Community Domain

Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.  

Granted Powers

Calming Touch (): You can touch a creature as a Standard Action to heal it of 1d6 points of nonlethal damage + 1 point per Cleric level. This touch also removes the Fatigued, Shaken, and Sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.   Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an Immediate Action. You can use this ability once per day at 8th level, and one additional time per day for every four Cleric levels beyond 8th.  

Domain Spells

1st—Bless, 2nd—Shield Other, 3rd—Prayer, 4th—Imbue with Spell Ability, 5th—Telepathic Bond, 6th—Heroes' Feast, 7th—Refuge, 8th—Cure Critical Wounds, Mass, 9th—Miracle.  

Subdomains

Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.  

Cooperation

You know that you and your allies are strongest when you work together toward a common goal.  

Replacement Power

The following granted power replaces the calming touch ability of the Community domain.   Synergistic Touch (): You can touch a creature as a Standard Action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to 1/2 your Cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

1st—Borrow Skill, 2nd—Share Language, 3rd—Coordinated Effort.    

Education

Replacement Power

The following granted power replaces the unity power of the Community domain.   Teaching Moment (Su): At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, as an Immediate Action you can grant all allies within 30 feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every 4 Cleric levels beyond 8th.  

Replacement Domain Spells

1st—Know The Enemy, 2nd—Fox's Cunning, 6th—Battlemind Link, 8th—Circle Of Clarity.    

Family

Replacement Power

The following power replaces the calming touch power of the Community domain.   Binding Ties (Su): As a Standard Action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your Cleric level, but you can end it as a Free Action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

2nd—Calm Emotions, 3rd—Create Food and Water.    

Home

Replacement Power

The following granted power replaces the unity power of the Community domain.   Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 Cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a Sacred Bonus equal to your Wisdom modifier on all Saving Throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per Cleric level. You can use this ability once per day.  

Replacement Domain Spells

1st—Alarm, 3rd—Glyph Of Warding, 7th—Guards and Wards.

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