If you plan to depend on your companion heavily, take the Boon Companion feat to bring your companion up to par. Overall this is a slight improvement on the spell list, but Wounding Blade just isn't as good as Weapon Master. Choosing between the two isn't a matter of which is better; it is a choice of which one you enjoy more. 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. Dismantle (tra) H: Temporarily disassemble an … Good Fortune (Ex): Free daily luck rerolls. This is a more defensive version of the Charm domain. Surge (Su): You sacrifice the benefit of easy damage at low levels for an excellent tactical option. Choosing between the two is entirely personal preference. Granted Powers: Makes your Channel Energy harder to resist for undead. Adding your Wisdom bonus as an additional bonus is amazing, but this would probably be blue without it. The Ash subdomain replaces the rather boring Fire Resistance power for the super exciting Wall of Ashes. It has the generic elemental domain abilities, which are nice to have, but nothing to celebrate. If you aren't using this regularly, you are doing yourself a disservice. Turn this on, politely excuse yourself, and walk out of the room. If you want to polymorph as a Cleric, this is the way to do it. The Earth domain provides some generic abilities, and a decent spell selection. Deflection Aura (Su): Deflection bonuses are expensive, and this can reduce the need for Rings of Protection. Iron Body is cool, but not enough to justify the rest of the subdomain. Solid, reliable, and a great option at low levels when your spells are limited. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. Divine Presence provides a really cool mechanic to pause and potentially escape fights. The spells are decent with a few good options, and a few really bad ones. Rune Magic PF2e January 17, 2021; Sword of Kings PF2e January 11, 2021; Treasury of Winter (Pathfinder Second Edition) December 11, 2020; Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. The powers you sacrifice are fantastic, and the Loss subdomain's powers are confusing and difficult to use. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. If you like to move around a lot in combat, this can give you some excellent tactical options. Enlarge (Su): Situationally useful, though the duration is very short. blindness/deafness (only to cause blindness), I support a limited subset of Pathfinder's rules content. The Water domain starts flat, and never improves. Metal Fist is bad, and the spell selections are bad. Azata provides you with some ways to avoid being trapped on controlled. produce flame: Mediocre damage spell. Granted Powers: Access to every knowledge skill. Recall (Su): I would take this over Lore Keeper any day of the week. Helpful for slowing highly movile enemies. Basically any harmful spell with a duration that isn't "instantaneous" can by fixed with this ability. 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. You give up your offensive options for some area controll effects. On a normal day, you won't be able to use most of your abilities. Aura of Decay (Su): Because this aura affects allies, it's hard to determine when to use this. Holy Lance (Su): The duration is very short, but Holy can deal a huge amount of damage. | Here Be Monsters 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. Anything to Please (Su): The save DC will keep pace with your spells, and the effect can really ruin the target's day. Spell Rune (Sp): And suddenly Blast Rune becomes useful! Just the way it should be. Aura of Chaos (Su): Do you want combat to be confusing and take forever? Door Sight (Su): Clerics already get a lot of excellent divination effects which make this ability hard to justify. Weapon Master (Su): Because you need to meet the prerequisites, this doesn't give you a lot of options. The War domain starts of very flat, and doesn't really pick up until high level. Rage is a great option for a Destruction cleric, but the spell selection isn't much better than what you get from Destruction. Wall of Ashes (Su): Absolutely fantastic. The Martyr subdomain focuses on you taking damage in place of your allies. Death Knell (nec): Finish off a creature who's near death. If the Rogue didn't roll well, choose him. Potentially useful at low levels, despite the damage limitations. You get two more spells which aren't on the Cleric spell list, and the Recall ability is absolutely amazing. Replaced Power(s): Touch of evil (Evil domain) or Touch of law (Law domain). Vision of Madness is a high risk, high reward buff option which could be a lot of fun at the table. Losing Remote Viewing hurts, but the improvements to the spell list are dramatic. 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. Oh, look! Whispering Evil (Su): Excellent AOE crowd control effect. Cloud of Smoke (Su): An interesting debuff, but you have plenty of spells available which provide similar or better options. Chaos Blade (Su): The duration is very short, but Anarchic can deal a huge amount of damage. Deadly Weather (Su): Deadly Weather offers a lot of tactical options to fit your situation. The powers are useful, but not exciting. You also get to keep the excellent Touch of Law power if you take the domain. 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. ), and the duration is pitiful. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. Staff of Order (Su): The duration is very short, but Axiomatic can deal a huge amount of damage. The Madness domain is absolutely fantastic. Bleeding Touch (Sp): The ongoing damage is nice to force Concentration checks, and this is good for killing things with tons of AC, but there are very few situations when your spells will not be a better option. | Dungeon World SRD Freedom's Call (Su): The listed status effects are all very debilitating, and being able to ignore them for a few rounds per day will save your life. Gentle Rest (Sp): No save. Deception is a lateral move from Trickery. The biggest appeal of this domain is access to Minor/Major Creation. Touch of Good is bad, and Touch of Chaos is about as situational as Elysium's Call. Unless your ally is going to do something really impressive with their turn, you are probably better off doing almost anything else. Replaced Power(s): Electricity resistance. Eyes of Darkness (Su): Useful, but the duration is garbage. 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. The Undead subdomain trades some of the Death domains normal killing power for some better support and debuff options. 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. You get several excellent area control and damage spells off the Wizard and Druid spell lists. New Pages | Recent Changes | Privacy Policy, Pathfinder Lost Omens Gods & Magic (Second Edition), Pathfinder Adventure Path #150: Broken Promises, Pathfinder Adventure Path #151: The Show Must Go On, Pathfinder Lost Omens Pathfinder Society Guide, Pathfinder Lost Omens World Guide (Second Edition), Treasury of Winter (Pathfinder Second Edition), Ancestral Anthologies Vol. By 8th level, most people will have a Ring of Protection, and everyone should have a Cloak of Resistance +2. It exchanges three spells which Clerics already get for three cool new spells from the Wizard spell list. Solid, reliable, and a great option at low levels when your spells are limited. Protective Aura (Su): This would be decent if the bonuses scaled. The Night subdomain is right on par with the Darkness domain. Gift of Life (Su): If your party members tend to die a lot, this is helpful. 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. Creation spells are very powerful, but the rest of this domains abilities are lackluster. Continual Flame (evo) H: A magical flame burns indefinitely. You won't be able to use this much due to the limited duration, but it can go a long way in tough fights. | d20 Anime SRD Unity (Su): With a high base will save and Wisdom as your spellcasting ability, you will likely have the highest will save in the party. The Murder subdomain greatly improves on the Death domain. The big draw here is the spells. Replaced Power(s): Touch of chaos (Chaos domain) or Touch of good (Good domain). If you prefer to use Fear over Confusion effects, use the Nightmare subdomain. The Home subdomain is great if you plan to spend a lot of time defending a specific area or structure. Touching them again to make them fall asleep makes the target bait for a Coup de Grace. The wording doesn't mention the effects of feats, but your GM may allow you to apply feats like Greater Bull Rush to grant your allies attacks of opportunity. It's about as situational as Agile Feet. This might be easier to use than Touch of Law, but it's not nearly as reliable. The abilities are fantastic ways to get access to Freedom of Movement, but the spell list is very poor. The spell list is somehow worse. Powerful Persuader (Su): If you aren't the party's Face, you won't get much mileage out of this. I support a limited subset of Pathfinder's rules content. Blast Rune by itself is pitiful. Killing Blow is more usable than Death's Embrace, though still not very good. Overall the domain tries to find a nice space between area control and damage output, and manages to fail at both. However, because the new spells are high level, it doesn't fix the problems with the Artifice domain at low to mid levels. Dazing Touch (Sp): No save, and Daze takes away the target's whole turn. Aura of Madness is a fantastic group debuff which can shut down entire encounters. Check out our other SRD sites! Inspiring Word (Sp): Small buff, and it doesn't stack with a bunch of cleric spells (Bless, Prayer, etc. Even without focusing on Bull Rush or Drag, the utility of moving people around the battlefiend is undeniable. Artificer's Touch (Sp): Mending isn't particularly important unless you have someone in the party who likes to Sunder things. Tugging Strands is just better than Good Fortune. If someone took this in my game, I would punch them in the mouth. With a trait, you can add Bluff to your list of class skills, which makes you a perfectly viable choice for a Face. The spell list change isn't particularly interesting, and Hell's Corruption really isn't very interesting. Storms doesn't meaningfully change the feel of the Weather domain. The only interesting spell on the spell list is Disintegrate, and the domain powers are bad and potentially dangerous to use. 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. Restorative Touch (Su): With the exception of Dazed and Sickened, those conditions are fairly gentle. This will greatly improve your ability to communicate with creatures that don't speak your languages. Honor Bound is a gret defense for you, and it's a good way to break enchantments at low levels before you get the Break Enchantment spell. For travelling and delving dungeons, this is difficult to use. | 5th Edition SRD This is a clear improvement on the Water domain. It's certainly powerful, but also very situational. How often will there be other people channeling energy near you? The cumulative strength penalty can be very debilitating, and doesn't require a save. Nimbus of Light (Su): Removes Darkness spells, fries undead. Clerics don't get you a lot of skill points, but be sure to put one rank in every important knowledge skill. Inspiring Word is bad, but you get Leadership for free, and a bonus to your leadership score. The save DC will keep pace with the best of your spells, and the 1d4 round duration is enough to get a lot of work done. Rebuke Death (Sp): At very low levels, this is helpful. Divine Presence (Su): Is the fight going poorly? Aura of Forgetfulness (Su): It isn't clear what happens to targets while inside the area, but it makes sense that they would lose their memory once they exit the aura. This is a good option to lock down physically weak enemies like wizards, but remember that the range on Summon Monster is short, so don't accidentally send your ant charging out of range. Pick whichever fits your playstyle better. fireball: Good damage spell; one of the best AOE spells at early levels. Restorative Touch heals a very small set of conditions which generally aren't that annoying or go away within a turn. Wards is a sidestep from the Rune domain. The DR is also fantastic, and exceeds the DR of Barbarians until very high level. 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. Spread the duration around as much as you can, because it's not going to last very long. fire shield: Decent buff, but you get it a level behind wizards. How often will they be channeling negative energy? 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. Insane Focus (Su): Most Will save effects are mind-affecting, so that +4 bonus applies to most will saves. Read Minds is an interesting ability, and probably removes the need to cast Detect Thoughts. This ia clear improvement on the Knowledge domain. 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. Granted Power: Add Fly to your list of class skills. Gift of Life has so much potential, but only comes into play if your party is falling apart. At high levels, this will almost never be helpful. If you plan to fight a lot of undead, the Sun domain is fantastic. Really the only worthwhile item is Arcane Eye, which isn't nearly good enough to justify the rest of the subdomain. On top of excellent and exciting powers, the Madness spell list is almost entirely non-Cleric spells, many of which are powerful save or suck/die spells. The other shadow spells also add some cool utility options. Coloud of Smoke is weak, but Stinking Cloud is pretty fantastic. Granted Powers: Stealth and trickery generally aren't things that Clerics do, but apparently you're the exception. The air domain isn't particularly exciting. The Archon domain is a lateral shift from the Good and Law domains. If you're in melee, this can be an excellent defense. 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. The sheer reliability of a guranteed 11 really makes you much more reliable. 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). This isn't a real improvement on the Fire domain, but it provides some interesting new options. Gale Aura (Su): Decent area control effect. | d20PFSRD The Wind domain trades some mediocre options for some equally mediocre options. If you plan to multiclass Rogue-Cleric, you may find the Theivery subdomain useful, but even then you will likely get more from the unmodified Trickery domain. Hell's Corruption (Su): Opposed skill checks are fairly rare, but the -2 penalty to saves can be occasionally useful. All of the spells on the spell list are already Cleric spells. Browse our listings to find jobs in Germany for expats, including jobs for English speakers or those in your native language. Blast Rune (Sp): Useless at first leve due to the dismal duration, and the damage doesn't scale enough to keep it relevent at high levels. On top of a much better power, it replaces two of the worst spell options on the Fire domain spell list with two excellent spells from the Wizard spell list. Services of language translation the ... An announcement must be commercial character Goods and services advancement through P.O.Box sys Bramble Armor (Su): The damage is small, and it's hard to know when to best use these rounds. The Travel domain provides a lot of very cool tacticaly movement abilities, and the Exploration subdomain shifts this focus a bit more toward exploration and long distance travel. The only non-Cleric spell on the spell list comes at level 9. Pathfinder 2 Core Rulebook: Continual Flame: arcane, divine, occult, primal: Spell: 2: Paizo: Pathfinder 2 Core Rulebook ... Latest Pathfinder 2e! Death's Kiss (Su): If your party is living (likely) and you channel negative energy, this allows you to heal your party by channeling energy or by casting harm spells. Speak with Animals (Sp): Very situational. The additional of Stealth to the Cleric spell list is difficult due to the Cleric's already limited skill ranks, but spells like Disguise Self and Invisibility can really make the Trickery Cleric a good stand-in for a rogue. Throw this on your front-line guys to make certain that their attacks hit in round 1. Giving up lightning lord might seem disappointing, but lightning lord barely qualifies as green due to its pitiful damage. | d20HeroSRD The addition of Brilliant Inspiration to the spell list is a welcome addition. Multi-Domain Subdomains can be taken as a subdomain of two base domains. 1: Races of Nature Unleashed (PF2), divine, occult Cast (1 minute) material, somatic, verbal, arcane, occult Cast 1 minute (material, somatic, verbal). | 13th Age SRD As always, check with your GM before making any character decisions. Otherwise, choose the Wizard. 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. You get it a little later, but the effect is well worth the wait. Scythe of Evil (Su): The duration is very short, but Unholy can deal a huge amount of damage. Fire Bolt (Sp): Generic ranged energy attack. Blinding Flash (Su): Blindness can be very debilitating, and blindness effects at level 1 are nearly nonexistent. Purifying Touch (Su): This is a great way to remove a huge number of negative effects: poison, disease, curses, enchantments, ongoing damage, etc. Repose features a pair of fantastically powerful abilities, but the spell list is fairly poor. The Good domain brings practically nothing to the table. 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. Darkvision (div) H: See in the dark. Aside from the Unity power, the Community domain has nothing interesting to offer. Dimensional Hop (Sp): Extremely useful for closing to deliver touch attack spells, or for escaping bad positions in combat. wall of fire: Good area control, not on the Cleric spell list. None of the Plant domain's spells are on the Cleric spell list, so this domain adds a lot of fantastic new options. You will likely get Darkvision from the spell, but the bonuses to Stealth and Initiative are very good. The spell list is mediocre, but provides some potentially interesting options. 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 spells are mostly utilities or area control effects, and several of them come from the Druid spell list. Fearful Touch (Su): Fear effects are generally weak, with the exception of Phantasmal Killer, which kills people. Adoration (Su): Immediate action, will save or the target automatically fails an attack. This is a more offensive version of the Charm domain. Malign Eye (Su): This hurts as a standard action. Divine Vessel is really cool, and could be very easy to use, but the spell list manages to be considerably worse than the already poor Magic domain spell list. Agile Feet (Su): Great for clerics who need to move around a lot, but situational. It doesn't give you any particularly exciting new spells, but the domain spells are decent selections from the Cleric spell list. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. Predator's Grace (Su): Very situational, but better than Speak with Animals. Solid, reliable, and a great option at low levels when your spells are limited. Continual Flame (evo) H: A magical flame burns indefinitely. This is our PF2 site, click here for PF1! You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells. 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. The War spell list is entirely Cleric spells until high levels, at which point you gain access to the extremely powerful Power Word spells. Any creature in line of sight includes you, your allies, and probably all of your enemies. 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. Of course, if you're friends tend to die a lot you are probably going to die before this can get a lot of mileage. Situational, but good. Touch the Spirit World is very situational, and the only interesting spell on this subdomain's spell list in Trap the Soul. Many monsters have more hit dice than their CR, but in encounters with NPCs or multiple monsters, this is a fantastic option. The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. Lore Keeper (Sp): Helpful for learning about creatures, but very difficult to do in combat. Get a 15% discount on an order above $ 120 now. Despite being a domain about Magic, the Magic domain's abilities mostly center around resisting and defeating spellcasters. If you enemies have more attacks, this will get you killed. The spell list has a lot of very mediocre options, and the high level options are pretty bad. The spell list isn't great, but Fury of the Abyss is good enough to still make the Demon subdomain appealing. Plus, you give up the only interesting part of the Good domain. Fire Resistance (Ex): It's not a lot of resistance, but fire is the most common energy damage type. 3+wisdom rerolls a day makes your party a bottomless well of knowledge. Archon is more of a support domain, where Good and Law are more geared toward getting into melee with your foes. Darkness (evo) H: Suppress all light in an area. Icicle (Sp): Generic ranged energy attack. Warding Rune (Su): Not as versatile as Spell Rune, but certainly an excellent defensive measure. Instead of real damage, the target takes a penalty to its attacks for round. Fearful touch is a very interesting option if you like to use Fear effects, and it's the key component of this subdomain. Body of Ice (Su): This is a really cool ability. Saves you some money on a cloak of resistance, and gives you great saves early in the game. Because the animal companion is on par with a ranger, the Boon Companion feat is almost mandatory. Touch them to make them sickened, then hit them with something evil. The only clearly good option in Seasons is Goodberry. The Growth subdomain is all about making yourself bigger and hitting stuff. Solid, reliable, and a great option at low levels when your spells are limited. | The Modern Path SRD Still, the spell selection is solid and includes a lot of good necromancy spells. Invest in additional hit points, because you will need them. Use the following coupon code : ESYD15%2020/21 Copy without space The spell list adds Chain Lightning and Elemental Body to your spell list, but these aren't major improvements. 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. Ferocious strike is considerably easier to use in combat than Strength Surge, and Ferocity doesn't meaningfully change the Strength spell list. Touch of Evil (Sp): The big appeal here is the penalty to saving throws, and treating the target as Good for your Evil spells. Tunnel Runner (Su): The duration is decent and the bonuses are pretty good. Oh, and you can only use this a few times per day in case you're unnaturally lucky. These abilities are very powerful, especially in a magic-heavy campaign. I have been a nurse since 1997. Healer's Blessing (Su): This is a huge amount of extra healing. Leadership (Ex): If your DM allows leadership in your campaign, this is fantastic. 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. This is miles better than the Nobility domain. Sacrificial Bond (Su): Like an emergency version of Shield Other. 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. It somewhat reduces the focus on tactical movement, and introduces a grab-bad of general utility effects. | PF2 SRD. Silver-Tongued Haggler allows you to be an effective Face, Overland Flight lets you fly all day, and Gate lets you summon things and travel to other planes. Engage them in melee, dispel their buffs, then stick around to disrupt their spells. Truly awful. This isn't really any better than the Repose domain, and might actually be worse if Gentle Rest is working well for you. The spell list isn't an improvement, and you give up Bless Weapon, which is a really fantastic spell. Each of these effects is fantastic, which makes this an excellent change to the already fantastic Travel domain. Thief of the Gods (Su): If you are a multiclassed Rogue, this could be useful. For tutoring please call 856.777.0840 I am a recently retired registered nurse who helps nursing students pass their NCLEX. Not particularly helpful at low levels when the duration is short, and hard generally you can just prepare spells appropriate to your enemies' alignments. Somewhat redundant with Freedom's Call. This ability does lower your combat effectiveness, but the utility is still fantastic. Caster, this does n't improve the spell list you much more.... Trades some of the domain Barbarians until very high levels, this is n't significantly than... The Luck domain has a couple of abilities which are difficult to use them! Your offensive options for some more general buff spells touching them again to continual flame pathfinder 2e them sickened, hit... Cool ability cold resistance ( Ex ): this is helpful flanking.. More useful in combat, but less useful socially them to make them asleep. 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