Cleric Domains
Clerics in Maugeter are not those granted divine power by the gods, but those born with it. They are similar to the Favoured Souls of other settings, having the innate ability to channel divine power in the same way that a sorcerer has the innate ability to channel arcane power. Though some clerics are associated with churches and work as priests (where their healing powers are highly valued), their powers are independent of the gods.
Clerics are born, however, with certain specialisations. They find some powers easier to use, and some more difficult. Such powers fall into patterns which closely match the understood nature of the gods, though these powers are not in any way connected to their personality, or if they later choose to join a church, the portfolios of their deity. One can find clerics of destruction and death in the church of Sahrana and clerics of life and compassion serving Nahagarash.
Channel Divinity
Much of the divine power of the cleric expresses itself through their ability to channel divinity. A limited number of times per day, a cleric can release a burst of divine energy. The effects of this burst depend entirely on the cleric's domains - some domains grant powers to the cleric and nearby allies, while others punish their enemies.
Game effect: Channel Divinity replaces Turn Undead for clerics and paladins. This ability can be used three times per day + Charisma modifier, and its effects depend on the domains chosen during character creation. Paladins (who are not also clerics) count as having the Life and Death domains for this purpose. Hostile effects are capped on hit dice in a similar way to Turn Undead: only 2D6 + caster level + Charisma modifier hit dice of enemies will be affected in total, and enemies with more hit dice than caster level + Charisma modifier cannot be affected at all. Negative effects can be saved against. Save DCs are 10+caster level/2+Charisma modifier.
Domains
- Sun
(Negative) Manlings and animals must make a reflex save or be blinded for three rounds per point of Charisma modifier.
Domain spells: None, but Searing Light is always maximised.
- Mist
(Positive) Allies gain 10% concealment per point of Charisma modifier for one round per caster level+Charisma modifier.
Domain spells: Sleep (1)
- Moon
(Negative) Manlings and animals must make a reflex save or be slowed for three rounds per point of Charisma modifier.
Domain spells: Ghostly Visage (2), Flame Strike (3)
- Valour
(Positive) Allies gain one attack bonus per point of Charisma modifier for one round per caster level+Charisma modifier.
Domain spells: Divine Power (3)
- Compassion
(Positive) Allies regenerate one hit point per point of Charisma modifier per round for one round per caster level+Charisma modifier.
Domain spells: Restoration (3)
- Life
(Negative) Undead must make a fortitude save or take 1D6 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Cat's Grace (2)
- Justice
(Negative) Manlings must make a fortitude save or be knocked down for two rounds per point of Charisma modifier.
Domain spells: Hammer of the Gods (3)
- Balance
The caster receives one temporary hit points for each enemy hit die within 20 feet. These temporary hit points last for two rounds per point of Charisma modifier.
Domain spells: Vampiric Touch (2), Call Lightning (3)
- Nature
(Negative) Animals must make a will save or be rebuked for two rounds per point of Charisma modifier.
Domain spells: Barkskin (2)
- Magic
(Positive) Allies gain spell resistance 9+Charisma modifier for one round per caster level+Charisma modifier.
Domain spells: Magic Missile (1), Knock (2), Minor Globe of Invulnerability (3)
- Death
(Negative) Undead must make a will save or be rebuked for two rounds per point of Charisma modifier.
Domain spells: Phantasmal Killer (3)
- Destruction
(Negative) All creatures must make a fortitude save or take 1D3 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Enervation (3)
- Air
(Negative) Elementals must make a fortitude save or take 1D6 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Haste (3)
- Earth
(Negative) Elementals must make a fortitude save or take 1D6 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Stoneskin (3)
- Fire
(Negative) Elementals must make a fortitude save or take 1D6 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Burning Hands (1), Fireball (3)
- Water
(Negative) Elementals must make a fortitude save or take 1D6 points of divine damage per caster level, plus Charisma modifier, minus their level.
Domain spells: Grease (1), Stinking Cloud (3)
- Primordial
(Negative) Manlings must make a will save or be rebuked for two rounds per point of Charisma modifier.
Domain spells: Evard's Black Tentacles (3)
(Manlings includes humans, elves, dwarves, halflings, orcs, goblins, giants and reptilians. Animals includes magical beasts, vermin and fey.)
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