Wall of Ashes (Su): Absolutely fantastic. This will greatly improve your ability to communicate with creatures that don't speak your languages. Giving up lightning lord might seem disappointing, but lightning lord barely qualifies as green due to its pitiful damage. If you like to boss things around, this is the subdomain for you. Remote Viewing (Sp): Clairvoyance is a great scouting effect, and being able to use it one round at a time gives you a lot of really great options without wasting a spell slot to peek around a corner. Divine Vessel (Su): The +2 bonus is typeless apparently. The Command ability is very useful if you are creative, and can address a lot of problems. Lightning Arc (Sp): Generic ranged energy attack. The early benefits are terrible, so this domain should largely be ignored until level 5. wall of fire: Good area control, not on the Cleric spell list. The Healing domain is bland. | d20HeroSRD Darkvision (div) H: See in the dark. | Here Be Monsters Similar to the Animal domain, the Plant domain adds several Druid spells to the Cleric spell list. Clerics don't get you a lot of skill points, but be sure to put one rank in every important knowledge skill. Bit of Luck (Sp): When things are going to come down to one attack or skill check, this is very comforting to have on hand. Aura of Repetition (Su): The will save will keep pace with your spells, and if you time this right you can really mess with your enemies. The ability to damage artifacts and constructs is very situational, and doesn't do much damage. The spell list gives up three spells from the Druid spell list for three spells already on the Cleric spell list. Fascination takes targets out of combat until someone does something hostile to them, so you can use this to disable groups of enemies while your allies move into position. 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. The only important option on the spell list is Eyebite, which is really only great for a level or 2 before enemies will have too many hit dice to be affected. It's no worse, fortunately. At high levels, this will almost never be helpful. Silver-Tongued Haggler (Su): Unless you are spending a huge amount of time in a given day making conversation rolls, you can get a ton of mileage out of this ability. The Trade subdomain is a weird change to the Travel domain. These enhancements will very quickly make this power obsolete. Of course, this combination requires to turns (or a quickened spell) to manage, but it's certainly effective. How often will there be other people channeling energy near you? Day's Resurgence (Su): Healing per day is fairly small, and there are very few effects which require daily saves. The only interesting spell on the spell list is Disintegrate, and the domain powers are bad and potentially dangerous to use. The changes to the Sun spell list help to compensate for the loss of Nimbus of Light, and are a solid improvement over the Sun doamin's normal spells. Pathfinder 2 Core Rulebook: Continual Flame: arcane, divine, occult, primal: Spell: 2: Paizo: Pathfinder 2 Core Rulebook ... Latest Pathfinder 2e! Losing Remote Viewing hurts, but the improvements to the spell list are dramatic. Difficult to use in combat, but still very useful for skill checks and ability checks. 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. The spell list has only one option which isn't already on the Cleric spell list, and most of the spells ar mediocre. Gentle Rest (Sp): No save. Wards is a sidestep from the Rune domain. On par with the Charm domain's already fantastic abilities, and it replaces two of the worst spell options with some excellent debuffs. Charming Smile (Sp): In encounters with NPCs, this is a good use for a swift action. This is a good offensive option, but the limited duration means that you can't really build a character around it. Pick whichever fits your playstyle better. For medium creatures, 10 feet will take you to anywhere adjacent to that creature, which provides you with a lot of options. Darkness (evo) H: Suppress all light in an area. Multi-Domain Subdomains can be taken as a subdomain of two base domains. This is a more defensive version of the Charm domain. Lore Keeper (Sp): Helpful for learning about creatures, but very difficult to do in combat. Every creature inside the cabin besides Jinkler reappears 5 … 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. Create Food (con) H: Conjure food that can feed multiple creatures. Eyes of Darkness (Su): Useful, but the duration is garbage. Affecting every enemy within 30 reduces entire encounters to mobs of babbling incoherent lunatics. The low level spell options are bad, but as you gain levels the options improve. Its effects are more self-centered than Trickery, but certainly no less effective. This is a clear improvement on the Water domain. Check out our other SRD sites! Restorative Touch (Su): With the exception of Dazed and Sickened, those conditions are fairly gentle. Anything to Please (Su): The save DC will keep pace with your spells, and the effect can really ruin the target's day. 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. Profitez de millions d'applications Android récentes, de jeux, de titres musicaux, de films, de séries, de livres, de magazines, et plus encore. Touch of Law (Sp): It's hard to use in combat, but this ability is fantastic. If someone took this in my game, I would punch them in the mouth. Artificer's Touch (Sp): Mending isn't particularly important unless you have someone in the party who likes to Sunder things. Ward Against Death (Su): This will absolutely save your life. Death's Embrace (Ex): Channeling energy is your job. Sunbeam and Sunburst are difficult to interpret because the spell descriptions are written strangely, but if your GM takes a reasonable interpretation of these spells, they can be very effective. Read Minds (Su): Similar to detect thoughts, but you don't have to spend a spell slot on it. Malign Eye isn't as useful as Bit of Luck, and it's hard to justify using in place of casting a spell or attacking. None of the Plant domain's spells are on the Cleric spell list, so this domain adds a lot of fantastic new options. The biggest appeal of this domain is access to Minor/Major Creation. I support a limited subset of Pathfinder's rules content. Battle Rage (Sp): This should never be a better option than attacking or casting a spell. Binding Ties (Su): It is generally a better idea to simply remove the condition from the target. | Swords and Wizardry SRD The Water domain starts flat, and never improves. A small improvement to the spell list provided by the Good domain, but hardly enough to justify losing Holy Lance. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. This is our PF2 site, click here for PF1! The spell list is also a major improvement on the Sun domain. Touch of Good is bad because the duration is so short, and Holy Lance isn't enough to justify a whole domain when the Glory domain gets you the Holy Sword spell. Nimbus of Light (Su): Removes Darkness spells, fries undead. You can also use it on your allies to get them into position to full attack, or to get them out of dangerous locations. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. 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. Services of language translation the ... An announcement must be commercial character Goods and services advancement through P.O.Box sys Night Hunter is about equal to Touch of darkness, and Night trades a better 6th level spell option for a better 1st level spell option. Good on any character, and in any situation. It's about as situational as Agile Feet. The spells are mostly utilities or area control effects, and several of them come from the Druid spell list. Use the following coupon code : ESYD15%2020/21 Copy without space The powers are useful, but not exciting. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. The domain abilities are mediocre, but the additon of Shadow Conjuration adds a huge number of Wizard spells to your available options. Surge (Su): You sacrifice the benefit of easy damage at low levels for an excellent tactical option. Scythe of Evil is cool, but hardly enough to justify taking this domain. Inspiring Word is terrible, and Inspiring Command is a welcome replacement. Dancing Weapons (Su): The dancing property is fantastic, but the duration is very short. Blinding Flash is better than Sun's Blessing in every situation not involving undead. 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. The domain power is cool, but the spell options aren't much better than the options which they replace. Inspiring Command (Su): Despite the one round duration, this is considerably better than Inspiring Word. Sun's Blessing (Su): If you ever fight undead, you will win. * - Main goods are marked with red color . The Madness domain is absolutely fantastic. Rebuke Death (Sp): At very low levels, this is helpful. | FateCoreSRD Staggered reduces the target to a single action, which can be debillitating at high levels. If you plan to fight a lot of undead, the Sun domain is fantastic. The Thought subdomain replaces three Cleric spells on the Knowledge domain with some very powerful spells from the Wizard spell list. | Fudge SRD Good Fortune (Ex): Free daily luck rerolls. Cold Resistance (Ex): Permanent resistance to cold, but it's not a lot of resistance. Resistant Touch (Sp): Your allies should have their own resistance bonuses. This site may earn affiliate commissions from the links on this page. Calming Touch (Sp): Subdual damage is very rare, and wears off quickly. You also give up Ward Against Death, which is amazing. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Darkvision (div) H: See in the dark. It's not as scary as your spells, but it's very useful. Read Minds is an interesting ability, and probably removes the need to cast Detect Thoughts. The spell list includes Enlarge Person, which is fantastic at any level, and at high level adds some telekinetic fist spells which are great for locking down single targets. You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells. Hand of the Acolyte (Su): Unlike the energy ray abilities, this targets AC. This can be a fantastic way to rescue your squishy allies, or keep your defender on the front lines. Allowing your entire party to ignore them is fantastic. Wounding Blade (Su): Wounding only inflicts one point of bleed, so it's not spectacular, but extra damage is never bad. Coloud of Smoke is weak, but Stinking Cloud is pretty fantastic. Repose features a pair of fantastically powerful abilities, but the spell list is fairly poor. Touch of Good is bad, and Touch of Chaos is about as situational as Elysium's Call. Healer's Blessing (Su): This is a huge amount of extra healing. 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. 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. 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). Storms doesn't meaningfully change the feel of the Weather domain. Speak with Animals (Sp): Very situational. The spell selection is roughly equivalent, but you give up Disintegrate for Control Weather, which is already a Cleric spell. Otherwise, choose the Wizard. Aura of Decay is cool, but hard to use. Because it blocks line of sight, it interferes with spellcasting and ranged attacks, and you get guranteed damage. Still, this is free healing, and can help to overcome temporary negative levels and diseases. The powers you sacrifice are fantastic, and the Loss subdomain's powers are confusing and difficult to use. Traveller SRD Aura of Protection (Su): The bonuses are small, but they cover basically everything that can hurt you. | d20PFSRD Aura of Chaos (Su): Do you want combat to be confusing and take forever? | OGN Articles Remember that the lightning bold option costs a standard action to call a lightning bolt, just lime Call Lightning. Solid, reliable, and a great option at low levels when your spells are limited. The other spell options aren't any better than the default Nobility list. produce flame: Mediocre damage spell. 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. Aura of Madness (Su): Confusion is a great debuff spell, and the save on this ability will keep page with your spells. Combined with Rebuke Death, the entire domain becomes a distaster scenario fallback. Sudden Shift (Sp): While not as useful defensively as Copycat, this is fantastic to get into flanking position. Hugely powerful. The DR is also fantastic, and exceeds the DR of Barbarians until very high level. Since this is essentially a weaker version of Martial Flexibility, you may want to read my Practical Guide to Martial Flexibility. The Growth subdomain is all about making yourself bigger and hitting stuff. Touch of Chaos (Sp): If you need to shut down an enemy attacker, this can really hurt them. The addition of Brilliant Inspiration to the spell list is a welcome addition. You give up the ability to enhance your weapons for an aura to debuff your enemies. The bonus is typeless, and should be impressive depending on your Wisdom score. For travelling and delving dungeons, this is difficult to use. The Insanity Subdomain isn't significantly better than the base Madness domain, but has slightly different options. Insane Focus (Su): Most Will save effects are mind-affecting, so that +4 bonus applies to most will saves. | 13th Age SRD Malign Eye (Su): This hurts as a standard action. While the domain abilities are uninteresting, the spells list includes several really fantastic options across every spell level. Because the animal companion is on par with a ranger, the Boon Companion feat is almost mandatory. Oceans isn't as much of an improvement on the Water domain as Ice, but it provides some cool new utility and area control options, and replaces some of the less interesting Water spells with new spells from the Wizard and Druid spell lists. Powerful Persuader is great on a Face, but spell list isn't really any different from the base Liberation spell list. 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. Chaos Blade (Su): The duration is very short, but Anarchic can deal a huge amount of damage. Granted Powers: A permanent resistance bonus. If you don't think you will need Liberation between levels 1 and 7, Liberty's Blessing is incredibly powerful. If you like to move around a lot in combat, this can give you some excellent tactical options. Oh, look! Inspiring Word (Sp): Small buff, and it doesn't stack with a bunch of cleric spells (Bless, Prayer, etc. 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. | Starjammer SRD The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. At high levels, your weapon may be enhanced to deal more damage than the energy rays, but without enhancement the energy rays will scale faster. Staff of Order (Su): The duration is very short, but Axiomatic can deal a huge amount of damage. 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. Deafness (nec): Make a creature deaf. Holy Lance (Su): The duration is very short, but Holy 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. If you are the party's support caster, this is a solid domain choice. Any creature in line of sight includes you, your allies, and probably all of your enemies. Your fortitude won't be shabby, but fortitude saves are generally less scary than will saves. Aura of Chaos is a nightmare to manage, and hugely bogs down the game. Acid Resistance (Ex): Permanent resistance to acid, but it's not a lot of resistance. Might of the Gods (Su): Doesn't apply to anything combat related, and using it for strength checks and ability checks will probably never matter. 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. | Design Finder 2018 Really the only worthwhile item is Arcane Eye, which isn't nearly good enough to justify the rest of the subdomain. 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. Aura of Madness is a fantastic group debuff which can shut down entire encounters. If your party has more attacks than your target, this gives you an advantage. Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. Dismantle (tra) H: Temporarily disassemble an … | GumshoeSRD Divine Presence (Su): Is the fight going poorly? | PF2 SRD. It's on your spell list! The Archon domain is a lateral shift from the Good and Law domains. Aura of Menace (Su): The -2 to AC and Attakc is prety nice, but the -2 to saves is fantastic. This isn't really any better than the Repose domain, and might actually be worse if Gentle Rest is working well for you. Gift of Life (Su): If your party members tend to die a lot, this is helpful. How often will they be channeling negative energy? Good fortune is a game changer. Azata provides you with some ways to avoid being trapped on controlled. Tunnel Runner (Su): The duration is decent and the bonuses are pretty good. Choosing between the two isn't a matter of which is better; it is a choice of which one you enjoy more. It has the generic elemental domain abilities, which are nice to have, but nothing to celebrate. Binding Ties is very slightly better than Calming Touch, but the spell list is worse than the default Community 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 big draw here is the spells. Still, it's better than Death's Embrace. The Undead subdomain trades some of the Death domains normal killing power for some better support and debuff options. Many monsters have more hit dice than their CR, but in encounters with NPCs or multiple monsters, this is a fantastic option. Enlarge (Su): Situationally useful, though the duration is very short. | Dungeon World SRD Cloud of Smoke (Su): An interesting debuff, but you have plenty of spells available which provide similar or better options. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Solid, reliable, and a great option at low levels when your spells are limited. With a passable charisma score and a handful of ranks in Bluff, Diplomacy, and Sense Motive, you can be a very capable Face for your party. Rune Shift would be fantastic if Blast Rune did something interesting. Targeting yourself with a divinge spell is fairly trivial. 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. Replaced Power(s): Electricity resistance. A first level spell hardly makes a domain. If the Rogue didn't roll well, choose him. The spell list isn't great, but Fury of the Abyss is good enough to still make the Demon subdomain appealing. The air domain isn't particularly exciting. Also note that many colored items are also links to the Paizo SRD. By 8th level, most people will have a Ring of Protection, and everyone should have a Cloak of Resistance +2. You should generally have something better to do in combat, so use it for skill checks between fights. Granted Powers: Makes your Channel Energy harder to resist for undead. Icicle (Sp): Generic ranged energy attack. The spell list is mediocre, but provides some potentially interesting options. In the same amount of time you could cast spells which might give the target Shaken or Sickened, both of which apply -2 penalties to saves on top of a laundry list of other effects. However, the damage is fairly small, even at 8th level, and doesn't scale with level. Dimensional Hop (Sp): Extremely useful for closing to deliver touch attack spells, or for escaping bad positions in combat. Helpful for slowing highly movile enemies. Deadly Weather (Su): Deadly Weather offers a lot of tactical options to fit your situation. Hell's Corruption (Su): Opposed skill checks are fairly rare, but the -2 penalty to saves can be occasionally useful. Deafness (nec): Make a creature deaf. It exchanges three spells which Clerics already get for three cool new spells from the Wizard spell list. The duration is dissappointing. Plus, you give up the only interesting part of the Good domain. Still, this is better than Calming Touch. Darkness (evo) H: Suppress all light in an area. Destructive Smite (Su): The damage bonus is small, doesn't scale well, and it's a common morale bonus, so it won't stack with many of your buff spells. Turn this on, politely excuse yourself, and walk out of the room. Solid, reliable, and a great option at low levels when your spells are limited. The Martyr subdomain focuses on you taking damage in place of your allies. Guarded Hearth (Su): This is helpful for protecting wherever you rest or for defending a specific area. Liberation (Su): If you ever need this, it will save your life. 1: Races of Nature Unleashed (PF2), divine, occult Cast (1 minute) material, somatic, verbal, arcane, occult Cast 1 minute (material, somatic, verbal). Create Food (con) H: Conjure food that can feed multiple creatures. Tugging Strands is just better than Good Fortune. Gift of Life has so much potential, but only comes into play if your party is falling apart. The Night subdomain is right on par with the Darkness domain. Also see my Practical Guide to Animal Companions. This can provide an extra layer of protection for your fighter against spells like Dominate Person which will wreck your party. Lightning Lord (Sp): Replicates the effect of a decent damage spell, but the ability to hit more than one target at a time makes this miles better than Call Lightning. Ferocious Strike (Su): Not very flashy, but this is a reliable source of additional damage. Replaced Power(s): Touch of chaos (Chaos domain) or Touch of evil (Evil domain). It's certainly powerful, but also very situational. The other shadow spells also add some cool utility options. The spells are decent with a few good options, and a few really bad ones. 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