Cleric Domains

Air: Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures a an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Animal: You cast animal friendship once per day. Knowledge (nature) is a class skill.

Artifice: Gain +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Beastmaster*: Speak with animals once per day per level as the spell. This is a supernatural ability.
    *This domain is available only as a prestige domain.

Bestial: Character gains the scent extraordinary ability.

Celerity*: Receive a +2 enhancement bonus to Dexterity, speed increased by +10 ft. when in light armor, +2 enhancement bonus on initiative. These are supernatural abilities.
    *This domain is available only as a prestige domain.

Chaos: You cast chaos spells at +1 caster level.

Community: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.

Constructs: rebuke or command constructs as an evil cleric rebukes undead. The cleric may use these abilities a total number of tiems per day equal to his Charisma modifier +3. Clerics also gain access to magic spells required to create any type of golem. This ability may be used a number of times equal to the number of rebuke attempts available to an evil cleric of equal level.

Corruption: Once per day, character can attack an object and ignore its hardness rating.

Creation: Cast Conjuration (creation) spells at +2 caster levels.

Darkness: Free Blind-Fight feat

Death: You may use a death touch once per day. your death touch is a spell-like ability that is a death effect. you must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your cleric level. If the total at least equals the creature's current hit points, it dies.

Demonic: Character gains +1 divine bonus on attack and damage rolls for unarmed strikes and attacks with natural weapon.

Destruction: You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day.

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

Divination*: You cast divination spells at +2 caster levels.
    *This domain is available only as a prestige domain.

Domination II: The cleric may rebuke or command members of his own race as he rebukes or commands undead. Chaotic-or good-aligned targets may make a Will save (DC 10 + cleric's Cha modifier + half the cleric's level) to avoid the effect. This effect never results in the destruction of the creatures rebuked or commanded. This ability may be used a number of times equal to the cleric's rebuke/command attempts per day.

Domination*: You gain the Spell Focus (Enchantment) feat.
    *This domain is available only as a prestige domain.

Dream: You gain a spell-like ability, Word of Somnolence, similiar in nature to the spell sleep. Once per day you may cause a single targeted creature within 10 ft. of you to immediately fall into a deep slumber. The creature must be able to hear you pronounce the word "sleep" towards it, though it need not understand the language that you speak. The targeted creature may choose to make a Will saving throw to negate the effects of your Word of Somnolence. The DC of this saving throw is 10 + one-half your divine caster level + your Charisma modifier bonus.

Dream II: Once per night, while sleeping, you may attempt a Scry check (DC 20) to gain the answer to some question, as per the spell divination. You require at least 3 hours of sleep to use this divine gift. This is a supernatural ability.

Earth: turn or destroy air creatures as a good cleric turns undead. rebuke or command earth creatures as an evil cleric rebukes unead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Entrancement: Overwhelming presence: the cleric has the supernatural ability to gain an enhancement bonus to Charisma that is equal to her level. Activating the power os a free action and the power is usable once per day. This power lasts for a length of time necessary to use the bonus granted on a single roll. Thus it may last an entire evening if used on a Diplomacy roll during a dinner, or but a single round if used to augment an undead turning attempt.

Evil: You cast evil spells at +1 caster level.

Exorcism*: You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check (1d20 + your Charisma modifier) and consult Table 8-16, page 140 of the Player's Handbook, using your prestige class level plus your cleric level, if any, plus your paladin level -2, if any. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost, it becomes ethereal and free floating again. In any case, the spirit cannot attempt to possess the same victim again for one day.
    *This domain is available only as a prestige domain.

Fey: The cleric gains +4 vs. all spell-like abilities used by fey. Knowledge (fey) and Knowledge (nature) are class skills.

Fire: turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Force: By manipulating cosmic forces of destruction, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.

Gateways: Open Lock and Search are class skills for you. You receive a +4 divine bonus to all saving throws and attack rolls made while standing on the threshold or doorstep of a door, gateway, or other portal.

Glory: Turn undead with a +2 bonus on the turning check and +1d6 on the turning roll.

Good: You cast good spells at +1 caster level.

Greed: Character gains a +2 competence bonus on Appraise, Open Lock, and Pick Pocket checks.

Healing: You cast healing spells at +1 caster level.

Inquisition*: Gain a +4 bonus on all dispel checks.
    *This domain is available only as a prestige domain.

Judgement: Sense Motive is a class skill for you. In addition, you may make a true strike (as the spell) once per day against anyone who has wounded you within 24 hours. Invoking the true strike effect is a free action, although you must declare it before you make your attack roll. This power counts as a spell-like ability.

Knowledge: All Knowledge skills are class skills. You cast divinations at +1 caster level.

Law: You cast law spells at +1 caster level.

Liberation: You gain a +2 morale bonus on all saving throws against enchantment spells or effects.

Luck: You gain the power of good fortune, which is usable once per day. THis extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it's worse than the original roll.

Madness*: You gain an "Insanity score" equl to half your class level (Add cleric levels to prestige class levels for this purpose). For spellcasting (determining bonus spells and DCs), add this score to your Wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone. This means that your spells are very difficult to resist, but you are in general unaware of your surroundings and act imprudently - often erratically.
    Once per day, you can see and act with the clarity of true madness. Use your Insanity score as a bonus on a single roll involving Wisdom, such as a Listen check or a Will saving throw. Choose to use this power before the roll is made.
    *This domain is available only as a prestige domain.

Magic: Use scrolls, wands and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Mind*: Gain a +2 bonus on Bluff, Diplomacy, Innuendo, Read Lips, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
    *This domain is available only as a prestige domain.

Missionary: You can invoke the ability to comprehend languages once per day as a free acion. This is a spell-like ability, however, there are no components required, so the power can be activated without anyone else's knowledge. Theis effect lasts twice as long as the spell itself (i.e., 20 minutes/level).

Mists: Once per day, you may call on the shield of Ezra, a film of luminous mist that envelops your body for one round per cleric level. The form of protection is determined by your alignment. Lawful good: 25/+5 damage reduction vs. metal weapons. Lawful neutral: 15/+1 damage reduction vs. all physical attacks. Neutral: +10 to all Fortitude and Reflex saves vs. damaging spells. Lawful evil: +1 to all Will saves vs. mind-affecting spells and effects. This is a supernatural ability.

Mysticism*: You apply your Charisma modifier (if positive) as a bonus on all saving throws. If you already have this ability (for example, because you are a paladin), you add +1 to the bonus.
    *This domain is available only as a prestige domain.

Nobility: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.

Pain: Character converts damage that he deals in one blow per day into healing for himself, up to 1 point of damage per level.

Pestilence*: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases.
    *This domain is available only as a prestige domain.

Plague: You are a living extension of disease and contagions. Wounds caused by your ray attacks fester with disease. Damage from your ray attack spells does not heal properly and requires magical healing. iwthout magical healing, these points (whether hit points or ability damage) hear at a rate of 1 per day.

Plant: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use thesee abilities a total number of times per day equal to 3 + your Charisma modifier.
    Knowledge (nature) is a class skill.

Protection: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Rainbow: The cleric gains +2 vs. all spells affecting vision and is immune to all forms of magical blindness.

Repose: You can grant final rest by tracing your deity's symbol on a newly dead body. That corpse then receives a Will save (using your Will save bonus) to resist any attempt to transform it into an undead creature, including the animate dead and create undead spells and the create spawn ability of undead creatures. This is a spell-like ability you can use once per day.

Rot: Wounds fester with disease and puss from your touch. You are a living extension of disease and contagions. Touch attack spells that deal damage do not heal properly from you and require magical healing only. These points (whether hit points or ability damage) otherwise heal at 1 per day, no matter the level of the target creature.

Rulership: Once per day you can give a one word command which is obeyed by one Hit Die worth of creatures per level. This is a spell-like ability identivcal to greater command.

Rune: Free Scribe Scroll feat.

Scalykind: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability as total number of times per day equal to 3 + your Charisma modifier.

Secrets: Once per day, clerics of secrets can receive a truthful answer to any single question. The requestion can be asked only of characters who share a language with the cleric. The person questioned may omit information or word her answer in a misleading manner, but she must answer and cannot lie.Characters of level equal to or greater than the cleric get a Will save (DC equal to ther cleric's Charisma) to refuse to answer, but they still cannot lie.

Shadow: Add your level to Hide and Move Silently skill rolls while in shadow.

Spirit: You cannot be attacked by allips, ghosts, nightshades, shadows, spectres, or wraiths as long as another target remains.

Strength: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts 1 round, and it's usable once per day.

Summoning*: You cast any summon monster spell at twice your caster level, increasing the range and duration of the spell.
    *This domain is available only as a prestige domain.

Sun: Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

Travel: For a total of 1 round per cyour cleric level per day you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement)

Trickery: Bluff, Disguise, and Hide are class skills.

Undead: You may add +2 to any turning check you make, but only to rebuke the undead, not to turn them.

Vengeance: If you have been harmed by a target in combat you may smite the foe during the following round, as per the spell holy smite. Any creature may be affected by this ability.

War: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity's favored weapon.

Water: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Weather: Intuit Direction and Wilderness Lore are class skills.