Domains are a special ability of divine spellcasters in Owlcat Pathfinder games, allowing them to gain spells and special powers from the god they represent.
List
- Air Domain
- Animal Domain
- Artifice Domain
- Chaos Domain
- Charm Domain
- Community Domain
- Darkness Domain
- Death Domain
- Destruction Domain
- Earth Domain
- Evil Domain
- Fire Domain
- Glory Domain
- Good Domain
- Healing Domain
- Ice Subdomain

- Knowledge Domain
- Law Domain
- Liberation Domain
- Luck Domain
- Madness Domain
- Magic Domain
- Murder Subdomain

- Nobility Domain
- Plant Domain
- Protection Domain
- Repose Domain
- Rune Domain
- Scalykind Domain

- Strength Domain
- Sun Domain
- Travel Domain
- Trickery Domain
- Undead Subdomain

- War Domain
- Water Domain
- Weather Domain
- Air Domain
- Animal Domain
- Artifice Domain
- Chaos Domain
- Charm Domain
- Community Domain
- Darkness Domain
- Death Domain
- Destruction Domain
- Earth Domain
- Evil Domain
- Fire Domain
- Glory Domain
- Good Domain
- Healing Domain
- Ice Subdomain

- Knowledge Domain
- Law Domain
- Liberation Domain
- Luck Domain
- Madness Domain
- Magic Domain
- Murder Subdomain

- Nobility Domain
- Plant Domain
- Protection Domain
- Repose Domain
- Rune Domain
- Scalykind Domain

- Strength Domain
- Sun Domain
- Travel Domain
- Trickery Domain
- Undead Subdomain

- War Domain
- Water Domain
- Weather Domain
Progression
Not all divine spellcasters progress their domains at the same rate. Please see the progression reference table below for exact details.
| Class | Progression | Limit | Notes |
|---|---|---|---|
| Blight Druid | Every odd level, 1-17 | 9th level spells | In addition to the limited domain selection from the base Druid class (with the exception of the
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| Cleric | Every odd level, 1-17 | 9th level spells | All domains available |
| Every third level, 3-18 | 6th level spells | Abilities are gained 2 levels later than normal and with a -2 penalty. All domains available. | |
| Druid | Every odd level, 1-17 | 9th level spells | Limited domain selection. |
| No domain spells, only abilities | Normal ability progression, but limited domain selection. | ||
| Inquisitor | No domain spells, only abilities | Normal ability progression and all domains available. | |
| No domain spells, only abilities | Domains and abilities are gained at level 20. All domains available. | ||
| Every level, 4-10 | 9th level spells | Spells from domains are treated as once-per-rest abilities. All domains available except Ice & Murder. | |
| Every odd level, 1-17 | 9th level spells | Abilities from the second domain are gained 2 levels later and with a -2 penalty. All domains available. | |
| No spells, only abilities | Warpriests get modified versions of the normal domain abilities called blessings. All domains available except Ice, Murder, and Undead. |
Aggregated Spell Table
Spells that come from spell lists of classes other than Cleric/Oracle spells are highlighted.
Domain Abilities
Abilities (Except Warpriest)
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Lightning Arc |
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As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Electricity Resistance |
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At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. | |
Blessings (Warpriest Only)
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Zephyr's Gift |
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At 1st level, You can touch any one ally. For 1 minute, his ranged attacks doesn't provoke an attack of opportunity. | |
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Soaring Assault |
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At 10th level, you can touch an ally and give her the gift of flight for 1 minute (as Wings). Whenever the ally succeeds at a charge attack, that attack deals an amount of additional electricity damage equal to your level. | |
Abilities (Except Warpriest)
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Animal Companion |
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At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your level in the class[1] that gave you access to this domain –3. (Druids who take this ability through their nature bond class feature use their druid level –3 to determine the abilities of their animal companions). | |
Blessings (Warpriest Only)
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Animal Fury |
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At 1st level, you can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it's Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute. | |
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Battle Companion |
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At 10th level, you can summon a battle companion. This ability functions as Summon Nature's Ally V with a duration of 1 minute. This ability can summon only one animal, regardless of the list used. For every 2 levels beyond 10th, the level of the Summon Nature's Ally spell increases by 1 (to a maximum of Summon Nature's Ally IX at 18th level). | |
Abilities (Except Warpriest)
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Aura of Efficiency |
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You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. | |
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Aura of Efficiency: Damage Resistance |
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At 8th level, your Aura of Efficiency grants your allies DR 1/—. This DR increases by +1/— for every three cleric levels beyond 8th.** | |
Blessings (Warpriest Only)
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Crafter's Wrath |
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At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it deals direct damage instead and bypasses hardness and damage reduction. | |
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Iron Flesh |
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At 10th level, you can touch an ally and grant them certain construct properties. For 1 minute, the ally gains a +1 sacred bonus on saving throws against bleed, charm, compulsion, death, fear, paralysis, poison, sleep, stun, and mind-affecting effects. For every 4 levels beyond 10th, this bonus increases by 1. | |
Abilities (Except Warpriest)
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Touch of Chaos |
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You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Chaos Blade |
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At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your Cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. | |
Blessings (Warpriest Only)
Abilities (Except Warpriest)
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Dazing Touch |
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You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your Cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Charming Smile |
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At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your Cleric level + your Wisdom modifier. The effect of charm person lasts for 1 round. You can use this ability a number of times per day equal to your caster level. | |
Blessings (Warpriest Only)
Abilities (Except Warpriest)
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Calming Touch |
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You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per level in the class that gave you access to this domain. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Guarded Hearth |
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At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action. All friendly creatures in the area receive a resistance bonus equal to your Wisdom modifier on all saving throws and an equal bonus (competence bonus in WOTR, sacred bonus in Kingmaker) on attack rolls while inside the warded area. The ward lasts for 1 hour per level in the class[2] that gave you access to this domain. You can use this ability once per day. | |
Blessings (Warpriest Only)
Abilities (Except Warpriest)
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Touch of Darkness |
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As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Moonfire |
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At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in the class that gave you access to this domain, and the target is dazzled for 1 round per level in the class that gave you access to this domain. Moonfire deals 1d10 points of damage per level in the class that gave you access to this domain against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th.
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Blessings (Warpriest Only)
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Enshrouding Darkness |
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At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20% miss chance). | |
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Darkened Vision |
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At 10th level, you can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a will saving throw or be blinded for 1 minute. | |
Abilities (Except Warpriest)
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Bleeding Touch |
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As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Death's Embrace |
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At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. | |
Blessings (Warpriest Only)
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From the Grave |
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At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Persuasion skill checks made to intimidate, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun. | |
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Death's Touch |
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At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action to make your next melee attack during the next minute apply the effect. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation). | |
Abilities (Except Warpriest)
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Destructive Smite | |
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You gain the supernatural ability to make a melee attack with a morale bonus on damage rolls equal to 1/2 your level in the class[3] that gave you access to this domain (minimum 1).
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Destructive Aura | |
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At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your level in the class that gave you access to this domain. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your level in the class that gave you access to this domain and all critical threats are automatically confirmed. These rounds do not need to be consecutive. | ||
Blessings (Warpriest Only)
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Destructive Attacks |
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At 1st level, you can touch an ally and bless them with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). | |
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Heart of Carnage |
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At 10th level, you can touch an ally and bless them with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. | |
Abilities (Except Warpriest)
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Acid Dart |
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As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Acid Resistance |
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At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. | |
Blessings (Warpriest Only)
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Acid Strike |
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At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. | |
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Armor of Earth |
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At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/-. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/- at 18th level). This doesn't stack with any other damage resistance or reduction. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Unholy Strike |
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At 1st level, you can touch one ally and grant him an evil blessing. For 1 minute, this ally deals an additional 1d6 points of damage against good creatures. During this time, his attacks are treated as evil for the purposes of overcoming damage reduction. | |
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Battle Companion |
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At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but only allows to summon demons. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level). | |
Abilities (Except Warpriest)
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Fire Bolt |
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As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your wisdom modifier. | |
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Fire Resistance |
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At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. | |
Blessings (Warpriest Only)
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Fire Strike |
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At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. | |
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Armor of Flame |
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At 10th level, you can touch an ally to wreath them in flames. This gives the ally cold resistance equal to your warpriest level. | |
Abilities (Except Warpriest)
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Touch of Glory |
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You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched applies the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. | |
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Aura of Heroism |
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At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. | |
Blessings (Warpriest Only)
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Demoralizing Glory |
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At 1st level, you can touch an ally and grant them a glorious blessing. For 1 minute, the ally becomes mesmerizing to their foes. This functions as archon's aura, except if an affected opponent successfully attacks the ally, the effect ends. This is a mind-affecting effect. | |
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Glorious Presence |
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At 10th level, you can touch an ally and make their killing blows sow terror among enemy ranks. For 1 minute, whenever the ally reduces a target to 0 hit points, they immediately make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see the kill. | |
Abilities (Except Warpriest)
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Touch of Good |
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You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class[5] that gave you access to this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Holy Lance |
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At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level in the class[6] that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. | |
Blessings (Warpriest Only)
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Holy Strike |
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At 1st level, you can touch one ally and grant him a holy blessing. For 1 minute, this ally deals an additional 1d6 points of damage against evil creatures. During this time, his attacks are treated as good for the purposes of overcoming damage reduction. | |
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Blessing Against Evil |
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At 10th level, as a swift action you can bolster your allies' defenses against evil. For one round, all allies within 30 feet gain a +4 sacred bonus on AC and saving throws against evil opponents. | |
Abilities (Except Warpriest)
| Rebuke Death | |
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You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Healer's Blessing |
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At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. | |
Blessings (Warpriest Only)
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Powerful Healer |
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At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can make your next cure spell empowered (as though using the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat. | |
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Fast Healing |
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At 10th level, you can touch an ally and grant them fast healing 3 for 1 minute. | |
Abilities (Except Warpriest)
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Icicle |
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As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Body of Ice |
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At 8th level, as a standard action, you can transmute your body and equipment to ice for a number of rounds per day equal to your level in the class that gave you access to this subdomain. You can end the transmutation with a free action on your turn. These rounds need not be consecutive. This form grants immunity to cold and DR 5/—, but you take twice the normal amount of damage from fire. At 16th level, this DR increases to 10/—. This is a polymorph effect. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Lore Keeper |
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At 1st level, you can temporarily become a master of lore. For 1 minute, you gain the bard's lore master ability. | |
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Monster Lore |
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At 10th level, as a swift action, you can make a touch attack against a creature. If the attack is successful, you learn all of the target's weaknesses, gaining a +2 insight bonus on attack and damage rolls, saving throws, and AC against that creature (the bonus on attack rolls is doubled on rolls made to confirm critical hits). | |
Abilities (Except Warpriest)
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Touch of Law |
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You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Staff of Order |
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At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. | |
Blessings (Warpriest Only)
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Axiomatic Strike |
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At 1st level, you can touch one ally and grant him an axiomatic blessing. For 1 minute, this ally deals an additional 1d6 points of damage against chaotic creatures. During this time, his attacks are treated as lawful for the purposes of overcoming damage reduction. | |
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Blessing Against Chaos |
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At 10th level, as a swift action you can bolster your allies' defenses against chaos. For one round, all allies within 30 feet gain a +4 sacred bonus on AC and saving throws against chaotic opponents. | |
Abilities (Except Warpriest)
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Liberation |
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You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your level in the class[7] that gave you access to this domain, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. | |
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Freedom's Call |
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At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your level in the class[7] that gave you access to this domain. Allies within this aura are not affected by difficult terrain or the confused, frightened, paralyzed, slowed, shaken, or staggered conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive. | |
Blessings (Warpriest Only)
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Liberation |
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At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious. | |
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Freedom's Shout |
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At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing, allowing them to ignore impediments to their mobility and effects that cause paralysis (as freedom of movement). This effect lasts for 1 round. | |
Abilities (Except Warpriest)
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Bit of Luck |
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You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Divine Fortune |
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At 6th level, as a standard action, you can call on your deity to give you unnatural luck. For the next number of rounds equal to 1/2 your level in the class that gave you access to this domain, any time you roll a d20, you may roll twice and take the more favorable result. You can use this ability once per day at 6th level, and one additional time per day for every 6 levels in the class that gave you access to this domain beyond 6th. | |
Blessings (Warpriest Only)
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Lucky Presence |
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At 1st level, you can touch an ally and grant them a lucky presence. The target of this luck can roll all ability checks, attack rolls, saving throws, and skill check twice and take the better result. The effect lasts for 1 round. | |
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Unlucky Enemy |
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At 10th level, you can curse an enemy with unlucky presence. The target of this bad luck must roll all ability checks, attack rolls, saving throws, and skill check twice and take the worse result. The effect lasts for 1 round. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Madness Supremacy |
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At 1st level, as a swift action you can target a creature within 30 feet that has the cowering, frightened or paralyzed condition. That condition is suspended for 1 round, and the chosen creature gains the confused condition instead. The confused creature rerolls any result other than "attack self" or "attack nearest creature." The round spent confused counts toward the duration of the suspended effect. At the end of the confused round, the suspended condition resumes. | |
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Control Madness |
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At 10th level, as a swift action you can choose one behavior for all confused creatures within 30 feet to exhibit (as if all creatures rolled the same result). This effect lasts for 1 round. | |
Abilities (Except Warpriest)
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Hand of the Acolyte |
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You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Dispelling Touch |
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At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th. | |
Blessings (Warpriest Only)
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Hand of the Acolyte |
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At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver. | |
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Blessed Magic |
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At 10th level, with a swift action he can recall any single warpriest spell that he has already prepared and cast that day. The spell is prepared again, just as if it had not been cast. | |
Abilities (Except Warpriest)
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Bleeding Touch |
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As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Killing Blow |
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At 8th level, as a free action, you can infuse your weapons with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, you deal additional bleed damage. The amount of damage and the number of rounds this effect lasts are equal to half your level in the class that gave you access to this subdomain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Inspiring Word |
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At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, skill check, and saving throws. This effect lasts for 1 minute. | |
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Lead by Example |
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At 10th level, as a swift action you can inspire your allies to follow your lead. For one round, all allies within 30 feet gain a +4 morale bonus on attack rolls, skill check, and saving throws. | |
Abilities (Except Warpriest)
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Enlarge |
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As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this power a number of times per day equal to 3 + your Wisdom modifier. | |
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Bramble Armor |
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At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two levels you possess in the class[8] that gave you access to this domain. You can use this ability for a number of rounds per day equal to your level in the class that gave you access to this domain. These rounds do not need to be consecutive. | |
Blessings (Warpriest Only)
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Creeping Vines |
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At 1st level, as a swift action, you can cause a creature to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates). | |
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Battle Companion |
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At 10th level, you can summon a battle companion. This ability functions as Summon Nature's Ally IV, with a duration of 1 minute. This ability can summon only one animal, regardless of the list used, and the creature's type changes to plant instead of animal.
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Abilities (Except Warpriest)
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Resistant Touch |
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As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Aura of Protection |
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At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. | |
Blessings (Warpriest Only)
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Increased Defense |
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At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. | |
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Aura of Protection |
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At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. | |
Abilities (Except Warpriest)
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Gentle Rest |
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Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Ward Against Death |
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At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive. | |
Blessings (Warpriest Only)
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Gentle Rest |
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At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that's touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1). | |
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Back to the Grave |
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At 10th level, when using channel energy to heal living creatures, you can take a swift action on that same turn to also deal damage to undead creatures (as your channel energy ability). Undead take an amount of damage equal to half the amount healed. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Blast Rune |
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At 1st level, you can create a blast rune in a desired location. Any creature entering a 5-foot area around the rune takes an amount of damage equal to 1d6 + 1/2 your warpriest level. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune lasts a number of rounds equal to your warpriest level. | |
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Rune of Creation |
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At 10th level, you can touch an ally and inscribe a secret rune on their weapon. For 1 minute, all of their weapon attacks are treated as adamantine, cold iron, and mithral for all purposes. | |
Abilities (Except Warpriest)
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Venomous Stare |
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As a standard action, you can activate a gaze attack against enemies within a 30-foot radius. These enemies must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of damage + 1 point for every two cleric levels you possess and are fascinated for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. | |
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Scalykind Companion |
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At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a monitor lizard or a velociraptor as your companion. | |
Blessings (Warpriest Only)
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Scaly Touch |
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As a standard action, you can touch an ally to grant them reptilian scales. For 1 minute, that ally gains a +1 enhancement bonus to natural armor. At 5th level and every 5 levels thereafter, this bonus increases by +1, to a maximum of +5 at 20th level. | |
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Serpent Fang |
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At 10th level, as a standard action, you can manifest venomous fangs for 1 minute. These fangs grant you a bite attack that deals 1d4 points of damage (for a Medium warpriest, 1d3 if Small). A successful bite also afflicts the opponent with a debilitating venom. The poison‘s save DC is equal to 10 + 1/2 your warpriest level + your Constitution modifier.
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Abilities (Except Warpriest)
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Strength Surge |
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As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this domain (minimum +1) to melee attacks and Athletics checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Might of the Gods |
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At 8th level, you add 1/2 of your level in the class[9] that gave you access to this domain as an enhancement bonus to your Athletics checks. | |
Blessings (Warpriest Only)
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Strength Surge |
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At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round. | |
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Strength of Will |
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At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Blinding Strike |
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At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. | |
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Cleansing Fire |
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At 10th level, you can touch a weapon and grant it either the flaming or undead bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both weapon special abilities. | |
Abilities (Except Warpriest)
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Agile Feet |
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As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Dimensional Hop |
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At 8th level, you can teleport up to 10 feet per level in the class[10] that gave you access to this domain per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. | |
Blessings (Warpriest Only)
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Agile Feet |
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At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it. | |
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Dimensional Hop |
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At 10th level, you can teleport up to 20 feet as a move action. You must have line of sight to your destination. This teleportation doesn't provoke attacks of opportunity | |
Abilities (Except Warpriest)
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Copycat |
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You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Master's Illusion |
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At 8th level, you can make yourself and any number of allies within 30 feet invisible for 1 round per cleric level. The rounds do not need to be consecutive. | |
Blessings (Warpriest Only)
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Double |
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At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell. | |
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Invisibility, Greater |
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At 10th level, as a swift action you can become invisible for 1 round (as greater invisibility). | |
Abilities (Except Warpriest)
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Death's Kiss |
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You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy for a number of rounds equal to 1/2 your level in the class that gave you access to this subdomain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | |
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Death's Embrace |
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At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. | |
Abilities (Except Warpriest)
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Battle Rage |
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You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier. | |
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Bonus Combat Feat |
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You gain a bonus combat feat.
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Blessings (Warpriest Only)
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War Mind |
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At 1st level, you can touch an ally and grant them a tactical advantage for 1 minute. You can select one of the following bonuses to apply to your ally:
Only one bonus can be applied to a creature at a time. | |
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Battle Lust |
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At 10th level, you can touch an ally and grant them a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Ice Strike |
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At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. | |
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Armor of Ice |
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At 10th level, you can touch any one ally and wreath it in freezing mist. He gains fire resistance equal to your warpriest level. | |
Abilities (Except Warpriest)
Blessings (Warpriest Only)
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Storm Strike |
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At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. | |
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Wind Barrier |
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At 10th level, you can create a barrier of fast winds around yourself for 1 minute. This gives enemy ranged attack a chance to miss equal to twice your warpriest level. | |
- ↑ Kingmaker: Effective druid level for animal companion = cleric level – 3
- ↑ Kingmaker : the ward lasts for 1 hour per Cleric level
- ↑ Kingmaker: damage rolls equal to 1/2 your cleric level
- ↑ Wotr omits this info but retain the mechanics.
- ↑ Kingmaker: sacred bonus = ½ cleric level (minimum 1) for 1 round
- ↑ Kingmaker: number of rounds = ½ cleric level
- ↑ 7.0 7.1 Kingmaker: number of rounds per day equal to your cleric level
- ↑ Kingmaker: 1d6 points of piercing damage + 1 point per two cleric levels
- ↑ Kingmaker: add 1/2 of your cleric level
- ↑ Kingmaker: 10 feet per cleric level per day































































































