Fire Bolt (Sp): Generic ranged energy attack. Read Minds is an interesting ability, and probably removes the need to cast Detect Thoughts. You hold power over wealth, trade, and treasure. Aside from the Unity power, the Community domain has nothing interesting to offer. I support a limited subset of Pathfinder's rules content. Gale Aura (Su): Decent area control effect. As a cleric, you are a mortal servitor of a deity you revere above all others. Deception is a lateral move from Trickery. The War spell list is entirely Cleric spells until high levels, at which point you gain access to the extremely powerful Power Word spells. You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains. Helpful for slowing highly movile enemies. 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. This won't do much at low levels due to the limited duration, but at high levels it's going to be very useful. If someone took this in my game, I would punch them in the mouth. Ferocious strike is considerably easier to use in combat than Strength Surge, and Ferocity doesn't meaningfully change the Strength spell list. You work constantly and refuse to let anything stand in your way. You have a painful connection to melancholy and sadness. The aura also affects your allies. Scythe of Evil (Su): The duration is very short, but Unholy can deal a huge amount of damage. Cold damage is fairly uncommon, which means you can turn this on to resist ice damage, and you won't miss the cold resistance when you're facing anything else. You can also use it on your allies to get them into position to full attack, or to get them out of dangerous locations. Lore Keeper (Sp): Helpful for learning about creatures, but very difficult to do in combat. Choosing between the two isn't a matter of which is better; it is a choice of which one you enjoy more. Supernatural Trap (Su): At 8th level, select a supernatural ranger trap (Pathfinder RPG Ultimate Magic 64). Command (Su): Command is a good spell, and the DC will keep pace with your spells. It's no worse, fortunately. It somewhat reduces the focus on tactical movement, and introduces a grab-bad of general utility effects. You also give up Ward Against Death, which is amazing. The spell list adds Chain Lightning and Elemental Body to your spell list, but these aren't major improvements. Blast Rune by itself is pitiful. Dancing Weapons (Su): The dancing property is fantastic, but the duration is very short. Purifying Touch (Su): This is a great way to remove a huge number of negative effects: poison, disease, curses, enchantments, ongoing damage, etc. Protective Aura (Su): This would be decent if the bonuses scaled. This is a more defensive version of the Charm domain. Elysium's Call (Su): The only benefit you will likely use is the reroll on Charm/Compulsion spells, which is situational, but very powerful. Day's Resurgence (Su): Healing per day is fairly small, and there are very few effects which require daily saves. Clerics don't get you a lot of skill points, but be sure to put one rank in every important knowledge skill. Still, this is better than Calming Touch. Fascination takes targets out of combat until someone does something hostile to them, so you can use this to disable groups of enemies while your allies move into position. The abilities are powerful and scale very well, and the spell list includes a ton of really fantastic options at almost every level. You defend oaths and carry out your divine missions with great dedication. At high levels, this will almost never be helpful. Master's Illusion (Sp): This can be very useful if you are creative, and the DC will keep pace with your best spells. You will likely get Darkvision from the spell, but the bonuses to Stealth and Initiative are very good. Difficult to use in combat, but still very useful for skill checks and ability checks. Aura of Protection (Su): The bonuses are small, but they cover basically everything that can hurt you. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). It's certainly powerful, but also very situational. Because this is how you do it. It exchanges three spells which Clerics already get for three cool new spells from the Wizard spell list. Still, this is free healing, and can help to overcome temporary negative levels and diseases. Overall this is a slight improvement on the spell list, but Wounding Blade just isn't as good as Weapon Master. Still, it's better than Death's Embrace. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. Fearful Touch (Su): Fear effects are generally weak, with the exception of Phantasmal Killer, which kills people. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. Right now I only have up through level 3 but I plan to go through 6 and then hopefully past that if possible. Iron Body is cool, but not enough to justify the rest of the subdomain. Note that it doesn't allow a save. Pathfinder 2nd Edition Cleric Class Kyra, the 2E Iconic Cleric Clerics are known for their support capabilities, namely in the form of healing. Spread the duration around as much as you can, because it's not going to last very long. For medium creatures, 10 feet will take you to anywhere adjacent to that creature, which provides you with a lot of options. You exert control over masses of creatures. This can provide an extra layer of protection for your fighter against spells like Dominate Person which will wreck your party. You watch over those long passed and guard their secrets. Staggered reduces the target to a single action, which can be debillitating at high levels. The other conditions affected are fairly gentle and can be overcome by other means. Key Ability Wisdom Hit Points 8 + Con Modifier. - remove the choice of domains, i.e. If the Rogue didn't roll well, choose him. You have the power to spoil and deteriorate matter. All of the spells on the spell list are already Cleric spells. Malign Eye (Su): This hurts as a standard action. Aura of Madness (Su): Confusion is a great debuff spell, and the save on this ability will keep page with your spells. Wall of Ashes (Su): Absolutely fantastic. Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. This is a clear improvement on the Water domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This isn't really any better than the Repose domain, and might actually be worse if Gentle Rest is working well for you. The Wind domain trades some mediocre options for some equally mediocre options. The 20% miss chance really helps, especially if the target gets a lot of attacks. Holy Lance (Su): The duration is very short, but Holy can deal a huge amount of damage. The following granted power replaces the dancing weapons power of the Artifice domain. Blinding Flash is better than Sun's Blessing in every situation not involving undead. You can bring about hallucinations and restlessness. The abilities are fantastic ways to get access to Freedom of Movement, but the spell list is very poor. Always be nice to the Cleric, otherwise you may find yourself at the end of the line when it comes to regaining those precious hit points. Pushing Gust: Disperse into Air: Ambition: You strive to … You strive to keep up with and outpace the competition. Aura of Menace (Su): The -2 to AC and Attakc is prety nice, but the -2 to saves is fantastic. 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. It has the generic elemental domain abilities, which are nice to have, but nothing to celebrate. Untouched by the Seasons (Su): Very situational, and only replaces the effect of a first level spell which is already on your spell list. 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. The other shadow spells also add some cool utility options. Healer's Blessing (Su): This is a huge amount of extra healing. Ferocious Strike (Su): Not very flashy, but this is a reliable source of additional damage. You control electricity, thunder, and storms. A first level spell hardly makes a domain. Azata. The big draw here is the spells. The other spell options aren't any better than the default Nobility list. You have divine abilities related to crafting and art. Fist Subdomain Source Champions of Balance pg. Somewhat redundant with Freedom's Call. You feast mightily and can shake off the effects of overindulging. Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, … Coloud of Smoke is weak, but Stinking Cloud is pretty fantastic. Battle Rage (Sp): This should never be a better option than attacking or casting a spell. Death's Embrace (Ex): Channeling energy is your job. You wield power to rule and enslave others. Icicle (Sp): Generic ranged energy attack. The Trade subdomain is a weird change to the Travel domain. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441. Gift of Life (Su): If your party members tend to die a lot, this is helpful. Animal Companion (Ex): An Animal Companion is like a furry fighter. Night Hunter (Su): The duration is short, and it doesn't work on things with Darkvision, but Clerics get very few options for invisibility. 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. Fire Resistance (Ex): It's not a lot of resistance, but fire is the most common energy damage type. Divine Presence (Su): Is the fight going poorly? With a trait, you can add Bluff to your list of class skills, which makes you a perfectly viable choice for a Face. Domain … Choosing between the two is entirely personal preference. The spells are decent with a few good options, and a few really bad ones. Aura of Heroism (Su): Very solid buff, very easy to use. Pick whichever fits your playstyle better. Best Cleric Domains/Deities? Pathfinder Core Rulebook, pg(s). While Clerics typically don't dabble in stealth, guile, and generaly trickery, the Trickery domain allows you to do just that. The spells aren't quite as useful, and Door Sight is less interesting than Agile Feet, and more options are available to replicate its effects. However, because the new spells are high level, it doesn't fix the problems with the Artifice domain at low to mid levels. The Thought subdomain replaces three Cleric spells on the Knowledge domain with some very powerful spells from the Wizard spell list. Liberty's blessing is incredibly powerful, but the spell list really isn't any different. If you enemies have more attacks, this will get you killed. Recall (Su): I would take this over Lore Keeper any day of the week. You have the power to end lives and destroy undead. Good Fortune (Ex): Free daily luck rerolls. Storm Burst (Sp): Similar to the generic energy bolt attacks, but Storm Burst deals nonlethal damage. Even without focusing on Bull Rush or Drag, the utility of moving people around the battlefiend is undeniable. Replaced Power(s): Touch of chaos (Chaos domain) or Touch of good (Good domain). Aura of Decay (Su): Because this aura affects allies, it's hard to determine when to use this. The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. Giving up lightning lord might seem disappointing, but lightning lord barely qualifies as green due to its pitiful damage. Not particularly helpful at low levels when the duration is short, and hard generally you can just prepare spells appropriate to your enemies' alignments. More useful in combat than Charming Smile, but less useful socially. 437 (2E) Abadar (pronounced AH-bah-dar), [4] the god of cities, law , merchants, and wealth, is known to be a patient deity. 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. Aura of Chaos (Su): Do you want combat to be confusing and take forever? Instead, use this for Skill and Ability checks, or before you throw the Rogue into a room full of traps. Aura of Decay is cool, but hard to use. Engage them in melee, dispel their buffs, then stick around to disrupt their spells. Despite being a domain about Magic, the Magic domain's abilities mostly center around resisting and defeating spellcasters. Adding your Wisdom bonus as an additional bonus is amazing, but this would probably be blue without it. The spell list is somehow worse. You perform the unexpected and inexplicable. If you like to boss things around, this is the subdomain for you. The spell list is pretty boring, but the Law domain abilities are fantastic. Solid, reliable, and a great option at low levels when your spells are limited. Fury of the Abyss (Su): The -2 penalty to AC is annoying, especially at low levels, but that bonus is going to scale very well and it's going to be very helpful. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Whispering Evil (Su): Excellent AOE crowd control effect. With 3E, 3.5E and then Pathfinder, this ability was lost- clerics were pretty much all the same. The powers are useful, but not exciting. The Catastrophe subdomain replaces Destructive aura with Deadly Weather, which gives you several interesting tactical options instead of potentially murder your own party. Unless your ally is going to do something really impressive with their turn, you are probably better off doing almost anything else. Killing Blow is more usable than Death's Embrace, though still not very good. You overcome your fear and project pride. Lightning Arc (Sp): Generic ranged energy attack. It won't be as accurate, but at first level your weapon will do slightly more damage. It also takes a standard action to use, which means you probably won't use it on yourself in combat. Granted Power: Add Fly to your list of class skills. The Martyr subdomain focuses on you taking damage in place of your allies. Tridents are good weapons, and the Nature domain is fantastic for you. Telepathic bond is a welcome addition, but Tongues and Telepathic bond aren't good enough to make up for the loss of Spell Rune and Lesser Planar Binding. Wards is a sidestep from the Rune domain. Inspiring Word is terrible, and Inspiring Command is a welcome replacement. If you aren't using this regularly, you are doing yourself a disservice. Hand of the Acolyte (Su): Unlike the energy ray abilities, this targets AC. The spell list has a lot of very mediocre options, and the high level options are pretty bad. Surprisingly awful. Vision of Madness is a high risk, high reward buff option which could be a lot of fun at the table. Rerolls on anything are fantastic, and going early in the initiative order frequently defines the outcome of an encounter. 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