Magic Domain

Although lesser minds may disagree, you acknowledge that the gods, especially your deity, is a font from where all magic in the universe springs. As a result, you embody magic in all its forms.

Channel Divinity: When you channel divinity to heal, only allies are affected. Instead of healing hit point damage, affected creatures gain spell resistance equal to 5 + your cleric level against spells cast by your opponents. If an affected creature already has spell resistance, its spell resistance increases by 2 instead. This effect lasts for a number of rounds equal to your channel divinity dice. Multiple uses of this ability don’t stack. When you channel divinity to harm, all creatures that aren’t allies are affected. Affected creatures have their spell resistance reduced by 2. If an affected creature doesn’t have spell resistance, it instead takes a –1 penalty to its KAC and EAC against attacks made by spells and spell-like abilities, as well as a –1 penalty on saving throws made by spells and spell-like abilities. These penalties last for a number of rounds equal to half your channel divinity dice (minimum 1 round). A successful Will save negates these effects.

Domain Powers: Clerics with the magic domain gain the following domain powers at the indicated levels.

Eldritch Channeling (Su): At 5th level, whenever you channel divinity to heal, you can increase the channel’s Resolve Point cost by 1 in order to roll your channel divinity dice and heal affected creatures for half the result. Likewise, whenever you use channel divinity to harm, you can increase the channel’s Resolve Point cost by 1 in order to damage affected creatures for half your channel divinity dice result.

Spell Saving (Su): At 9th level, whenever you would lose a spell as a result of taking damage, you can attempt to prevent the spell from being lost by rolling a d20 as a reaction and adding your cleric level + your Wisdom modifier. If the result of this roll equals or exceeds 15 + the caster level or item level or CR of the effect that damaged you, the spell still fails but you don’t lose the spell slot. If the result of this roll exceeds 25 + the level or CR of the origin of the damage taken, the spell doesn’t fail.

Dispelling Touch (Su): At 13th level, you can disrupt magical effects as a melee touch attack by spending 2 Resolve Points, functioning as a targeted dispel magic effect. You can make this touch attack as a standard action, or in place of an attack during a full attack.

Dispelling Channel (Su): At 17th level, you can disrupt magical effects within 30 feet of you by spending 3 Resolve Points, functioning as an area greater dispel magic effect. Using this ability is a standard action.

Domain Spell List

1st—identify
2ndmagic mouth
3rd—shrink item
4th—dispel magic
5th—arcane eye
6th—detect observation
7th—greater dispel magic
8thanalyze dweomer
9thprismatic spray


The Starfarer's Companion from Rogue Genius Games
Classes Races Companions Feats Spells
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