Glory Domain

You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm Undead creatures, the save DC to halve the damage is increased by 2.  

Granted Powers

Touch of Glory (): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a Standard Action and give it a bonus equal to your Cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.   Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your Cleric level. All allies within this aura are treated as if under the effects of a Sanctuary spell with a DC equal to 10 + 1/2 your Cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a Standard Action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.  

Domain Spells

1st—Shield Of Faith, 2nd—Bless Weapon, 3rd—Searing Light, 4th—Holy Smite, 5th—Righteous Might, 6th—Undeath to Death, 7th—Holy Sword, 8th—Holy Aura, 9th—Gate.  

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.  

Heroism

Replacement Power

The following granted power replaces the divine presence power of the Glory domain.   Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your Cleric level. Using this ability is a Swift Action. Allies in the area are treated as if they were under the effects of Heroism. These rounds do not need to be consecutive.  

Replacement Domain Spells

3rd—Heroism, 6th—Heroism, Greater.    

Honor

Replacement Power

The following granted power replaces the touch of glory power of the Glory domain.   Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each Enchantment (Charm) or Enchantment (Compulsion) effect that currently affects it. If the saving throw is successful, the Enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an Immediate Action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

2nd—Zone of Truth, 6th—Geas/Quest.    

Hubris

You gain Intimidate as a class skill; this replaces the Glory domain’s increased save DC to resist channel positive energy.  

Replacement Power

The following granted power replaces the divine presence power of the Glory domain.   Divine Demand (Su): At 6th level, you can petition your divine patron for far greater power than you deserve. Activating this ability is a Swift Action that you must use as you cast a spell that has a reduced (but not negated) effect on a successful save. The saving throw DC of the spell increases by 2, and you gain a +2 bonus on Caster Level checks to overcome Spell Resistance with the spell.   Any creature that succeeds at the saving throw instead avoids the effect entirely. If half or more of the targets are unaffected, you become Shaken for a number of rounds equal to the spell’s level. If all of the targets are unaffected, you instead lose the ability to cast divine spells, Channel Energy, and use domain powers for 1d4+1 rounds; you can end this loss as a Full-Round Action by loudly apologizing to your patron deity as a Full-Round Action that provokes attacks of opportunity. You can use this ability once per day at 6th level, and one additional time per day for every 4 levels beyond 6th.  

Replacement Domain Spells

4th—Hollow Heroism, 7th—Hollow Heroism, Greater, 9th—Overwhelming Presence.   If you are evil, replace the domain spells Bless Weapon and Holy Aura with Aid and Unholy Aura respectively.    

Legend

You gain Hero’s Fortune as a bonus feat. This replace the Glory domain’s increased save DC when channeling positive energy.  

Replacement Power

In addition, the following granted power replaces the divine presence power of the Glory domain.   Witness the Legend (Su): At 8th level, as a Move Action, you can extol the virtues of yourself or an ally within 60 feet that you can see. This causes the target to shed light like a torch for 1 minute, and while the effect lasts, you can expend a daily use of your touch of glory domain ability as an Immediate Action to add 1d6 to an attack, saving throw, skill check, or ability check attempted by the target; for a roll to confirm a critical hit or save against a fear effect, you instead add 1d12. You can use this ability once per day at 8th level and one additional time per day for every 4 levels beyond 8th.  

Replacement Domain Spells

2nd—Aid, 3rd—Contagious Zeal, 4th—Righteous Vigor, 6th—Unshakable Zeal.   If you are evil, replace the domain spells Holy Smite, Holy Sword, and Holy Aura with Unholy Blight, Unholy Sword, and Unholy Aura respectively.

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