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Domains

Cleric

Deities

Spells


Air

Powers: +1/2 CL to Acrobatics, Mage Hand.

1. Deep Breath 2. Wind Wall 3. Gaseous Form 4. Air Walk 5. Control Winds 6. Wind Walk 7.Chain Lightning 8. Stormrage 9. Greater Whirlwind


Animal

Powers: +1/2 CL to Biology, Wild Empathy (as the Druid)

1. Speak with Animals 2. Nature's Aspect 1  3. Dominate Animal 4. Nature's Aspect 2  5. Commune with Nature 6. Animal Shapes 7. Bite of the Werebear 8. Nature's Aspect 3  9. Nature's Avatar

Avarice

Powers: +1/2 CL to Bluff, Sleight of Hand skill trick

1. Disguise Self 2. Entice Gift 3. Vampiric Touch 4. Fabricate 5. Magic Jar 6. Guards & Wards 7. Teleport Object 8. Simulacrum 9. Unlimited Wish


Balance

Powers: +1/2 CL to Administration, Improved Stability +4

1. Calm Emotions 2. Make Whole 3. Water Walk 4. Air Walk 5. Atonement 6. Find the Path 7. Word of Balance 8. Protection from Spells 9. Weighed in the Balance

Beastial

Powers: Scent, "Snakes, why did it have to be snakes?" (as the Rogue feature).

1. Aspect of the Wolf 2. Rage 3. Dominate Animal 4. Vortex of Teeth 5. Bite of the Weretiger 6. Feeblemind 7. Warrior's Transformation 8. Phantom Bear 9. Spread of Savagery


Celerity

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Dexterity score for 1 round.

1. Expeditiousness 2. Cat's Grace 3. Haste 4. Lesser Celerity  5. Tree Stride 6. Wind Walk 7. Greater Blink 8. Celerity 9. Time Stop


Chaos

Powers: +1 on saving throws against spells with an alignment subtype, and supernatural abilities from creatures with an alignment subtype.

1. Improvisation 2. Shatter 3. Blink 4. Freedom of Movement 5.Tear Spatial Binding  6. Prismatic Ray  7. Insanity 8. Polymorph Any Object 9. Reality Maelstrom

Cold

Powers: Energy Resistance +5 against cold & fire.

1. Lesser Orb of Rime 2. Sleet Storm 3. Orb of Rime 4. Wall of Ice 5. Cone of Cold 6. As the Frost 7. Control Weather 8. Polar Ray 9. Obedient Avalanche


Community

Powers: Telepathy within CL x5 feet. +1/2 CL on Diplomacy

1. Bless 2. Status 3. Prayer 4. Tongues 5. Telepathic Bond 6. Heroes' Feast 7. Refuge 8. Magnificent Mansion 9. Mass Heal


Competition

Powers: Improved Initiative, +2 luck bonus on any skill check where a creature within 10' is simultaneously making a skill check for the same skill.

1. Remove Fear 2. Master's Touch  3. Inevitable Defeat  4. Divine Power 5. Righteous Might 6. Mass Perfection 7. Greater Spell Immunity   8. Moment of Prescience 9. Greater Visage of the Deity

Corruption

Powers: Corrode cantrip, +1/2 CL on Combat Awareness

1. Bane 2. Infernal Wound 3. Rusting Grasp 4. Know Vulnerabilities 5. Bloodstar 6. Mind Fog 7. Energy Ebb 8. Horrid Wilting 9. Waves of Exhaustion


Courage

Powers: while you are conscious, allies within a 10' radius receive a +4 divine bonus on saves against fear. +1/2 CL on Social checks made during combat.

1. Remove Fear 2. Calm Emotions 3. Mass Aid 4. Heroism 5. Righteous Wrath 6. Heroes' Feast 7. Greater Heroism 8. Refuge 9. Mind Blank

Creation

Powers: +1/2 CL to Craft checks, {+2} for item creation

1. Manipulate Object 2. Wood Shape 3. Stone Shape 4. Creation 5. Fabricate 6. Greater Creation 7. Permanent Image 8. True Creation 9. Genesis

Darkness

Powers: Blindfight, +1/2 CL on Stealth

1. Net of Shadows 2. Darkness 3. Blacklight 4. Armor of Darkness 5. Darkbolt 6. Shadow Walk 7. Nightmare 8. Power Word Blind 9. Superior Invisibility

Death

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Constitution score for 1 round.

1. Critical Strike 2. Death Knell 3. Death Armor 4. Death Ward 5. Slay Living 6. Circle of Death 7. Destruction 8. Finger of Death 9. Wail of the Banshee


Destruction

Powers: Improved Sunder, +1/2 CL to Engineering.

1. Inflict Light Wounds 2. Shatter 3.Know Vulnerabilities 4. Mass Inflict Light Wounds 5. Wrack Earth  6. Harm 7. Disintegrate 8. Earthquake 9. Sphere of Annihilation


Dream

Powers: +1/2 CL to Hypnosis, downgrade fear effects by one step.

1. Sleep 2. Augury 3. Greater Sleep 4. Dream 5. Nightmare 6. Dream Walk 7. Visions of the Future 8. Power Word Stun 9. Phantasmal Extermination

Earth

Powers: Improved Stability, 3/day as an immediate action, gain hardness = Wis for 1 round.

1. Magic Stone 2. Soften Earth & Stone 3. Stone Shape 4. Spike Stones 5. Wall of Stone 6. Stoneskin 7. Earthquake 8. Iron Body 9. Undermaster


Endurance

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Constitution score for 1 round.

1. Endure Elements 2. Bear's Endurance 3. Vigor 4. Mass Bear's Endurance 5. Favor of the Martyr 6. Stoneskin 7. Timeheal 8. Iron Body 9. Transcend Mortality

Evil

Powers: {+2} for your evil spells. Any time you inflict damage on a helpless target, you gain a +2 morale bonus on attack, save, and weapon damage rolls for Wis rounds.

1. Align Weapon 2. Death Knell 3. Vampiric Touch 4. Powerleech 5. Wrack 6. Channeled Lifetheft  7. Blasphemy 8. Unholy Aura 9. Greater Visage of the Deity

Fate

Powers: Uncanny Dodge

1. True Strike 2. Augury 3. Bestow Curse 4. Greater Status 5. Mark of Justice 6.Contingency 7. Visions of the Future  8. Death Pact 9. Foresight

Fire

Powers: Energy Resistance +5 against cold & fire.

1. Produce Flame 2. Flaming Sphere 3. Fireball 4. Wall of Fire 5. Fire Shield 6. Fireburst 7. Firestorm 8. Incendiary Fog 9. Meteor Swarm

Force

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Strength score for 1 round.

1. Shield 2. Spiritual Weapon 3. Force Blast 4. Resilient Sphere 5. Wall of Force 6. Greater Globe of Invulnerability 7. Forcecage 8. Telekinetic Sphere 9. Big Crushing Fist


Gluttony

Powers: you may, as a free action, increase your size category by 1 for up to CL rounds per day.

1. Ironguts 2. Vampiric Touch 3. Create Food & Water 4. Dire Hunger 5. Baleful Polymorph 6. Heroe's Feast 7. Flesh/Stone 8. Bite of the King 9. Soul Bind


Good

Powers: +2 save DC for your good spells.

1. Align Weapon  2. Share Pain 3. Infused Rain  4. Blessing of the Righteous 5. Sacred Haven 6. Atonement  7. Holy Word 8. Holy Aura 9. Greater Visage of the Deity

Hatred

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Charisma score for 1 round.

1. Rage 2. Mark of Judgement 3. Bestow Curse 4. Mark of Sin 5. Pulse of Hate  6. Forbiddance 7.Repulsion 8. Antipathy 9. Wrathful Castigation

Healing

Powers: Augmented Healing, +1/2 CL on Combat Awareness checks to assess a creature's health. 

1. Lesser Vigor 2. Cure Moderate Wounds 3. Cure Serious Wounds 4. Mass Cure Light Wounds 5.Regenerate 6. Heal 7. Greater Restoration 8. Mass Cure Tremendous Wounds 9. Mass Heal


Illusion

Powers: +1/2 CL to Stealth, 1/day you may make a Dispelling Strike; if you hit a flat-footed creature or spell effect you may make a dispel check (using your CL + Wis) against that effect or each spell on the creature.

1. Disguise Self 2. Invisibility 3. Greater Image 4. Greater Mirror Image 5. Persistent Image 6. Mislead 7. Projection  8. Screen 9. Weird

Inquisition

Powers: +4 on dispel or dismissal checks, +1/2 CL on Sense Motive

1. Detect Morality/Ethicality 2. Zone of Truth 3. Detect Thoughts 4. Discern Lies 5. True Seeing 6. Antimagic Field 7. Banishment 8. Antipathy 9. Imprisonment


Joy

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Wisdom score for 1 round.

1. Joyful Noise 2. Elation 3. Good Hope 4. Celebration 5. Atonement 6. Greater Heroism 7. Mass Perfection  8. Spread of Contentment 9.Irresistible Dance

Knowledge

Powers: subtract CL from Memory checks, +1/2 CL on Dweomer checks

1. Master's Touch 2. Detect Thoughts 3. Clairvoyance 4. Divination 5. True Seeing 6. Find the Path 7. Legend Lore 8. Discern Location 9. Greater Prying Eyes

Law

Powers: Wis/day you may take 10 on a roll (whether you would normally be able to do so or not).

1. Protection from Alignment  2. Calm Emotions 3. Protection Circle 4. Order's Wrath 5. Mark of Justice 6. Guards & Wards 7. Forcecage 8. Inevitable Fate  9. Imprisonment

Liberation

Powers: Re-save against [Mind] 1 round after a failed Will. +1/2 CL on Escape

1. Expeditiousness 2. Rage 3. Alter Self 4. Freedom of Movement 5. Break Enchantment 6. Disobstaculate 7. Refuge 8. Mind Blank 9. Freedom

Life

Powers: Resist Drain equal to your Cha, +4 morale on saves vs death.

1. Mass Stabilize  2. Close Wounds 3. Death Ward 4. From the Brink 5. Raise Dead 6. Undeath to Death  7. Resurrection 8. Death Pact 9. True Resurrection

Love

Powers: +1/2 CL to Diplomacy checks, 3/day as an immediate action you may cause a creature that has just damaged you to be stunned for one round (Will DC 10 + 1/2 CL + Cha).

1. Stay the Hand 2. Share Pain 3. Greater Status  4. Sending 5. Telepathic Bond 6. Greater Heroism 7. Greater Scrying 8. Sympathy 9. Miracle

Luck

Powers: 1/day Amazing luck (as Bard feature), & subtract CL from all Luck rolls you make.

1. Entropic Shield 2.True Strike 3. Blink 4. Freedom of Movement 5. Greater Mirror Image 6. Mana Flux 7. Spell Turning 8. Moment of Prescience 9. Miracle

Lust

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Charisma score for 1 round.

1. Charm 2. Ray of Enfeeblement 3. Clairvoyance 4. Greater Charm 5. Magic Jar 6. Mass Suggestion  7. Limited Wish 8. Demand 9. Soul Bind

Madness

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Wisdom score for 1 round.

1. Lesser Confusion 2. Hideous Laughter  3. Rage 4. Confusion 5.Bolts of Bedevilment 6. Phantasmal Killer 7. Insanity 8. Irresistible Dance 9. Phantasmal Extermination

Magic

Powers: +1/2 CL on Use Device, advantage on Dweomer

1. False Aura  2. Identify 3. Dispel Magic 4. Assay Spell Resistance 5. Spell Resistance 6. Antimagic Field 7. Spell Turning 8. Protection from Spells 9. Disjunction

Mind

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Intelligence score for 1 round.

1. Hypnotism  2. Detect Thoughts 3. Lesser Telepathic Bond 4. Discern Lies 5. Telepathic Bond 6.Probe Thoughts 7. Thought Spider 8. Mind Blank 9. Phantasmal Extermination

Moon

Powers: Extra Channeling, +2 on any saving throw for which success "reflects", & add your CL on checks made to [Scry] you.

1. Faerie Fire 2. Invisibility 3. Moon Blade 4. Moon Bolt 5. Wall of Force  6. Scry Location 7. Spell Turning 8. Phantom Wolf 9. Moonfire

Oracle

Powers: +1/2 CL to Spot, 1/day as an immediate action you may add your Wis to a defense after the attack has resolved (possibly negating it).

1. Omen of Peril 2. Augury 3. Divination 4. Scrying 5. Commune 6. Legend Lore 7. Greater Scrying 8. Moment of Prescience 9. Foresight


Peace

Powers: Wis/day minimize a damage roll against a close target as an immediate action.

1. Sanctuary 2. Calm Emotions 3. Mark of Doom 4. Greater Hold 5. Mark of Justice 6. Mass Hold  7. Sequester 8. Maze 9. Temporal Stasis

Pestilence

Powers: Subtract Wis from any damage you would take from a disease, & from your saving throws against disease. Add Wis on saves against nausea & poison.

1. Breath of the Jungle 2. Summon Swarm 3. Contagion 4. Body Poison 5. Plague of Rats 6. Scourge 7. Creeping Doom 8. Horrid Wilting 9. Despoil

Planning

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Intelligence score for 1 round.

1. Deathwatch 2. Augury 3. Clairvoyance 4. Greater Status 5. Contingency 6. Heroe's Feast 7. Greater Scrying 8. Discern Location 9. Time Stop

Plant

Powers: Fortification +1/2 Constitution/+1/4 Constitution, +1/2 CL on Biology

1. Entangle 2. Barkskin 3. Plant Growth 4. Command Plants 5. Thorn Field 6. Repel Wood 7. Animate Plants 8. Control Plants 9. Unyielding Roots


Pleasure

Powers: As an immediate action Wis/day a close target that would be subject to one of the following statuses is instead dazed for 1 round: agonized, frightened, nauseated, panicked, shaken, staggered, or stunned.

1. Hideous Laughter 2. Eagle's Splendor 3. Greater Image 4. Mind Fog 5. Dream 6. Heroe's Feast 7. Empyreal Ecstasy 8. Sympathy 9. Sublime Revelry


Protection

Powers: As a swift action Wis/day, a touched target gains DR CL/- for 1 round.

1. Sanctuary 2. Share Pain 3. Protection from Energy 4. Spell Immunity 5. Spell Resistance 6.Antimagic Field 7. Repulsion 8. Mind Blank 9. Prismatic Sphere


Purification

Powers: Divine Health (as the Paladin ability). +2 on checks made to remove diseases or curses.

1. Resurgence 2. Deific Vengeance 3. Recitation 4. Castigate 5. Righteous Wrath 6. Dance of the Unicorn 7. Antimagic Field 8. Sunbeam 9. Greater Visage of the Deity


Repose

Powers: Favored Enemy vs Undead (as the Ranger ability).

1. Deathwatch 2. Gentle Repose 3. Speak with Dead 4. Deathward 5. Greater Disrupt Undead  6. Undeath to Death 7. Barghest's Feast 8. Mass Deathward 9. Death Pact

Sloth

Powers: Wis/day as a swift action, subtract 1/2 CL from a close target's Dexterity score for 1 round.

1. Unseen Servant 2. Hold 3. Slow 4. Mass Whelm 5. Waves of Fatigue 6. Endless Slumber 7. Waves of Exhaustion 8. Mass Hold 9. Astral Projection

Sorrow

Powers: Enemies within 5' per CL lose all morale bonuses.

1. Sorrow 2. Wave of Grief 3. Torrent of Tears 4. Crushing Despair 5. Love's Lament 6. Unluck 7. Dirge 8. Symbol of Weakness 9. Soul Bind

Strength

Powers: Wis/day as a swift action, add 1/2 CL to a close target's Strength score for 1 round.

1. Fist of Stone 2. Resize 3. Righteous Fury 4. Righteous Might 5. Mass Bull's Strength 6. Warrior's Transformation 7. Big Grasping Hand 8. Big Clenched Fist 9. Big Crushing Fist


Suffering

Powers: Wis/day as a swift action, heal HP = the damage from your next melee attack.

1. Blade of Blood 2.Wracking Touch 3. Bestow Curse 4. Wrack 5. Feeblemind 6. Resonating Agony 7. Symbol of Pain 8. Flensing 9. Eternity of Torture

Sun

Powers: True sunlight for CL rounds per day, in a 5' x Wis radius.

1. Endure Elements 2. Wall of Light 3. Searing Light 4. Blistering Radiance 5. Anger of the Noonday 6. Sunbeam 7. Control Weather 8. Sunburst 9. Deadly Sunstroke

Time

Powers: Wis/day you may take a move action as a swift action. +1 Initiative

1. True Strike 2. Gentle Repose 3. Lesser Timeheal 4. Haste 5. Permanency 6. Contingency 7. Timeheal  8. Foresight 9. Time Stop

Travel

Powers: Endurance, +1/2 CL to Geo

1. Longstrider  2. Locate Object  3. Attune Form 4. Freedom of Movement 5. Teleport  6. Find the Path  7. Greater  Teleport 8. Perinarch  9. Astral Projection

Trickery

Powers: +1/2 CL to Bluff, Wis/day as a swift action create an illusory duplicate of yourself that lasts for 1 round.

1. Disguise Self  2. Invisibility  3. Nondetection  4. Confound 5. False Vision  6. Mislead  7. Screen  8. Polymorph Any Object  9. Time Stop

Tyranny

Powers: [+1] & {+1} for compulsions, +1/2 CL to Diplomacy.

1. Command 2. Enthrall 3. Suggestion 4. Fear 5. Greater Command 6.Rejection 7. Mass Hold 8. Greater Fucking Dominate 9. Big Crushing Fist


Undead

Powers: Undead have +4 Strength & +4 Charisma while within 5' x CL of you, & your channeled negative energy deals 1 additional die.

1. Deathwatch 2. Command Undead 3. Undead Lieutenant 4. Seed of Undeath 5. Create Undead  6. Revive Undead 7. Control Undead 8. Veil of Undeath 9. Plague of Undeath

War

Powers: Weapon Focus in you deity's favored weapon. At CL 10, you gain Weapon Specialization, at CL 15 you gain Greater Weapon Focus, and at CL 20 you gain Greater Weapon Specialization.

1. Magic Weapon  2. Spiritual Weapon  3. Prayer 4. Divine Power  5. Flame Strike  6. Blade Barrier  7. Righteous Burst 8. Body of War  9. Epic Magic Weapon

Water

Powers: Add Wis to MD and TV.

1. Create Water 2. Breathing 3. Control Water 4. Mass Swim 5. Blood to Water 6. Drown 7. Waterspout 8. Mass Drown 9. Tsunami


Weather

Powers: ER +5 (electricity)

1. Endure Elements 2. Binding Winds 3. Call Lightning 4. Control Winds  5. Wind Tunnel 6. Wind Walk 7. Control Weather 8. Whirlwind 9. Storm of Vengeance

Wrath

Powers: 1/day you may add your Wis to attack & CL x2 to damage for one weapon attack.

1. Rhino's Rush 2. Rage 3. Disobedience 4. Shout 5. Righteous Might 6.Song of Discord 7. Warrior's Transformation 8. Greater Shout 9. Wrathful Castigation


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