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rules:homebrew:heartbreaker:spell_divine

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Divine Domain & Spell list
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Conditions



Cleric Spells

Death Domain

Domain Power I:

Domain Power II: When adjacent creature is healed, you heal 5 HP.

Domain Power III: Undeads you control explode when killed and deal 5 cold damage to all adjacent creatures.

Domain Power IV:

0th Vampiric Touch (Maj+Mov):
For 24 hours (or until you rest) you may spend a Major action to deal 5 Cold damage to a touched target; then gain 5 Absorb All.
1st Soul Harvest (Maj):
For 5 rounds Touched subject is healed 5 hitpoints whenever a creature dies within Close of it.
2nd Death Knell (Maj):
For 5 rounds Touched Subject gets a +3 spell bonus to Atk and +10 spell bonus to Dmg for 1 round whenever they kill a creature
3rd Hasten Demise (Maj):
Touched Target takes 5 holy damage every round for 5 rounds.
4th Summon Undead IV:
5th Tether Soul (Maj):
Recently Dead Touched Subject is resurrected for 10 minutes with 5 negative levels.
6th Create Undead:
7th Final judgement:
After 3 rounds touched creature explodes in profane energy and deals 3d6+50 cold damage to self and every creature within 25' (Ref Halves)
8th Summon Undead VIII:
9th

Earth Domain

Domain Power I: You gain a +4 magical bonus to damage with natural stone weapons you wield or throw.

Domain Power II: +4 Magical bonus to AC

Domain Power III: Turn into Earth Elemental 10 rounds a day?

Domain Power IV:

0th
1st Shillelagh (Maj):
For 3 minutes you gain a +4 magical bonus to attacks with weapons made from wood or stone.
2nd Hurl Boulder (Maj):
The first creature to fail a reflex save in a 30 ft. Line takes 20 Bludgeoning damage.
3rd Copper Skin (Maj):
Negates the first physical damage taken within 5 rounds for a subject within Close
4th Wall of Earth (Maj):
30 ft. shapeable line of impenetrable earth blocks line of sight and all movement. Cannot be created where creatures stand.
5th Earthquake (Maj):
Other creatures within Medium range treats all squares as difficult terrain and must succeed an acrobatics check against your save DC at the end of any move or fall prone.
6th
7th
8th Adamant skin (Maj):
Negates the first 5 times subject within Close would take physical damage within the 15 rounds
9th

Fire Domain

Domain Power I:

Domain Power II: Res Fire 10

Domain Power III: Teleport from any medium sized source of fire to another within medium range as part of move

Domain Power IV: When you die you deal 100 fire damage to every creature within 10'

0th Flaming Projection (Maj):
For 24 hours you may spend a Major Action to project a 15' long jet of flame from your hands that deals 1d6 fire damage to all creatures caught in it.
1st Boiling blood (Imm):
Deal 10 fire damage to target who just damaged you
2nd Flaming Weapons (Mov):
Attacks made by you or allies within 10' of you deal 3 additional fire damage.
3rd Dancing Flames (Maj):
Pillar of fire deals 5d6 fire damage for 2 rounds
4th Fireball (Maj):
5d6 Fire damage in 15' burst within Long Ref/Half
5th Cauterize (Maj):
Touched subject may sacrifice 5 hp to gain Aborsb All 30
6th Cloak of flame (Maj):
Nonreach attacks against touched subject suffers 3d6 fire damage for 5 rounds
7th
8th
9th

Healing Domain

Domain Power I:

Domain Power II: Healing domain spells also grants subject 10 temporary hitpoints

Domain Power III:

Domain Power IV:

0th Share Pain (Maj):
For 24 hours you may spend a Major action to transfer up to 20 hitpoints from yourself to touched subject. This is neither damage nor healing. It cannot be reduced or improved.
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Strength Domain

Domain Power I:

Domain Power II: Gain 30 HP.

Domain Power III: 3 times per day you may negate a critical hit or sneak attack and turn it into a regular attack.

Domain Power IV:

0th Surge of Strength (Maj):
For 24 hours you may spend a move action to gain a +8 Magical bonus to Strength.
1st Powerhouse (Min):
The next time you would deal damage this round you deal 4 additional damage of the same type.
2nd
3rd Strength of Many (std):
5 subjects within Close gets +4 magical bonus to Strength for 5 rounds.
4th Strength of One (min):
Touched subject gets +10 magical bonus to strength for 1 round.
5th
6th
7th
8th
9th

Sun Domain

Domain Power I:

Domain Power II: Creatures who damage you with physical attacks takes a -1 stackable penalty to attack for 1 round.

Domain Power III: Creatures ending their turns adjacent to you takes 10 fire damage.

Domain Power IV:

0th For 24 hours you may spend a Standard action to deal 3 fire damage to a target in sunlight within Medium. The target also takes -1 Magical penalty to attacks for 1 round. [Indirect]
1st Flash (std):
5 Targets within Medium becomes Dazzled (-1 spell penalty to atk) for 1 round and must make a will save or be blinded for 1 round.
2nd Bathe in Sunlight (std):
Touched Subject gains Fasthealing 3 for 5 rounds.
3rd Sunflare (std):
For 3 rounds; Enemies within Close takes 5 fire damage at the start of your turns. Enemies within Close gets a -2 Magical Penalty to AC. Allies within Close gets +2 Magical bonus to AC.
4th
5th
6th
7th
8th
9th

Travel Domain

Domain Power I:

Domain Power II: 1/day upgrade minor to move

Domain Power III: You may ignore difficult terrain.

Domain Power IV:

0th Marching Step (Maj):
For 24 hours you may spend a move action to move yourself or an allied subject within Close range 5ft. without provoking AoOs.
1st Travellers Boon (std):
touched subject heals 1hp for every 5' moved for 3 turns up to 10 hp/round.
2nd Haste (std)
Touched subject gets +1atk, +1AC, +1 Ref, Extra attack with full attack and Doubled move.
3rd Quicksilver Step (imm):
You may move 15' provoking AoOs as normal.
4th Dimension Door (std):
Teleport to any place within Long range.
5th Lone Wanderer (mov):
For 8 rounds, as long as no creature is within 10' of you, you gain +8 magical bonus to Attack, AC and saves.
6th Torterous Ground (std):
For 3 rounds target within Medium takes 1 damage for every 5' moved.
7th
8th
9th

Trickery Domain

Domain Power I:

Domain Power II: Once per turn when you take damage you may move 5' and leave a copy in vacated square, or place an illusory copy of you in an adjacent square. This copy lasts 1 round.

Domain Power III: Acolyte level copies lasts 2 rounds. You may have spells originate, and trace cover from any illusory copy of you. Range and concealment is still calculated from your actual position.

Domain Power IV: Any Domain Power III or below.

0th Head Games (Maj):
For 24 hours you may create small grade illusions that fools only sight. They dissipate if they leave your touch. This gives +5 to disguise checks.
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

War Domain

Domain Power I: Weapon proficiency & +2 feat bonus to atk and dmg with Deity's favored weapon.

Domain Power II: Res Physical 3

Domain Power III: +6 magical bonus to Con

Domain Power IV:

0th
1st Bless (Maj):
5 Subjects within Close gets +2 magical bonus to attacks for 5 rounds
2nd Victorious Rally (Maj):
For 5 rounds subject within Close is healed 2 HP every time he hits an opponent with a melee attack.
3rd
4th
5th
6th
7th
8th
9th

Water Domain

Domain Power I:

Domain Power II: 1/day minor to get Res Physical 30 for 1 round

Domain Power III: You gain a 30' swim speed and the ability to breathe water.

Domain Power IV: As a move action you may cast Invisibility on yourself when you are touching a source of water of at least your own size.

0th Chill of the Depths (Maj):
For 24 hours you may spend a standard action to deal 5 Cold damage to all Adjacent enemies.
1st
2nd
3rd
4th
5th Healing Spring (Maj):
Start of each round for 4 rounds you may heal 3 subjects in close for 8 hp
6th
7th
8th
9th
Design notes for all domains
rules/homebrew/heartbreaker/spell_divine.txt · Last modified: 2019/05/14 17:48 (external edit)