability 1 round per day per cleric level you possess. These rounds need not be consecutive.
Shattering Blow (Su): You may, as a free action, infuse your attacks with the destructive force of entropy for 1 round. While under this effect, your natural attacks and all weapons you use in melee are treated as adamantine for the purposes of bypassing damage reduction and object hardness. You may use this ability 1 round per day per cleric level you possess and these rounds need not be consecutive.
Tremor Step (Su): While standing on a solid, natural surface (caves or fields would both work; the upper floors of a tower would not) you may strike the earth to produce highly localized seismic vibrations. All creatures except you standing on the ground within 20 feet of you must make Balance checks (DC 10 + your cleric level + your Charisma modifier) or fall prone. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Torture Strike (Su): One living creature touched (requiring a successful melee touch attack) is wracked by agonizing pain, as if a branding iron had struck bare flesh. You gain a bonus on Intimidate checks against an affected creature equal to your cleric level for 1 minute. In addition, the target creature also takes 1d4 points of Strength damage and is nauseated for 1 round. A successful Fortitude save (DC 10 + ½ your cleric level + your Charisma modifier) reduces the condition to sickened and negates the Strength damage. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Flame-Guiding Song (Su): Your voice has a hypnotic power over fire. You can cause flames to lash out at those nearby, attacking one foe within 10 feet of an existing blaze. These hungry flames deal 2d6 points of fire damage and might cause the target to catch fire. The Reflex save DC to avoid catching on fire or to extinguish these flames equals 10 + ½ your cleric level + your Charisma modifier. You may also use this ability to automatically extinguish non-magical fires no larger than a bonfire. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Saving Grace (Su): You can grant a divine boon to your allies, assisting them in their endeavors. You can bestow this boon upon an ally within 30 feet as a move action. This boon grants a sacred bonus equal to your Charisma modifier on the next saving throw, attack roll, skill check, or ability check he attempts within the next minute. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Healing Light (Su): You may channel divine energy as a free action to enhance a spell of the healing subschool. When using this ability, such spells with a range of touch may be cast with a range of close (25 ft. + 5 ft./2 levels). You may use this ability a number of times per day equal to your cleric level.
Divine Inspiration (Su): You can glimpse into the mind of your deity, granting you unsurpassed powers of recall and intuition. You can channel divine energy to take to on any Knowledge skill check as if you had ranks in it, even if you are untrained, as a free action. You may add your Charisma bonus to the check in addition to your Intelligence bonus. You may use this ability a number of times per day equal to you cleric level.
Zone of Enforced Order (Su): You can emit an aura that makes chaotic creatures uncomfortable. When in effect, all chaotic creatures within 30 feet of you take a -2 penalty on attack rolls, saving throws, skill checks and ability checks. You may use this ability 1 round per day per cleric level you possess. These rounds need not be consecutive.
Charmed Existence (Su): You may, as an immediate action, use this ability to gain a +2 luck bonus on an attack roll, saving throw, skill check or ability check. You must decide to use this ability before you roll and may only use this ability once per round. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Power Magical Device (Su): You can channel divine energy through a wand, staff or other charged magical item, powering it with faith rather than the item’s own internal reserves. Doing so requires only as much time as is required to activate the item normally (typically a standard action). The magic item produces all its normal effects, but no charge is drained. To power an item, your caster level must be at least equal to the caster level of the item. You cannot use this ability to duplicate spells with an XP or costly material component. Abilities that require multiple charges require you to spend an equal number of uses of this ability. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Shield of the Martyr (Su): You can prevent harm to others at the cost of your own safety. Whenever an ally within 30 feet takes damage, you can channel divine energy as an immediate action to split the wounds between the target and yourself (each taking half damage; if an odd number you take the extra point of damage). This ability can only be used once per round and only against a single damage source. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Tremendous Might (Su): You can channel divine power into feats of truly superhuman might. You may add a +6 morale bonus on any Strength-based skill check or Strength check required to break, lift, drag or push on object. This does not apply to attack or damage rolls, including grapple, sunder or bull rush attempts. You may use this ability a number of times per day equal to your cleric level.
Vengeance of Day (Su): Rays of light brighter than the noon sun burst from your raised holy symbol. All within a 30 foot cone must make Will saves (DC 10 + ½ your cleric level + your Charisma modifier) or be dazzled for a number of rounds equal to your Charisma modifier (minimum 1 round). Undead and creatures with light blindness or light sensitivity, such as kobolds or drow, are blinded instead on a failed save. You may use this ability once per day for every two cleric levels you possess (minimum 1).
Second Wind (Su): You touch your holy symbol to a creature, imbuing it with renewed vigour for travel and great speed. You can remove the fatigued condition or make an exhausted creature merely fatigued. If the target creature has neither of these conditions, this ability instead increases the creature’s base speed by +30 feet for 1 round. You may use this ability a number of times per day equal to your cleric level.
Miraculous Deception (Su): You can channel divine power to improve the skills you naturally develop in service of your trickster deity. Using this ability grants you a +4 divine bonus on a single Bluff, Disguise or Hide skill check. You may use this ability a number of times per day equal to your cleric level.
Piercing Steel Talon (Su): When wielding your deity’s chosen weapon, you can channel divine energy into a single deadly blow. You instinctively attack the weakest points of your target’s defences, allowing you to, as a free action, ignore either the target’s armour or shield bonus to AC for a single attack. You may use this ability once per day for every two cleric levels you possess (minimum 1), but no more than once per round.
Waves Protect Their Own (Su): When at least waist deep in water, you can summon a vortex of swift currents and crashing waves to aid your allies and buffet your enemies. Allies within 30 feet suffer no penalties for underwater combat (as if under a freedom of movement effect) and suffer no risk of drowning in even the roughest seas (although if they choose to dive below the waves they can hold their breath no longer than normal). Enemies in the area take a penalty on attack rolls equal to your Charisma modifier due to the impeding flow of the water (having a swim speed does not negate this penalty, although a freedom of movement effect does). You may use this ability 1 round per day per cleric level you possess. These rounds need not be consecutive.
Which domain’s improved granted power you pick reflects a great deal about your character’s interests and role in the world. For example, a cleric of Ehlonna taking the totemic spirit companion power might be fiercely independent, since her power allows her to summon aid when travelling solo in the wild. A different cleric of the same deity who instead selects saving grace would probably be more social, since that power functions best with numerous allies. The powers taken frequently by others in your character’s religious organization impacts on how that organization is perceived. A group of derics with the shattering blow (Destruction) power has uneasy relations with those valuing the integrity of their property, but such a group would be the first called upon to stop an iron golem gone berserk.
Source: Dragon Magazine #342 (Page 21)