Purifying Touch is a great power, but the Purity subdomain's spell list isn't any better than the Protection domain's regular spell list. If you want to polymorph as a Cleric, this is the way to do it. Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. 1: Races of Nature Unleashed (PF2), divine, occult Cast (1 minute) material, somatic, verbal, arcane, occult Cast 1 minute (material, somatic, verbal). Aura of Chaos (Su): Do you want combat to be confusing and take forever? Touch of Chaos (Sp): If you need to shut down an enemy attacker, this can really hurt them. Good fortune is a game changer. Easily the best of the elemental domains, the Fire domain has effectively the same powers as the other elemental domains, but a considerably better spell list. It can save your life from save-or-suck effects, it can make sure you make that crucial last attack, and it can help in any number of other cases. The spell list has only one option which isn't already on the Cleric spell list, and most of the spells ar mediocre. Services of language translation the ... An announcement must be commercial character Goods and services advancement through P.O.Box sys Divine Vessel is really cool, and could be very easy to use, but the spell list manages to be considerably worse than the already poor Magic domain spell list. The wording doesn't mention the effects of feats, but your GM may allow you to apply feats like Greater Bull Rush to grant your allies attacks of opportunity. Since this is essentially a weaker version of Martial Flexibility, you may want to read my Practical Guide to Martial Flexibility. Thief of the Gods (Su): If you are a multiclassed Rogue, this could be useful. Bramble Armor (Su): The damage is small, and it's hard to know when to best use these rounds. Difficult to use in combat, but still very useful for skill checks and ability checks. Truly awful. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. Battle Rage (Sp): This should never be a better option than attacking or casting a spell. Blast Rune by itself is pitiful. This will greatly improve your ability to communicate with creatures that don't speak your languages. Still, this is free healing, and can help to overcome temporary negative levels and diseases. Not particularly helpful at low levels when the duration is short, and hard generally you can just prepare spells appropriate to your enemies' alignments. I support a limited subset of Pathfinder's rules content. Darkvision (div) H: See in the dark. Predator's Grace (Su): Very situational, but better than Speak with Animals. | GumshoeSRD The domain abilities are bad, and all of the spells are already on the Cleric spell list. Dispelling Touch (Sp): Great for fighting other spellcasters. This can provide an extra layer of protection for your fighter against spells like Dominate Person which will wreck your party. If you plan to depend on your companion heavily, take the Boon Companion feat to bring your companion up to par. Saves you some money on a cloak of resistance, and gives you great saves early in the game. Granted Powers: Stealth and trickery generally aren't things that Clerics do, but apparently you're the exception. Cold damage is fairly uncommon, which means you can turn this on to resist ice damage, and you won't miss the cold resistance when you're facing anything else. Hell's Corruption (Su): Opposed skill checks are fairly rare, but the -2 penalty to saves can be occasionally useful. The bonus is typeless, and should be impressive depending on your Wisdom score. This is a clear improvement on the Water domain. Granted Powers: Access to every knowledge skill. Oh, look! The spell selections are fine, but you give up Shadow Conjuration and Shades, both of which provide massive improvements to the Cleric's spell options. Vision of Madness is a high risk, high reward buff option which could be a lot of fun at the table. Oh, and you can only use this a few times per day in case you're unnaturally lucky. Arcane Beacon (Su): A conceptually interesting support effect, but you are a truly awful character if th best you can do with your turn is to replicate the effects of Spell Focus. The Insanity Subdomain isn't significantly better than the base Madness domain, but has slightly different options. The bad spells on the Demon list replace spells which are already on the Cleric spell list, so it's not a big sacrifice. Awful. On top of a much better power, it replaces two of the worst spell options on the Fire domain spell list with two excellent spells from the Wizard spell list. Chaos Blade (Su): The duration is very short, but Anarchic can deal a huge amount of damage. Each of these effects is fantastic, which makes this an excellent change to the already fantastic Travel domain. Binding Ties (Su): It is generally a better idea to simply remove the condition from the target. Giving up lightning lord might seem disappointing, but lightning lord barely qualifies as green due to its pitiful damage. Plus, you give up the only interesting part of the Good domain. Solid, reliable, and a great option at low levels when your spells are limited. It exchanges three spells which Clerics already get for three cool new spells from the Wizard spell list. The addition of Brilliant Inspiration to the spell list is a welcome addition. Because Travel is already so great, this is largely a lateral change. Though the spell list doesn't become useful until very high levels, the Luck domain has arguably the best ability available. The spell selection is roughly equivalent, but you give up Disintegrate for Control Weather, which is already a Cleric spell. This isn't a real improvement on the Fire domain, but it provides some interesting new options. | d20PFSRD The Good domain brings practically nothing to the table. Fearful touch is a very interesting option if you like to use Fear effects, and it's the key component of this subdomain. Eyes of Darkness (Su): Useful, but the duration is garbage. | Swords and Wizardry SRD The cumulative strength penalty can be very debilitating, and doesn't require a save. Ice replaces the very dull and easily replicated cold resistance ability, and replaces two of the worst spells on the Water spell list with two decent direct damage spells from the Wizard spell list. It somewhat reduces the focus on tactical movement, and introduces a grab-bad of general utility effects. The War domain starts of very flat, and doesn't really pick up until high level. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. The Ancestors subdomain gives you nothing that you didn't already have. Death Knell (nec): Finish off a creature who's near death. Day's resurgence isn't as cool as Sun's Blessing, but if you don't encounter a lot of undead and magical darkness, Day's resurgence can be a nice source of healing. Fury of the Abyss (Su): The -2 penalty to AC is annoying, especially at low levels, but that bonus is going to scale very well and it's going to be very helpful. The duration isn't great, and it's only usable once a day, so you may need to save this for when things get scary. If the Rogue didn't roll well, choose him. If you enemies have more attacks, this will get you killed. Inspiring Word (Sp): Small buff, and it doesn't stack with a bunch of cleric spells (Bless, Prayer, etc. Divine Vessel (Su): The +2 bonus is typeless apparently. The Archon domain is a lateral shift from the Good and Law domains. Traveller SRD Use the following coupon code : ESYD15%2020/21 Copy without space | Dungeon World SRD If you don't need to identify things beforehand, this can save you a ton of skill ranks on Knowledge skills. Deflection Aura (Su): Deflection bonuses are expensive, and this can reduce the need for Rings of Protection. If you like to move around a lot in combat, this can give you some excellent tactical options. Acid Resistance (Ex): Permanent resistance to acid, but it's not a lot of resistance. You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells. All of the spell options are already on your spell list, and Touch of Evil is situational. This won't do much at low levels due to the limited duration, but at high levels it's going to be very useful. Vision of Madness (Sp): Give the bonus to attacks to your fighter types before combat, and hopefully the huge penalty to saves won't get them slaughtered. As an action, a creature can say the command word to restore the cabin including everything inside of it, snowman, and snow globe to its original size. Multi-Domain Subdomains can be taken as a subdomain of two base domains. Metal Fist is bad, and the spell selections are bad. Touch the Spirit World is very situational, and the only interesting spell on this subdomain's spell list in Trap the Soul. Unity (Su): With a high base will save and Wisdom as your spellcasting ability, you will likely have the highest will save in the party. Staggered reduces the target to a single action, which can be debillitating at high levels. With the Cleric's will saves, this is hugely valuable. The Night subdomain is right on par with the Darkness domain. It doesn't give you any particularly exciting new spells, but the domain spells are decent selections from the Cleric spell list. Aura of Madness (Su): Confusion is a great debuff spell, and the save on this ability will keep page with your spells. Darkness (evo) H: Suppress all light in an area. Seasons gives up the two best spells on the Weather spell list and replaces them with Blight, which is terrible, and Sunburst, which is hard enough to interpret that I would probably never use it. Granted Power: Add Fly to your list of class skills. With a trait, you can add Bluff to your list of class skills, which makes you a perfectly viable choice for a Face. Still, it's better than Death's Embrace. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. The only interesting spell on the spell list is Disintegrate, and the domain powers are bad and potentially dangerous to use. Animal Companion (Ex): An Animal Companion is like a furry fighter. Sudden Shift (Sp): While not as useful defensively as Copycat, this is fantastic to get into flanking position. This is a more defensive version of the Charm domain. Excellent buffs, but they're all Morale bonuses so you can't use more than one of the options granted by the subdomain at a time. The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. Hugely powerful. Body of Ice (Su): This is a really cool ability. The Martyr subdomain focuses on you taking damage in place of your allies. You give up your offensive options for some area controll effects. Adding your Wisdom bonus as an additional bonus is amazing, but this would probably be blue without it. Healer's Blessing is the only thing truly worthwhile in the entire domain, and even that can largely be replaced by a Wand of Cure Light Wounds (or Infernal Healing if you're crazy like that). Miles better than wooden fist. Granted Powers: A permanent resistance bonus. Rune Shift (Su): This would be fantastic if you hadn't given up Spell Rune for it. Speak with Animals (Sp): Very situational. Still, the spell selection is solid and includes a lot of good necromancy spells. All of the spells on the spell list are already Cleric spells. | 13th Age SRD This can help to compensate for a lack of a defender, but the Martyr subdomain lacks any proactive options. Rage is a great option for a Destruction cleric, but the spell selection isn't much better than what you get from Destruction. Door Sight (Su): Clerics already get a lot of excellent divination effects which make this ability hard to justify. You can also use it on your allies to get them into position to full attack, or to get them out of dangerous locations. Divine Presence provides a really cool mechanic to pause and potentially escape fights. Pick whichever fits your playstyle better. Create Food (con) H: Conjure food that can feed multiple creatures. Choosing between the two is entirely personal preference. Miles better than the Protection domain, the Defense subdomain replaces the useless Resistant Touch with a once per day party AC buff, and replaces several Cleric spells on the Protection spell list with some excellent defensive buffs from the Wizard and Druid spell lists. Eyes of the Hawk (Ex): Perception is the most rolled skill in the game, and initiative bonuses are fantastic. Wards is a sidestep from the Rune domain. The early benefits are terrible, so this domain should largely be ignored until level 5. Its effects are more self-centered than Trickery, but certainly no less effective. Touch of Good (Sp): The bonus only lasts one round, which is useless in combat. You get this two levels behind Good Fortune, and get additional rerolls two levels behind each new reroll of Good Fortune, but that is really the only drawback. Powerful Persuader is great on a Face, but spell list isn't really any different from the base Liberation spell list. Recall (Su): I would take this over Lore Keeper any day of the week. Your fortitude won't be shabby, but fortitude saves are generally less scary than will saves. The sheer reliability of a guranteed 11 really makes you much more reliable. Aura of Decay is cool, but hard to use. Throw something nasty on the rune like Hold Person or Harm, and really ruin someone's day. Touch of Evil (Sp): The big appeal here is the penalty to saving throws, and treating the target as Good for your Evil spells. The powers you sacrifice are fantastic, and the Loss subdomain's powers are confusing and difficult to use. Repose features a pair of fantastically powerful abilities, but the spell list is fairly poor. The War spell list is entirely Cleric spells until high levels, at which point you gain access to the extremely powerful Power Word spells. Lore Keeper (Sp): Helpful for learning about creatures, but very difficult to do in combat. Adoration (Su): Immediate action, will save or the target automatically fails an attack. Fire Bolt (Sp): Generic ranged energy attack. The Glory domain starts off very flat, but opens up a bunch of really excellent buffs, including some of the best options from the Paladin spell list. | Design Finder 2018 The Home subdomain is great if you plan to spend a lot of time defending a specific area or structure. Animals aren't very smart, so they have very little of interest to say. Combined with Rebuke Death, the entire domain becomes a distaster scenario fallback. The Strength domain has a couple of abilities which are difficult to use, especially in combat where you would want them most. Tactics gives up Power Word Stun to replace Battle Rage with Seize the Initiative. Deviating from the Liberation domain's theme of physical freedom, the Revolution domain takes on a much more social feel. The Trade subdomain is a weird change to the Travel domain. Replaced Power(s): Touch of chaos (Chaos domain) or Touch of good (Good domain). Storm Burst (Sp): Similar to the generic energy bolt attacks, but Storm Burst deals nonlethal damage. Any creature in line of sight includes you, your allies, and probably all of your enemies. Solid, reliable, and a great option at low levels when your spells are limited. Overall the domain tries to find a nice space between area control and damage output, and manages to fail at both. Killing Blow (Su): Critical hits are rare, you're probably not proficient with anything with a high threat range, and you can't get Improved Critical until level 15. You won't be able to use this much due to the limited duration, but it can go a long way in tough fights. The lost spells are annoying, but become less of a problem as you advance in level. Ant, Giant (Worker) Impressive 50 ft. speed, grab, and poison that deals Strength damage. It's certainly powerful, but also very situational. Creation spells are very powerful, but the rest of this domains abilities are lackluster. Cloud of Smoke (Su): An interesting debuff, but you have plenty of spells available which provide similar or better options. Because this is how you do it. Lightning Arc (Sp): Generic ranged energy attack. This might be easier to use than Touch of Law, but it's not nearly as reliable. Enlarge (Su): Situationally useful, though the duration is very short. Despite being a domain about Magic, the Magic domain's abilities mostly center around resisting and defeating spellcasters. Solid, reliable, and a great option at low levels when your spells are limited. * - Main goods are marked with red color . On top of excellent and exciting powers, the Madness spell list is almost entirely non-Cleric spells, many of which are powerful save or suck/die spells. The spell list gives up three spells from the Druid spell list for three spells already on the Cleric spell list. The other conditions affected are fairly gentle and can be overcome by other means. Spread the duration around as much as you can, because it's not going to last very long. Combat Expertise and Power Attack are good options if you don't have them already, but you can also pick things like Toughness, Weapon Focus, or Dodge. This can be a fantastic way to rescue your squishy allies, or keep your defender on the front lines. Use it to buff your touch spells if you use a lot of those, or use it on important attacks if you're used to swinging a weapon around. | d20 Anime SRD Untouched by the Seasons (Su): Very situational, and only replaces the effect of a first level spell which is already on your spell list. The spell list changes don't really add anything interesting, so this subdomain is largely reserved for trolls and people who hate fun. Leadership (Ex): If your DM allows leadership in your campaign, this is fantastic. | Fudge SRD Scythe of Evil (Su): The duration is very short, but Unholy can deal a huge amount of damage. blindness/deafness (only to cause blindness), I support a limited subset of Pathfinder's rules content. | OGN Articles Also see my Practical Guide to Animal Companions. The spell list is mediocre, but provides some potentially interesting options. Strength Surge (Sp): The bonus is nice, but the duration is only one round, which makes this extremely difficult to use. 3+wisdom rerolls a day makes your party a bottomless well of knowledge. Copycat (Sp): Basically a 50% miss chance. Profitez de millions d'applications Android récentes, de jeux, de titres musicaux, de films, de séries, de livres, de magazines, et plus encore. If you plan to fight a lot of undead, the Sun domain is fantastic. The duration is very short, so you won't get much use at first level. Restorative Touch heals a very small set of conditions which generally aren't that annoying or go away within a turn. This site may earn affiliate commissions from the links on this page. Gentle Rest (Sp): No save. Replaced Power(s): Electricity resistance. Metal Fist (Su): The damage is fine, but barely exceeds that of a spiked gauntlet, and falls below the Heavy Mace you're probably holding. For travelling and delving dungeons, this is difficult to use. The Undead subdomain trades some of the Death domains normal killing power for some better support and debuff options. Purifying Touch (Su): This is a great way to remove a huge number of negative effects: poison, disease, curses, enchantments, ongoing damage, etc. How often will there be other people channeling energy near you? The powers are useful, but not exciting. The spell list has a lot of very mediocre options, and the high level options are pretty bad. Many of the spells on the Sun spell list do additional damage to undead, and your abilities really help against undead. Touch the Spirit World (Su): Situational, but effective. The aura also affects your allies. Instead of real damage, the target takes a penalty to its attacks for round. However, the damage is fairly small, even at 8th level, and doesn't scale with level. The cabin is well illuminated with several Continual Flame lights. It's about as situational as Agile Feet. Honor Bound is a gret defense for you, and it's a good way to break enchantments at low levels before you get the Break Enchantment spell. Note that it doesn't allow a save. Resistant Touch (Sp): Your allies should have their own resistance bonuses. Read Minds (Su): Similar to detect thoughts, but you don't have to spend a spell slot on it. Spell Rune (Sp): And suddenly Blast Rune becomes useful! Aura of Madness is a fantastic group debuff which can shut down entire encounters. The Command ability is very useful if you are creative, and can address a lot of problems. Calming Touch (Sp): Subdual damage is very rare, and wears off quickly. It's on your spell list! Honor Bound (Su): Touching your friends to allow another save against charm/compulsion effects is good, but allowing yourself a second save as an immediate action is amazing. Every creature inside the cabin besides Jinkler reappears 5 … Dismantle (tra) H: Temporarily disassemble an … This ia clear improvement on the Knowledge domain. Most of the spells are generic cure spells, and untilyou get Breath of Life, most Healing clerics will be able to spontaneously cast the entire domain. If you're in melee, this can be an excellent defense. If someone took this in my game, I would punch them in the mouth. The options your give up are pretty bad, but Magic Fang is great for your companion, and Beast Shape I give you an early polymorph option. | 5th Edition SRD On par with the Charm domain's already fantastic abilities, and it replaces the lousy 2nd level spell with a slightly more useful option. Basically any harmful spell with a duration that isn't "instantaneous" can by fixed with this ability. A first level spell hardly makes a domain. Gale Aura (Su): Decent area control effect. The Murder subdomain greatly improves on the Death domain. The DR is also fantastic, and exceeds the DR of Barbarians until very high level. I have been a nurse since 1997. You give up the ability to enhance your weapons for an aura to debuff your enemies.

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