New Cleric Domains

Contributed by: Thulsa (). The Darkness, Fertility, Serpents and Plague domains are from the Nyambe d20 sourcebook; the Beast domain is inspired by the Bestial domain in the Book of Vile Darkness; and the Bats, Blood, Guardian, Illusion, Prophecy, Seduction, Spiders and Weather domains are my own inventions.

"'It is not fitting that I come before the shrine clad in silk. I will go naked, on my knees, as befits a supplicant, lest Mitra deem I lack humility', said Yasmela." -- Robert E. Howard: "Black Colossus"

Compiled on this page are a number of new cleric domains suitable for Hyborian Age divinities. Spells marked with an asterisk (*) are not found in the PHB; an abbreviation within a square bracket indicates where it is detailed.

Bats

Granted Power: Character gains the blindsight extraordinary ability.

Bat Domain Spells
  • 1. Animal Friendship: Gains permanent animal companions (bats only).
  • 2. Darkvision: See 60 ft. in total darkness.
  • 3. Fly: Subject flies at speed of 90.
  • 4. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains damage as hp.
  • 5. Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee.
  • 6. Harm: Subject loses all but 1d4 hp.
  • 7. Screen: Illusion hides area from vision, scrying.
  • 8. Energy Drain: Subject gains 2d4 negative levels.
  • 9. Wail of the Banshee: Kills one creature/level.

Beast

Granted Power: Character gains the scent extraordinary ability.

Beast Domain Spells
  • 1. Magic Fang: One natural weapon of subject creature gets +1 bonus to attack and damage.
  • 2. Bull's Strength: Subject gains 1d4+1 Str for 1 hour/level.
  • 3. Greater Magic Fang: One natural weapon of subject creature gets +1 bonus on attack and damage rolls per 3 caster levels (max +5).
  • 4. Dominate Animal: Subject animal obeys silent mental commands.
  • 5. Charm Monster: Makes monster believe it is your character's ally.
  • 6. Hold Monster: As hold person, but any creature.
  • 7. Insanity: Subject suffers continuous confusion.
  • 8. Symbol: Triggered runes have array of effects (symbol of discord only).
  • 9. Shapechange: Transforms you into any creature, and change forms once per round (animals, dire animals and beasts only).

Blood

Granted Power: Character is immune to bleeding and wounding effects. The character's wounds automatically stabilize if he is brought between -1 and -9 hit points.

  • 1. Delay Poison: Stops poison from harming subject for 1 hour/level.
  • 2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.
  • 3. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains damage as hp.
  • 4. Neutralize Poison: Detoxifies venom in or on subject.
  • 5. Magic Jar: Enables possession of another creature.
  • 6. Flesh to Stone: Turns subject creature into statue.
  • 7. Regenerate: Subject's severed limbs grow back.
  • 8. Finger of Death: Kills one subject.
  • 9. Horrid Wilting: Deals 1d8 damage/level within 30 ft.

Darkness

Granted Power: Darkvision with a 60 foot range.

Darkness Domain Spells
  • 1. Darkness: 20-ft. radius of supernatural darkness.
  • 2. Blindness/Deafness: Makes subject blind or deaf (blindness only).
  • 3. Deeper Darkness: Object sheds absolute darkness in 60-ft. radius.
  • 4. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • 5. Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • 6. Solid Darkness*: Creates an area of darkness that slows movement and inflicts negative energy damage. [Nyambe]
  • 7. Shadow Walk: Step into a shadow to travel rapidly.
  • 8. Power Word, Blind: Blinds 200 hp worth of creatures.
  • 9. Weird: As phantasmal killer, but affects all within 30 ft.

Fertility

Granted Power: When resting, you heal 2 hp per character level per day of light activity and 3 hp per level per day of complete rest, instead of the usual 1 hp per level per day. This can be further boosted by the Heal skill to 3 hp per level per day of light activity and 4 hp per level per day of complete rest.

Fertility Domain Spells
  • 1. Fertility Charm*: Improves the subject's ability to have children, and grants use of the Endurance feat. [Nyambe]
  • 2. Make Whole: Repairs an object.
  • 3. Plant Growth: Grows vegetation, improves crops.
  • 4. Create Food and Water: Feeds three humans (or one horse)/level.
  • 5. Minor Creation: Creates one wood or cloth object.
  • 6. Heroes' Feast: Food for one creature/level cures and blesses.
  • 7. Major Creation: As minor creation, plus stone or metal.
  • 8. Mordenkainen's Magnificent Mansion: Door leads to extradimensional mansion.
  • 9. Clone: Duplicate awakens when original dies.

Guardian

Granted Power: Cast abjuration spells at +1 caster level.

Guardian Domain Spells
  • 1. Hold Portal: Holds door shut.
  • 2. Obscure Object: Masks object against divination.
  • 3. Nondetection: Hides subject from divination, scrying.
  • 4. Dimensional Anchor: Bars extradimensional movement.
  • 5. False Vision: Fools scrying with an illusion.
  • 6. Guards and Wards: Array of magic effects protect area.
  • 7. Sequester: Subject is invisible to sight and scrying.
  • 8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  • 9. Screen: Illusion hides area from vision, scrying.

Illusion

Granted Power: Cast true seeing 1/day.

Illusion Domain Spells
  • 1. Change Self: Changes your appearance.
  • 2. Hypnotic Pattern: Fascinates 2d4+1 HD/level of creatures.
  • 3. Major Image: As silent image, plus sound, smell and thermal effects.
  • 4. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
  • 5. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • 6. Seeming: Changes appearance of one person/two levels.
  • 7. Programmed Image: As major image, plus triggered by event.
  • 8. Simulacrum: Creates partially real double of a creature.
  • 9. Weird: As phantasmal killer, but affects all within 30 ft.

Plague

Granted Power: You do not take ability score damage from diseases, though you can still become infected and spread them. Diseases with other effects harm you normally.

Plague Domain Spells
  • 1. Summon Swarm: Summons swarm of small crawling or flying creatures.
  • 2. Contagion: Infects subject with chosen disease.
  • 3. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
  • 4. Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
  • 5. Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee.
  • 6. Harm: Subject loses all but 1d4 hp.
  • 7. Antilife Shell: 10-ft. field hedges out living creatures.
  • 8. Creeping Doom: Carpet of insects attacks at your command.
  • 9. Bite of the Plague Rat*: Your touch spreads a highly contagious disease. [Nyambe]

Prophecy

Granted Power: Once per day, reroll any die roll and choose which one to keep.

Prophecy Domain Spells
  • 1. Identify: Determines single feature of magic item.
  • 2. Augury: Learns whether an action will be good or bad.
  • 3. Tongues: Speak any language.
  • 4. Divination: Provides useful advice for specific proposed actions.
  • 5. Contact Other Plane: Ask question of extraplanar entity.
  • 6. Legend Lore: Learn tales about a person, place, or thing.
  • 7. Vision: As legend lore, but quicker and strenuous.
  • 8. Discern Location: Exact location of creature or object.
  • 9. Foresight: "Sixth sense" warns of impending danger.

Seduction

Granted Power: Once per day, character can add his class level as a bonus on a Bluff, Diplomacy, Intimidate or Sense Motive check.

Seduction Domain Spells
  • 1. Charm Person: Makes one person your friend.
  • 2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • 3. Suggestion: Compels subject to follow stated course of action.
  • 4. Emotion: Arouses strong emotion in subject.
  • 5. Charm Monster: Makes monster believe it is your ally.
  • 6. Mass Suggestion: As suggestion, plus one/level subjects.
  • 7. Eyebite: Charm, fear, sicken or sleep one subject.
  • 8. Mass Charm: As charm monster, but all within 30 ft.
  • 9. Dominate Monster: As dominate person, but any creature.

Serpents

Granted Power: Rebuke or command animals (reptiles), dragons, and reptilian creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.

Serpent Domain Spells
  • 1. Magic Fang: One natural weapon of subject creature gets +1 bonus to attack and damage (reptiles, dragons, and reptilian creatures only).
  • 2. Animal Trance: Fascinates 2d6 HD of animals (reptiles only).
  • 3. Greater Magic Fang: One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5) (reptiles, dragons, and reptilian creatures only).
  • 4. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
  • 5. Animal Growth: One animal/two levels doubles in size, HD (reptiles only).
  • 6. Sticks to Snakes*: Transforms pieces of wood into poisonous serpents. [Nyambe]
  • 7. Snake Staff*: Changes the end of a quarterstaff into the head of a poisonous snake. [Nyambe]
  • 8. Animal Shapes: One ally/level polymorphs into chosen animal (reptiles only).
  • 9. Shapechange: Transforms you into any creature, and change form once per round (reptiles, dragons, and reptilian creatures only).

Spiders

Granted Power: Immunity to spider poison.

Spider Domain Spells
  • 1. Spider Climb: Grants ability to walk on walls and ceilings.
  • 2. Summon Swarm: Summons swarm of small crawling or flying creatures (spiders only).
  • 3. Web: Fills 10-ft. cube/level with sticky spider webs.
  • 4. Poison: Touch deals 1d10 Con damage, repeats in 1 minute.
  • 5. Polymorph Self: You assume a new form (spider only).
  • 6. Animal Growth: One animal/two levels doubles in size, HD (spiders only).
  • 7. Creeping Doom: Carpet of insects attacks at your command (spiders only).
  • 8. Summon Nature's Ally VIII: Calls creature to fight (spiders only).
  • 9. Weird: As phantasmal killer, but affects all within 30 ft.

Weather

Granted Power: Wilderness Lore is a class skill.

  • 1. Obscuring Mist: Fog surrounds you.
  • 2. Resist Elements: Ignores first 12 damage from one energy type each round.
  • 3. Call Lightning: Directs lightning bolts (1d10/level) during storms.
  • 4. Sleet Storm: Hampers vision and movement.
  • 5. Control Winds: Change wind direction and speed.
  • 6. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • 7. Control Weather: Changes weather in local area.
  • 8. Whirlwind: Cyclone inflicts damage and can pick up creatures.
  • 9. Earthquake: Intense tremor shakes 5-ft./level radius.