K20 Divine Characters

Divine magic allows characters to perform many wondrous acts through the blessings of a deity, or other being with a divine rank. These characters can conjure bolts of energy, summon mystical shields and protections, or accomplish feats otherwise impossible through the belief in their deity, and their deity’s assistance. Generally, each divine character is free to act on their own, but prayer to the divine entities has been known to help increase their odds. Deities grant divine characters blessings.

Divine characters start the game with a collection of power sets known as domains. At the start of each day, they roll randomly to determine which domain they are granted for that day. This domain indicates which blessings they can use, and how often. Many classes grant additional domains, and many domains increase in power at higher levels. If you are ever granted a domain, you already have, select a new one of your choice.

At first level, all divine characters choose an ability score (Int, Wis, Cha) for their blessings and class features to use for DCs and effects. This cannot be changed. This is referred to as a casting stat.

Divine Characters

Divine characters pray to gods each morning and receive a domain of their deities choosing for the day in return. This domain grants them blessings they can use throughout the day.

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Determining Domains

During morning prayer (an hour at dawn each day), roll a die with the number of faces equal to the number of domains you have. The result indicates your domain for the day. If morning prayer is skipped, the divine character simply has no blessings until a prayer is performed. Each domain grants a selection of powers for the day.

Heroic Divine

Cleric

Support

The cleric is a servant of their deity, devoted to advancing their cause and bringing others to the flock.

  • HP: 6 at first level, plus 1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – Starting Domains – Healing, Protection.
  • Level 2 – Healing Touch – Each morning, a cleric is given a pool of hit points that they can restore equal to their hit die*casting stat. Application of these hit points is a standard action, but they can be applied as much or as little at a time as desired.
  • Level 3 – Specialty – As a priest of a particular deity, you can add two domains to your list of domains that represent their wishes.
  • Level 4 – Sermon – A cleric can give a sermon for 5 minutes. Any ally who hears this is given a bonus to their next skill check equal to the clerics casting stat modifier.
  • Level 5 – Restoration – You can use 5 points of your healing touch ability to cure poison, or a single point of ability damage.

Mystic

Utility

The mystic is a divine character who spreads the gift of their deity with their allies.

  • HP: 9 at first level, plus 3+1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 1 – Starting Domains – Knowledge, Magic
  • Level 2 – Protective Prayers – When using the aid another action, you instead grant a bonus equal to your casting stat modifier.
  • Level 3 – Aura of Resolve – Allies within 100ft are immune to fatigue.
  • Level 4 – Divine Intervention – You gain a sacred bonus to your AC and saves against traps, equal to your casting stat mod.
  • Level 5 – Channel Divinity – Once per day, after Morning Prayer, you can declare the result of any die roll your character makes without rolling the die. This cannot be used to determine your domains, since it recharges after prayer.

Paladin

Defender

The paladin is the militant defender of the faith, pledging themselves to physical defense of religious followers, or holy sites.

  • HP: 11 at first level, plus 5+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – Starting Domains – War, and one of the following Law, Chaos, Evil, Good.
  • Level 2 –Divine Grace – A paladin adds their casting stat to their saving throws.
  • Level 3 – Divine Health – A paladin is immune to disease.
  • Level 4 – Aura of Courage – A paladin is immune to fear, and allies who can see the paladin gain a +4 morale bonus.
  • Level 5 – Armor of God – A paladin can add their casting stat as a sacred bonus to their AC.

Templar

Striker

The templar is a divine character devoted to advancing the faith through offense and planning.

  • HP: 9 at first level, plus 3+1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 1 – Starting Domains – Destruction, Luck.
  • Level 2 – Smite – You can add your casting stat modifier to melee attack and damage rolls.
  • Level 3 – Shadow Shield – Whenever you have concealment, you can automatically upgrade this to total concealment.
  • Level 4 – Aura of Despair – Whenever an enemy you threaten in melee combat rolls a d20, they instead roll 2d20 and take the worse result.
  • Level 5 – Avenger – If you took melee damage in the previous round, add 1d6 per 10 points (minimum 1) to your first damage roll during your next turn.

Prestige Divine

Apostate

An apostate has been cast out by their church for their heresy. While still generally advancing the same causes for the same god, the apostate’s methods are deemed wrong.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Tool for the Task – An apostate can reroll his domain once each morning with the expenditure of 1 carat worth of diamond.
  • Level 6 – Cast out – An apostate’s previous church and followers of the same god all begin interactions at unfriendly.
  • Level 7 – New Domain – Luck
  • Level 8 – Time of Need – An apostate can switch his active domain to one of his choice for 5 minutes once per day.
  • Level 9 – New Domain – Trickery
  • Level 10 – False Doctrine – You can change out one of your known domains with another domain of your choice. This ability can be used once and requires the usage of 100 carats worth of diamonds.

Apostle

An apostle sees spreading the faith as their sacred duty and has many abilities that encourage alliances.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Vow of Peace – The apostle has taken a vow of peace, and never willingly provokes violence. They are allowed to defend themselves, but generally do their best to accept surrender. In exchange, no creature can make an attack roll against them without first succeeding a DC 10+Casting stat will save. This is made against each attack and lasts until the apostle has attacked a creature in their presence.
  • Level 7 – New Domains – Travel
  • Level 8 – Remove disease – The apostle can remove disease with a touch, granting another saving throw. This ritual requires a chrism mixed with 1 carat of diamond each use.
  • Level 8 – Divine Implements – An apostle can craft magical Staffs and Rods by expending 10 carats of Diamonds per spell level required to create the items. This crafting takes 1 week.
  • Level 9 – New Domain – Protection
  • Level 10 – Pacifist’s Touch – An apostle can change a creature’s attitude one step with a successful touch requiring a will save DC 15+Casting stat to resist. This ability can be used on a creature once per day, whether successful or not.

Crusader

A crusader is the ultimate divine warrior spreading the faith through protection of the holy, and the eradication of infidels and nonbelievers.

  • HP: 8+1d6 at each level.
  • BAB: Good
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Steely Resolve – You gain the mettle trait.
  • Level 6 – Divine Implements – A Crusader can craft magical weapons and armor by expending 10 carats of Diamonds per spell level required to create the items. This crafting takes 1 week.
  • Level 7 – New Domains – Strength
  • Level 8 – Zealous Surge – When an ally is struck in melee combat, and you are within a single movement of them or their attacker, you can take a move action as an immediate action to move closer to them.
  • Level 9 – New Domain – Travel
  • Level 10 – Divine Fury – If you have dealt damage to a creature in the previous round of combat, but not this round you can active divine fury as a free action. If you do, the creature takes the same amount of damage again this round. This ability cannot trigger itself.

Exorcist

An exorcist is a divine character devoted to the destruction of undead, and evil outsiders like demons and devils.

  • HP: 5+1d6 at each level.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Detect Evil – You can detect the presence of evil outsiders, and undead within a 60ft radius at all times. Immediately, you know presence or absence, but by focusing for 2 rounds you can pinpoint the exact location.
  • Level 6 – Divine Implements – A Exorcist can craft magical amulets by expending 10 carats of Diamonds per spell level required to create the items. This crafting takes 1 week.
  • Level 7 – New Domains – Protection
  • Level 8 – Turn Undead – An exorcist can turn or even destroy undead within 60ft. As a full round action, they can make a turning check. This check is a simple 1d20 to determine the maximum HD of undead affected by this check. On a roll of 9 or less, the cleric can turn undead with less HD than them. On a roll of 10 or 11, they can turn undead with HD equal to theirs. On a roll of 12+ they can turn undead with HD Equal to theirs + 5. If the most powerful potential undead you can turn is double that of any actual undead turned, they are instead destroyed (sentient undead get a will save DC 10+the result to be turned and not destroyed). Next, roll 2d6 and add your HD to the result. This is the how many total HD of undead you can destroy. This is assigned starting with the undead with the least hit die within the radius on to the undead with the most. Distance from the exorcist is a tie breaker, and if that is the same, it is the exorcist’s choice. Each use of turn undead requires 1 carat of diamond dust to be sprinkled into the air.
  • Level 9 – New Domain – Law
  • Level 10 – Exorcism – As a full round action, the exorcist can touch a creature under the effect of a mind affecting ability, possession, or similar effect. The exorcist can then attempt a saving throw against the DC required, and if successful, can end the effect. 

Herald

A Herald spreads the gospel and teachings of their deity to all who will listen.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Enthrall – By speaking the gospel of your faith, you can enthrall those who hear you. Allies are inspired, and enemies take second thoughts. Allies who can hear gain a bonus to skill checks and ability checks equal to your charisma modifier. Enemies take the same as a penalty to skill checks and ability checks.
  • Level 7 – New Domains – Speech
  • Level 8 – Fascination – You can tell the legends and tales of your faith in a way which cannot be ignored. All creatures within 90ft who can see and hear you requires a will save DC 15+charisma mod or be fascinated. Being in any danger ends this fascination.
  • Level 9 – New Domain – Trade
  • Level 10 – Suggestion – Your persuasive guile is unmatched. You can ask a fascinated creature or creatures to perform a task for you as though dominated. This is a compulsion, mind affection, language dependent ability. The subject gains a second will save to resist the effect if the suggestion does not seem reasonable or is entirely out of bounds for their current attitude.

Purifier

The purifier uses holy flame and destruction to cleanse the unclean and defend the faithful.

  • HP: 5+1d6 at each level.
  • BAB: Good
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 6 – Sacred Flame – If you choose any weapon, you wield gains +1d6 fire damage and converts all damage dealt with it into fire damage. This ability can be activated as a free action.
  • Level 6 – Divine Implements – A Purifier can craft magical weapons and armor by expending 10 carats of Diamonds per spell level required to create the items. This crafting takes 1 week.
  • Level 7 – New Domains – Destruction
  • Level 8 – Rally – As a swift action, any allies within the purifier’s line of sight who are under the effect of a fear effect can attempt a new saving throw immediately.
  • Level 9 – New Domain – Sun
  • Level 10 – Sacred Immolation – Any creature slain by a purifier’s blade while sacred flame is active is immediately incinerated. Their equipment falls to the ground next to them, and their body turns to ash. This creature’s soul is also destroyed, and they can never be brought back to life by any means. Sifting through these ashes, a single 1 Carat diamond can be found.

Paragon Divine

Avatar

A divine avatar begins to take on aspects of their deity and can manifest those aspects to further serve that deity’s purpose in the world.

  • HP: 10+1d6 at each level.
  • BAB: Good
  • Saves: Good Fortitude and Will. Bad Reflex.
  • Level 11 – Divine Embodiment – Each morning, after prayer, you are given two domains to use throughout the day. Roll randomly twice and take both.
  • Level 12 – New Domain – Choice (according to faith)
  • Level 13 – Divine Embodiment You can choose one of your domains each morning.
  • Level 14 – New Domain – Choice (according to faith)
  • Level 15 – Divine Power – As a full round action, you can recharge all your domain powers.

Fury

A fury is the martial instrument of divine will be imbued with the powers of the angels to ensure a deity’s will is done.

  • HP: 10+1d6 at each level.
  • BAB: Good
  • Saves: Good Fortitude and Reflex. Bad Will.
  • Level 11 – Angellic Wings – You gain angelic wings of feather or fire which grant 100ft perfect fly speed.
  • Level 12 – New Domain – Fire
  • Level 13 – Radiant Glow – As an at will ability you can glow with a pious holiness. Any creature that sees you and does not share a faith must make a fort save DC 15+Cha mod or be struck blind.
  • Level 14 – New Domain – Sun
  • Level 15 – Valkyrie – The fury gains the ability to summon a cauchemar in loyal service. This steed is unwaveringly loyal to the fury and the two share a telepathic bond so long as they are on the same plane. If the cauchemar is slain, a new one can be summoned during morning prayer.

Harbinger

The harbinger is a caller and summoner of divine forces to ensure divine will is done. Variant Harbingers can exist for evil characters binding evil outsiders, but harbingers always pick one or the other.

  1. HP: 8+1d6 at each level.
  2. BAB: Good
  3. Saves: Good Will and Fortitude. Bad Reflex.
  4. Level 11 – Summon Celestial Ally – The Harbinger can summon a celestial ally (any good outsider) whose hit die are less than their own. This ability requires a full round action, and the ally lasts for 5 minutes. They are considered an Ally, and will assist as asked, so long as this aid does not offend the harbinger’s deity. The Harbinger can summon one creature at a time in this manner.
  5. Level 12 – New Domain – Protection
  6. Level 13 – Bind Celestial Ally – Once you have summoned a celestial ally, you can attempt to bind them to service. Doing so requires a 5-minute ritual and a specially prepared ring painted on a floor made from salt, tar, and 100 carats of diamond dust. Once bound, the creature is obligated to assist you until slain or released from service. A Harbinger can have one ally bound in this way at any given time. Binding a second simply fails. This bound ally does not prevent them from summoning a second for short durations.
  7. Level 14 – New Domain – Destruction
  8. Level 15 – Divine Insight – You have been entrusted with divine leeway, and no longer need to justify your summonings and bindings to the creatures. It is assumed that even if not obvious, your actions further the cause.

Martyr

A martyr has and will sacrifice themselves for the good of their cause, with full faith that they will be restored to glory by their deity, until they have completed their mission.

  • HP: 8+1d6 at each level.
  • BAB: Poor
  • Saves: Good All.
  • Level 11 – Sacrifice – When an ally within line of site takes damage, you can choose to route that damage to yourself instead. You can choose to take all, half, or even specific amounts of the damage.
  • Level 11 – Arise – Each morning during prayer, you can prepare the Lazarus Potion using liquid hope. Others cannot benefit from this potion. If you are slain during a day during which you have consumed this potion, you are raised from the dead the next morning. The potion does not need to be consumed the same day it is prepared. A martyr can only benefit from their own lazarus potion.
  • Level 12 – New Domain – Protection
  • Level 13 – Sacrificial Body – Whenever an ally within line of site is affected by a disease or poison you can have it affect you instead.
  • Level 14 – New Domain – Trickery
  • Level 15 – Sacrificial Mind – Whenever an ally within line of sight fails a saving throw, you can take the effects of the ability instead.

Saint

A saint has and will continue to do great works, previously considered miracles, for the faithful in the name of their god.

  • HP: 5+1d6 at each level.
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 11 – Hero’s Feast – Each morning after prayer, the saint can prepare a hero’s feast. This feast feeds 10 creatures per HD of the saint and grants the following benefits for the day. First, all diseases they have are cured. Second, they gain 1d8/HD of the saint in temporary HP. Third, they gain a morale bonus to will saves against fear equal to the saint’s casting stat modifier.
  • Level 12 – New Domain – Healing
  • Level 13 – Restore Life – A saint can restore life to a creature that has died within the last 3 days using a vial of liquid hope.
  • Level 14 – New Domain – Magic
  • Level 15 – Promised Land – The saint can travel to the plane of their deity and take up to their casting stat in willing travelers with them. This ability requires physical contact but is only a move action. The saint appears in a random location on the plane in which their deity resides.

Epic Divine

Godling

The godling has begun to awaken and see their true calling. That of a deity.

  • HP: 15 per level
  • BAB: Good
  • Saves: Good Will and Fortitude. Bad Reflex.
  • Level 16 – Awaken – the godling has awoken their inner destiny. They are granted DR/- equal to their hit die.
  • Level 17 – New Domain – Choice
  • Level 18 – New Domain – Choice
  • Level 19 – New Domain – Choice
  • Level 20 – Divine Rank – The godling has discovered the ritual required to obtain their first divine rank. This requires the death of something with a divine rank, and the expenditure of 100 souls. If the being with divine rank is has more than one divine rank, the godling gains one, and the being keeps the remainder. If they only have one, the godling takes it, and the former god’s soul. The ritual to obtain their second divine rank is not granted by this class feature.

Planeshaper

The planeshaper can form their own reality, as it should be.

  • HP: 15 per level
  • BAB: Poor
  • Saves: Good Will and Reflex. Bad Fortitude.
  • Level 16 – Genesis – With the expenditure of 1 soul per 1 mile radius, you can create your own private demi-plane accessible only to you and those you bring with you. Originally this plane is a flat circular plane, but through the investment of souls, you can modify it. You can expand this radius at any time. Creation or modification of this plane requires 1 week spent sculpting your desired replica out of specially prepared clay.
  • Level 17 – New Domain – Earth
  • Level 18 – Modular Physical – With the expenditure of 5 souls per change, you can alter the atmosphere, water, temperature, and general shape of the plane. You cannot add structures or roads, but you can bring them or their materials and manually build them.
  • Level 19 – New Domain – Plant
  • Level 20 – Modular Traits – With the expenditure of 10 souls per change, you can adjust the non-magical plant life, or magical properties such as gravity (direction, and power), elemental dominance, and the presence or absence of wild magic. Different portions of the plane can have different traits, but each must be adjusted separately.

Ur-Priest

The Ur-Priest has seen the falsehood of the deities, and refused their help, instead stealing divine power from other divine characters and powering themselves.

  • HP: 15 per level
  • BAB: Poor
  • Saves: Good Will and Fortitude. Bad Reflex.
  • Level 16 – Siphon – The Ur-Priest can retain all of their powers without the guidance of a deity, instead siphoning them from the blessings granted to those around the world. As a result of this, not only do they retain access to their abilities, but they can choose their domain manually each morning.
  • Level 17 – New Domain – Choice
  • Level 18 – False Divinity – The ur-priest can block out lesser divine beings and is immune to the effects of any powers granted to a character by a domain other than their own. Additionally, they can interrupt a divine character’s morning prayer forcing a will save DC 15+Casting stat or blocking them from completing morning prayers for the day.
  • Level 19 – New Domain – Choice
  • Level 20 – Godslayer – If you kill a being with a divine rank, they lose one of their divine ranks. This rank is unclaimed and free to be taken by some other aspirational being, potentially the ur-priest himself. You do not need to perform any of the rituals or efforts normally required to slay a god.

Deity List

While K20 has minimal setting of its own, to function we do need something to use to begin with. DMs should feel encouraged to alter this list to fit their games. In the interest of brevity, I have simply listed each deity, their rank, location, and a brief blurb about them. It should be noted that there are less “Friendly” gods and less “creator” gods than a traditional D&D setting, and in practice many of them are familiar, but different. A revised manual of the planes may come forth at some time as a seperate project.

The deity list is the standard listing of all beings with divine rank. These beings are the only things capable of granting divine blessings, and generally have goals or motivations. If a character does not advance the cause of their deity, they should expect to find their spells shut off. Nothing prevents them from finding a new one though.

GodRankLocation
Primus2Mechanus
Hades9Hades
Kord6ysgard
Sutur3ysgard
Olidammara5ysgard
Malcanthet1Hell – Layer 1
Dispater1Hell – Layer 2
Demogorgon2Hell – Layer 3
Fierna4Hell – Layer 4
Dagon5Hell – Layer 5
Zuggymoty5Hell – Layer 6
Orcus6Hell – Layer 7
Mephistopheles7Hell – Layer 8
Asmodeus7Hell – Layer 9
Hextor8Gehenna
Correllon Larethian5arborea
Tiamat1Hell
Pelor9celestia
Tharzidun1carceri
Vecna9carceri
Elemental Prince Earth1earth
Elemental Prince Fire1fire
Elemental Princess Cold1water
Elemental Princess Air1air 
Dark Queen of the Fey1Shadow
King of Shadows1Ethereal
Gaia5material
Toho1material
Midas1Acheron
Yig1Abyss – Layer 66
Apollyon 1Abyss – layer 13
  • Apollyon: The Prince of Pestilence, as he is often known, spreads disease and rot wherever his black steed takes him. He rules from layer 13 of the Abyss, although being the Abyss has no direct followers there, and instead simply rides spreading disease as he pleases.
  • Asmodeus: Asmodeus is the most powerful of the devils with control of the most prestigious ninth layer of Hell. He extracts a painful tax on all devils below him in their hierarchy, which is all of them, and is willing to do anything in pursuit of power.
  • Correllon Larethian: Correllon Larethian is the god of the hunt and rules the Arborean wilds. He is said to have been a protector of the elven people, and his court does have a large population of them.
  • Dagon: Dagon the uncaring rules the icy depths of the aquatic fifth layer of hell.
  • Dark Queen of the Fey: From her court on the plane of shadows, the dark queen of the fey commands loyalty from all fey, regardless of their location. Her commands are said to be irresistible, and while generally impartial, her wrath can be mighty.
  • Demogorgon: Demogorgon the split rules the third layer of hell. This mad deity has dual heads with dual brains continually at war with one another. It is said that if you can decode the mystery of his teachings, you can unlock the secrets of godhood.
  • Dispater: Dispater is the ruler of the second layer of hell, known as Dis. He rules in a decadent style, and continually plots to advance his status by overthrowing Asmodeus.
  • Elemental Prince of Earth: The Elemental Prince of Earth is said to be the oldest and strongest earth elemental to exist. He views all treasure and wealth as his, not out of greed but rather the principal of it. Who can lay claim to gold, coins, and gems but the earth? He advocates outlasting his foes and wearing them down over time.
  • Elemental Prince of Fire: The Elemental Prince of Fire is said to be the oldest and strongest fire elemental to exist. He views all flames as both the natural state of the world, and an extension of his own form. He advocates for the rapid destruction of everything.
  • Elemental Princess of Cold: The Elemental Princess of Cold is said to be the oldest and strongest water elemental to exist. She views all water as her rightful property, including that which lies within creatures themselves. She advocates deception to reach her goals.
  • Elemental Princess of Air: The Elemental Princess of Air is said to be the oldest and strongest air elemental to exist. She views breathing as an affront to her people, and advocates for rapid suffocation to those who offend her.
  • Fierna: Fierna is one of the most beautiful beings, not only in hell, but in general. The palace from which she rules the fourth layer of hell is a sight to behold. Her treatment of the layer mirrors her position in life. Attention is lavished on the beautiful palace, while the hideous wasteland around it is barely acknowledged.
  • Gaia: Gaia, or the Earth Mother as she is sometimes known, advocates for the material plane. She protects its residents and works to ensure outsiders do not conquer it. These residents include plants and animals, and as such, she is often revered by nature priests.
  • Hades: The name of the deity and his plane, Hades rules the gray wastes of Hades with minimal impact. Hades lurks below the surface in what is known as the Underworld, consulting the souls of the dead, and using their knowledge to further his own schemes.
  • Hextor: Hextor is a god of war, whose followers believe that life should be lived on the battlefield. This usually manifests itself with a large willingness to go to war or sign up for wars as mercenaries.
  • King of Shadows: Long considered the most powerful shadow to have existed, the King of Shadows rules the Ethereal Plane like a boogeyman. He gives his followers little instruction but crossing him is seen as suicide.
  • Kord: Kord values strength and kindness in equal measure, ensuring that the mighty protect the week. Kord-ian holidays generally consist of friendly tests of strength, eating, and not much else.
  • Malcanthet: Malcanthet is the mistress of the first layer of hell, sees herself as the infernal gatekeeper. Any trade that occurs in hell must pass through her domain, and she always gets a cut.
  • Mephistopheles: The Ruler of the eighth layer of hell, and one of the most powerful devils to ever exist and extremely paranoid, Mephistopheles prefers isolation while he plots his next move on Asmodeus.
  • Midas: Legend has it that Midas was a wealthy king from the material plane who long ago horded enough gold and gems to purchase the power needed to wrest the divine strength from a god itself.
  • Olidammara: Olidammara is a good-natured trickster god and expert thief. He enjoys a friendly (if strained) rivalry with Kord, and their followers extend the same respect.
  • Orcus: Orcus is known as the prince of undeath and runs the infernal war machine. To outfit the devils with the arms and armor needed for their wars, his undead minions toil at forges round the clock.
  • Pelor: Pelor, the shining one, teaches his healers to use the power of light and the sun to restore ailments.
  • Primus: Primus is the mechanical queen of the Formian. As the highest ranking Formian, she is the source of all orders, law, and society for this society of ant beings.
  • Sutur: Sutur is a massively powerful fire giant who has achieved godhood through his mighty conquests. Legend has it that he slew an ancient draconic deity with his army and stole its divine power.
  • Tharizdun: Tharzidun is the previous ruler of Carceri, the prison plane. He is now its most powerful resident, and eternally plots his escape.
  • Tiamat: The mother of all dragons, Tiamat, lies chained up within a secret prison deep within hell. It is said that the devils are planning to use her as their ultimate weapon of war, once they are ready.
  • Toho: Toho has many physical descriptions, a giant lizard, massive dragon, three headed roc, or even a giant turtle. The key similarity? Toho is gigantic. His followers pledge themselves to release giant monsters and do their best to ensure towns and villages are in their path. They say if they cause enough destruction, Toho will awaken from his slumber deep in the ocean.
  • Vecna: The lich king Vecna is the current ruler of the prison plane Carceri and widely considered one of the most intelligent wizards in reality.
  • Yig: Yig is an uncaring demonic entity depicted as a writing mass of snakes hundreds of feet tall. It is not widely understood why he is worshiped, but it evidently happens. His desires are unknown to all but his priests, who generally fail to agree on them, and sometimes even to express them. 
  • Zuggytmoy: Zuggytmoy is an uncaring fungal beast with the torso and head of a woman that has amassed enough power to rule the sixth layer of hell. This monstrosity emphasizes the decay of all things and rules her realm from a gigantic skull turned throne.

Domains

The domains available are listed below indicating their abilities. GMs should feel encouraged to add more of their own as options.

Domain’s all grant one ability that passively works, and many that require a recharge. To recharge them, roll a d6, and on a 6, the ability can be used again. Not all higher level abilities need to recharge. You should assume this ability is always recharged out of combat.

Air

  • Passive – You gain the ability to hover 1ft off the ground at will. This ability works on water and liquids but not gasses. While hovering, you can move at your normal speed.
  • Level 1 – Deep Fog – You can summon a mist that surrounds you. Some lingers if you move, but you continue to exude more for 1d6 rounds. Recharge.
  • Level 3 – Mist Form – You and your belongings can become a gaseous mist. You can squeeze through small openings and holes and become incorporeal for one round. Recharge.
  • Level 8 – Flight – You gain a fly speed of 30ft.
  • Level 13 – Summon Tornado – You can summon a tornado with a 5ft radius within 100ft of you. The tornado moves in a direction of your choice for 1d6 rounds at a speed of 250ft per round. Recharge.
  • Level 18 – Return to Air – You and up to 10 creatures with linked hands can transport to a location of your choice on the elemental plane of air. Recharge.

Animal

  • Passive – You can speak with animals. They only know what an animal would know but can be convinced to aid you if you are successful at skill checks.
  • Level 1 – Animal Messenger – You can send a tiny animal to deliver a message for you. The message must be written and tied to the animal, and it will carry it to a destination of your choosing, within a day/HD’s travel for the animal. You can have one animal messenger at a given time.
  • Level 3 – Animal Control – You take mental control of an animal within 30ft for 1d6 rounds. The animal gets a will save DC 15+Casting stat mod to negate. Recharge.
  • Level 8 – Animal Empathy – Animals will not willing attack you, requiring a will save DC 15+Casting stat to do so. If one passes, this ability must recharge.
  • Level 13 – Reincarnate – One willing creature touched that has been dead for no more than an hour is reincarnated into the form of a medium or smaller animal. This form cannot speak and does not retain class features, and while it remembers its past life, is perfectly content with its new one as well.
  • Level 18 – Bestial Retreat – You and up to 10 creatures with linked hands can transport to a location of your choice on the Wilderness of the Beastlands. Recharge.

Chaos

  • Passive – You have a 20% miss chance against melee attacks as though you had displacement.
  • Level 1 – Fall Apart – You can shatter an object touched, dealing 1d6/HD sonic damage that bypasses an objects hardness. Recharge.
  • Level 3 – Fickle Finger – You can force target creature within 30ft to reroll a die roll they just made. Recharge.
  • Level 8 – Stacked Deck– Whenever you or an ally within 30ft roll percentile dice (or a GM rolls them for you), the dice are rolled twice and you (not your ally or the GM) pick the desired result. Recharge.
  • Level 13 – Cloak of Chaos – When targeted with an attack or SLA, as an immediate action, you can become ethereal (50%) until the start of your next turn. This does not stack with your passive ability. Recharge.
  • Level 18 – Chaotic Breakdown – You and up to 10 creatures with linked hands can transport to a location of your choice on the Everchanging Chaos of Limbo. Recharge.

Death

  • Passive – You know precisely the hit points that every ally within line of sight has at all times.
  • Level 1 – Cause Fear – As a standard action, target creature within 30ft becomes shaken. Will save DC 15+Casting stat mod negates. Recharge.
  • Level 3 – Inevitable Demise – Creatures you target with death and fear effects that would normally be immune are not.
  • Level 8 – Death Touch – You can slay a creature with a touch. This is a death effect. Target creature makes a fort save DC 15+Casting stat or is slain instantly. Recharge.
  • Level 13 – Enervating Ray – You can use your death touch ability at a range of 100ft as a ranged touch attack. Recharge.
  • Level 18 – Call to Hades – You and up to 10 creatures with linked hands can transport to a location of your choice on the Grey Wastes of Hades. Recharge.

Destruction

  • Passive – You gain a +10 bonus to sunder checks.
  • Level 1 – Warp Wood – You can shape up to a 1ft cube/HD of wood touched into whatever shape you want. Recharge.
  • Level 3 – Warp Stone – You can shape up to a 1ft cube/HD of Stone touched into whatever shape you want. Recharge.
  • Level 8 – Warp Metal – You can shape up to a 1ft cube/HD of Metal touched into whatever shape you want. Recharge.
  • Level 13 – Disintegration – You can fire a ray as a ranged touch attack with a range of 200ft that deals 2d6/HD Damage which bypasses hardness on objects. Anything slain or destroyed by this ray is turned to dust. Recharge.
  • Level 18 – Eruption – With an hour’s worth of effort, you can coax an active volcano to erupt.

Earth

  • Passive – You gain tremorsense 30ft so long as you are touching the ground.
  • Level 1 – Soften Stone – You can turn a 5ft cube/HD of stone touched into clay. Recharge.
  • Level 3 – Shape Stone – You can shape a 5ft cube of stone/HD touched into any shape desired. Recharge.
  • Level 8 – Stone Body – Your flesh turns to stone as an immediate action granting DR 15/Magic. The effect ends at the beginning of your next turn. Recharge.
  • Level 13 – Earthquake – You can summon an earthquake in an 80ft radius within 600ft of you. The quake lasts for 1 round. Any spellcaster must make a concentration check DC 20+level or lose the ability. In cave, cavern, or tunnel, the structure collapses and anything trapped takes 8d6 bludgeoning damage or be pinned in rubble. Reflex DC 15 for half. On cliffs, the face is destroyed, and creatures on it are trapped take damage and are pinned. Open ground simple requires the save or falling prone, although there is a 25% chance per creature of falling into an open fissure (DC 20 to avoid). At the end of the spell, fissures snap shut killing creatures within. Structures take 100 points of damage. If they are destroyed, they collapse dealing damage and pinning under rubble. Rivers, lakes, and marshes are drained and become quicksand sucking creatures down (DC 15 to avoid) At the end of the spell, water rushes back to replace it, potentially drowning those caught. Creatures under rubble take 1d6 nonlethal damage per minute. If they fall unconscious, they take 1d6 lethal damage each minute. Recharge.
  • Level 18 – Return to Earth – You and up to 10 creatures with linked hands can transport to a location of your choice on the elemental plane of Earth. Recharge.

Evil

  • Passive – You gain a touch attack that deals 1d8+Casting stat in negative energy damage.
  • Level 1 – Evil Eye – When a creature within line of sight passes a saving throw against one of your effects, you can force them to roll again and take the new result. Recharge.
  • Level 3 – Protection from Good – You gain a +2 deflection bonus to AC, and a +2 resistance bonus to saves against good aligned spells or abilities and used by creatures with the good subtype.
  • Level 8 – Desecrate – You radiate evil in a 20ft radius. Undead within this area gains a +1 profane bonus to attack damage and saving throws.
  • Level 13 – Banish Good – Target outsider with the good subtype is sent back to its home plane and cannot return for a year and a day if it fails a will save DC 10+Casting stat mod. Recharge.
  • Level 18 – Blasphemy – Any creature without the evil domain, or an evil subtype, who hears you speak is granted one or more of the following. Recharge.
    • If their HD is the equal to or greater, than yours. Dazed 1 round.
    • If their HD is up to yours -1, they are weakened. Their strength drops by 2d6 for 2d4 rounds.
    • If their HD is up to yours -5, they are paralyzed and helpless for 1d10 minutes.
    • If their HD is up to yours -10, they are slain.

Fire

  • Passive – You gain resist fire equal to your casting stat mod.
  • Level 1 – Burning Blast – You shoot a 15ft cone of flames from your hands, dealing 1d6/HD fire damage. Reflex save DC 15+Casting stat mod for half. Recharge.
  • Level 3 – Fire Shield – You can become wreathed in flames that do not damage you as an immediate action (no duration). While active, any creature that strikes you with a melee attack or touches you, takes 1d6 fire damage +1 per HD. In addition, you gain resist 10 cold.
  • Level 8 – Forest Fire – As a standard action, you can summon 2 10ft cubes/HD of flames up to 150ft away. These flames must be continuous. These flames deal 1d6/HD fire damage to anything caught in the storm Reflex DC 15+Casting stat mod for half. Unattended flammable objects catch fire. Recharge.
  • Level 13 – Incendiary Cloud – You summon a cloud of rolling hit smoke and embers. This cloud obscures sight, and anything within the cloud takes 4d6 fire damage. Unattended flammable objects catch fire. This cloud is summoned in a 20ft radius up to 300ft from you, and the radius increases by 20ft per round. The cloud lasts until you stop concentrating +1d6 rounds. Recharge.
  • Level 18 – Return to Fire – You and up to 10 creatures with linked hands can transport to a location of your choice on the elemental plane of fire. Recharge.

Good

  • Passive – As a swift action, you can allocate points from your armor or shield bonus to AC to an adjacent ally for the current turn.
  • Level 1 – Prayer – Immediate action. Target ally that can hear you can reroll a failed saving throw. Recharge.
  • Level 3 – Protection from Evil – You gain a +2 deflection bonus to AC, and a +2 resistance bonus to saves against evil aligned spells or abilities and used by creatures with the evil subtype.
  • Level 8 – Consecrate – You radiate good in a 20ft radius. Undead within this area gains a -1 sacred penalty to attack damage and saving throws.
  • Level 13 – Banish Evil – Target outsider with the Evil subtype is sent back to its home plane and cannot return for a year and a day if it fails a will save DC 10+Casting stat mod. Recharge.
  • Level 18 – Holy Word – Any creature with the Evil subtype, who hears you speak is afflicted with one or more of the following. Recharge.
    • If their HD is the equal to or greater, than yours. Dazed 1 round.
    • If their HD less than yours, they are weakened. Their strength drops by 2d6 for 2d4 rounds.
    • If their HD is up to yours -5, they are paralyzed and helpless for 1d10 minutes.
    • If their HD is up to yours -10, they are slain.

Healing

  • Passive – You gain a touch attack that can heal up to 5X Casting stat mod hit points per day. These hit points can be restored all at once or divided among many touch attacks as you choose. This can be considered positive energy and can be used to damage the undead or similar creatures.
  • Level 1 – Remove Poison – Creature touched gains another saving throw against a poison affecting them. Recharge.
  • Level 3 – Remove Disease – Creature touched gains another saving throw against a disease affecting them. Recharge.
  • Level 8 – Revivify – You can return a creature touched that has died within the last 6 seconds (1 round) to life. Recharge.
  • Level 13 – Heal – You cure 10 HP/HD, and 1d6 ability damage or drain to a creature touched. Recharge.
  • Level 18 – True Resurrection – You bring a slain creature touched back to life. This requires some portion of their body to be intact, but there are no limitations or conditions, except that the creature cannot have been dead longer than its maximum natural lifespan. The creature returns with full HP as though they were well rested. Recharge.

Knowledge

  • Passive – You gain training in all knowledge skills.
  • Level 1 – Legend Lore – You gain insight into the legends and lore surrounding a person, place, or thing, manifesting as a +20 on that specific knowledge check. Recharge.
  • Level 3 – Discern Location – You can reveal the exact location of an object provided you have touched it at least once. This does not give any special means to reach the destination. This ability can locate an object’s location down to the name of the building. For example: “The imperial prison in Caladoor city”. It does not indicate specifics, such as “Cell 23J”. This ability can be used once per object touched and requires touching it again to discern its location a second time.
  • Level 8 – True Seeing – You can see through all darkness including magical, you can see invisible creatures, you are immune to other creature’s displacement effects, and you see the true form of shape changers. Additionally, you can roll twice vs illusions and take the better result.
  • Level 13 – Detect Thoughts – You can detect and read the surface thoughts of any creature you hear speak. They are allowed a will save DC 15+Casting stat to resist.
  • Level 18 – Foresight – You are never surprised or considered flat footed. In addition, you gain a +2 insight bonus to AC and reflex saves. Lastly, you can always act during a surprise round. If there would not normally be one, you get one of your own.

Law

  • Passive – You are immune to critical hits (but not sneak attacks).
  • Level 1 – Calm Emotions – You can force a creature touched into a tranquil state. This ends any rage, confusion, or anger-based abilities that are currently in effect (for example rage). Unless they pass a will save DC 15+casting stat mod. Recharge.
  • Level 3 – Clarity of Mind – You add your casting stat mod to saving throws against mind affecting spells or abilities.
  • Level 8 – Zone of Truth – Creatures within a 100ft radius must pass a will save DC 15+casting stat mod any time they attempt to lie to or deceive you. Each time they fail the check, you must recharge this ability.
  • Level 13 – True Seeing – You can see through any darkness including magical, you can see invisible creatures, you are immune to other creature’s displacement effects, and you see the true form of shape changers. Additionally, you can roll twice vs illusions and take the better result.
  • Level 18 – Seeking Order – You and up to 10 creatures with linked hands can transport to a location of your choice on the Clockwork Nirvana of Mechanus. Recharge.

Luck

  • Passive – You roll 2d20 and take your choice for all skill checks today.
  • Level 1 – Entropic Shield – You are always considered to have cover against ranged attacks. If this ability prevents an attack, it needs to recharge.
  • Level 3 – Stack the Odds – After prayer you gain 3 d6 that can be added to any die roll you make throughout the day. The d6 can be split among up to 3 rolls. You must declare their use before a roll is made.
  • Level 8 – Share the Luck – You can give use your Stack the Odds dice for your allies as well.
  • Level 13 – Lucky Break – While under the effect of any mind affecting spell at the beginning of your turn, you can end it. Recharge.
  • Level 18 – Roll the Dice – You and up to 10 creatures with linked hands can transport to a random location within the Heroic Domains of Ysgard. Recharge.

Magic

  • Passive – You can detect magic at will in a 60ft radius centered on you. You know the presence or absence, power, and relative location of the magic.
  • Level 1 – Arcane Bolts – You shoot a magical bolt of energy at a target as a ranged touch attack. This attack deals 1d4/HD force damage. Recharge.
  • Level 3 – Magic Armor – You gain an enhancement to your armor bonus equal to your casting stat mod.
  • Level 8 – Spell Turning – As an immediate action when targeted by a spell or SLA, you can force the caster to choose a new target from valid targets at random. Recharge.
  • Level 13 – Mages Disjunction – By spending an hour, you can disenchant any magical item and return it to its component parts. You regain the gemstones required for its construction and have a non-magical object.
  • Level 18 – Spell Resistance – Whenever you are targeted with a magical spell or SLA, the caster must pass a caster level check DC 15+HD. If they fail, the spell fails, if that happens you must recharge this ability.

Plant

  • Passive – So long as you are exposed to sun, you do not need to eat, and are considered to have eaten fully.
  • Level 1 – Barkskin – Your natural armor increases by an amount equal to your casting stat mod.
  • Level 3 – Wall of Thorns – You conjure forth a wall of thorns of a 5 ft cube/HD. The wall must be contiguous, and one 5ft cube must be within 100ft from you. Any creature passing through the wall takes 1 point of magic damage/HD. Creatures can pass through a 5ft section with 30 minutes of undisturbed effort. The wall lasts until it is destroyed. Recharge.
  • Level 8 – Plant Form – You gain the plant type.
  • Level 13 – Shambling Mound – You cause a pile of vegetation to arise into the form of a Shambling Mound which acts as a loyal servant until the next dawn. You can have one such mound at any given time.
  • Level 18 – Forest March – You can animate a number of trees equal to your HD. These trees turn into Treants and serve you loyally for the duration of the day before reverting into trees. You can use this ability once after prayer.

Protection

  • Passive – Allies within 30ft of you gain a +4 sacred bonus to AC.
  • Level 1 – Sanctuary – Creatures that attempt to attack you or include you in offensive spell areas must pass a will save DC 15+casting stat mod or be forced to choose new targets. Once this occurs, the ability requires a recharge.
  • Level 3 – Shield Other – you can choose to take any damage that would be dealt to an adjacent ally. You can use this to take partial or full damage at your discretion, and you can choose to take damage after the amount has been determined.
  • Level 8 – Take on the Burden – When an adjacent ally fails a saving throw, you can suffer the negative effects instead. Recharge.
  • Level 13 – Repulsion – you can force all creatures within a 60ft radius to be thrown to the edge of this radius, where they land prone, as a standard action. Fort save DC 15+casting stat mod negates. Recharge.
  • Level 18 – Protective Shell – You can activate a protective shell. The shell is a 20ft radius, opaque sphere (it may destroy the earth below you but is only 1 inch thick). Anything passing through the shell takes 20 fire damage, 40 acid damage, and 80 electric damage, before encountering a wall of impassable force. This shell can be activated or deactivated as a standard action, and you are not inherently immune to its effects. Objects that are occupy a space it is summoned into are dealt damage and split cleanly (unless they are immune to force, in which case the shell fails to manifest). Creatures take damage and are shunted either into or out of the circle (their choice). Recharge.

Speech

  • Passive – All NPCs consider you one step towards friendly from their normal deposition.
  • Level 1 – Eagles Splendor – Your charisma score is 5 points higher for the next round. Recharge.
  • Level 3 – Hypnotic Speech – While you are speaking to a creature, they must make a will save DC 15+cha mod or be unable to end the conversation, instead choosing to continue listening. Recharge.
  • Level 8 – Command – You can give a single one-word command to a creature that can hear you. For the next 6 seconds, that creature must obey, unless it can pass a will save DC 15+Cha mod or unless the effect is immediately lethal. Recharge.
  • Level 13 – Demand – You can give one sentence command to a creature that can hear you. For the next 6 seconds, that creature must obey, unless it can pass a will save DC 15+Cha mod. Recharge.
  • Level 18 – Modify Memory – You can modify the memories of a creature touched changing the events within the last 5 minutes to suit your needs. The events are required to be plausible. Alternatively, you can simply blank out that period. The target gets a will save DC 15+Cha mod to negate.

Strength

  • Passive – Your carrying capacity is multiplied by 4.
  • Level 1 – Enlarge – As a swift action, you can double your normal size and quadruple your weight, increasing your size category by one for 1d6 rounds. Your equipment grows with you. Recharge.
  • Level 3 – Strong as an Ox – You gain a +5 bonus to your strength score.
  • Level 8 – Unflinching – When hit with a melee attack, you can choose to ignore the damage for 1d6 rounds, after which it is applied. Recharge.
  • Level 13 – Portable Ballista – You can throw an object equal to your max drag load as though it were a light load. Recharge.
  • Level 18 – Roll the Dice – You and up to 10 creatures with linked hands can transport to a random location on the Heroic Domains of Ysgard. Recharge.

Sun

  • Passive – You can cause an object touched to glow with twice the light of a torch for 1 hour. This is considered sunlight for monster abilities or effects.
  • Level 1 – Endure Heat – You can exist comfortably, no matter how hot the environment. This does not grant resistance to fire damage, but you suffer no other ill effects from extreme heat.
  • Level 3 – Searing Light – You can make a ranged touch attack at a target within 120ft. This attack deals 1d6/HD fire damage. Against creatures particularly negatively affected by sunlight, this damage is increased to 1d12/HD. Recharge.
  • Level 8 – Blinding Surge – As a standard action, you can glow with the brilliance of the sun. Creatures with line of sight to you, are blinded for 2d6 rounds. Fort Save DC 15+Casting stat mod negates. Recharge.
  • Level 13 – Sunburst – You call down an arc of flames from the sun into a 20ft radius within 200ft. Creatures within that fail a reflex save (DC 15+Casting stat mod) take 1d6 fire damage/HD. Against creatures particularly negatively affected by sunlight, this damage is increased to 1d12/HD. Creatures that fail a fort save are Blinded. Recharge.
  • Level 18 – Cast into the Sun – Target creature touched must make a will save DC 15+Casting stat or be teleported to a location of your choice on the surface of the sun. The surface of the sun has no breathable air and is a gaseous form that creatures without the ability to fly sink into, and deals 20d6 fire damage a round. Additionally, the distance is vast enough, that there is no method of teleportation which can bring you back (although plane shift may work if available). Recharge.

Trade

  • Passive – When buying and selling, you gain a +10 bonus to the appraise skill.
  • Level 1 – Assess wealth – After a minute of conversation, you can make an appraise check opposed by the targets sense motive check. If successful, you can assess the amount and type of coins, gems, and other trade goods on their person (including extradimensional spaces). The target is unaware of this ability.
  • Level 3 – Buying Power – You buy goods at 90% market value.
  • Level 8 – Fast Crafting – You progress 1 extra day for any items being crafted today, even if you spend no time crafting. Recharge.
  • Level 13 – Magical Crafting – 1/Day you can complete any magic item you are crafting, regardless of the time remaining for creation.
  • Level 18 – Gem Harvest – You and up to 10 creatures with linked hands can transport to a location of your choice on the Eternal Battleground of Acheron. Recharge.

Travel

  • Passive – For the purposes of long-distance travel, your groups land speed is doubled.
  • Level 1 – Faster – Your base land speed increases by 10ft.
  • Level 3 – Dimensional Hop – As an immediate action, when targeted by an attack or ability, you can teleport 15 ft. Recharge.
  • Level 8 – Slippery – As a swift action, you can end any effects that inhibit your mobility, including grappled, stunned, slowed, difficult terrain, or similar effects. This does not grant immunity to other future effects. Recharge.
  • Level 13 – Teleport – You and up to 10 creatures with linked hands can teleport up to 100miles/HD to a location you have previously been. Recharge.
  • Level 18 – Plane Shift – You and up to 10 creatures with linked hands can transport to a location of your choice on any plane you wish. Recharge.

Trickery

  • Passive – You can take back one action (per day) that has already been resolved, after you know the effects of resolution. EX: You choose to attack, you roll, find the foe was incorporeal, and miss because of it. You then decide not to attack.
  • Level 1 – Disguised – You gain a +10 bonus to bluff checks made to disguise yourself.
  • Level 3 – Disappear – You can turn invisible for 1d6 rounds. This ends if you make an attack roll. Recharge.
  • Level 8 – Confusion – Target creature touched becomes Confused for 1d6 rounds. At the start of each of its turns roll to see how it behaves. Recharge.
    • 1-10% Attack Caster
    • 11-20% – Act Normally
    • 21-30% – Do nothing but babble.
    • 31-40% – Flee from caster at top speed
    • 41-50% – Attack nearest creature.
    • 51-60% – Drop all items, empty pockets, and begin to disrobe.
    • 61-70% – Attack nearest ally
    • 71-80% – Consume any food or potions within reach. Most valuable first.
    • 81-90% – Drop prone and refuse to stand.
    • 91-99% – Roll twice, disregarding this result for future rolls.
    • 100 – GM Discretion
  • Level 13 – Mislead – You conjure an illusory double who lasts for 1d6 rounds. It can move, make sound, smells, and heat just as you normally do, but cannot be touched. Recharge.
  • Level 18 – Ghost – You cannot be found by the effects of Scrying or Divination.

War

  • Passive – You are immune to fatigue and exhaustion.
  • Level 1 – Magic Weapon – As a swift action, your weapon gains a +1/4 HD enhancement bonus provided you wield it.
  • Level 3 – Magic Armor – As a swift action, your armor gains a +1/4 HD enhancement bonus provided you wield it.
  • Level 8 – Fortifying Feast – 3 times per day, you can produce food for up to 100 creatures using nothing more than a single serving of bread and water.
  • Level 13 – Fortress– You can summon a stone tower 100ft tall and 40ft in diameter. The tower has 20ft of basements, and stairs throughout. You can apply windows, and floors at your discretion. The door is oak wood. You can summon one tower each day, and it lasts until destroyed. After creation, it can be changed as normal. The tower appears fully formed, assuming it has space, in 10 minutes. If it does not have space, the tower grows as best it can as determined by the GM, or potentially fails and this ability is wasted. EX: A tower in a cave might only be 25ft tall, and meld into the ceiling. A tower under a man may force him onto its rooftop, but it may also fail to grow.
  • Level 18 – Supplies – When your tower is formed, it holds mundane supplies, food, arms, and armaments for up to 50 warriors.

Water

  • Passive – You gain a swim speed of 30ft and can breathe normally underwater.
  • Level 1 – Douse – With a melee touch attack, you can extinguish all flame in a 5ft square/HD. Recharge.
  • Level 3 – Summon Water – You can summon a gallon of water within 30ft. Recharge.
  • Level 8 – Part the Sea – You can shape up to 100 Gallons of water touched at your discretion. This water holds its shape until you stop touching it and does not need to be sustainable after you let go, when it immediately flows as normal. Recharge.
  • Level 13 – Water Guardian – At the completion of prayer, you can summon a huge water elemental to serve you for the rest of the day. It is intelligent and carries out your commands to the best of its abilities but is not suicidal.
  • Level 18 – Return to water – You and up to 10 creatures with linked hands can transport to a location of your choice on the elemental plane of water. Recharge.

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