Inquisitor |
||
---|---|---|
![]() Fortitude High |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus Average |
![]() HP per level +5 (d8) |
![]() Skill Points +4 |
![]() Max level of Spells 6 |
![]() Caster ability Wisdom |
![]() Caster type Casting Spontaneously |
Class Initial Features |
||
Class Skills |
||
Inquisitor is a class in Pathfinder: Wrath of the Righteous.
Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.
Inquisitor Information
Stats
- Alignment Requirement: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
- Hit Die: +5
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +0
Skills
- All
Difficulty
Inquisitor Features
- Domain Selection
- Deity Selection
- Orisons, Stern Gaze
- Judgment
- Detect Magic
- Teamwork Feat
- Proficient with all simple weapons, longbow, shortbow and the favored weapon of their deity. Also, proficient with light armor, medium armor and shields (except tower shields).
- Wisdom based spells and abilities. Spontaneous caster.
Spellcasting
- The Inquisitor can cast up to 6th level spells. Inquisitors cast spells drawn from the Inquisitor spell list.
- Inquisitors know a limited number of spells and learn additional spells each time they gain a level.
- The Inquisitor is a divine spellcaster, and thus can wear armor while casting spells.
Inquisitor Video Guide
Inquisitor Archetypes
Tactical Leader
Bonus: Leader's Words, Swift Tactician, Battle Acumen
Penalty: Less Teamwork Feat, No Stern Gaze
Sanctified Slayer
Bonus: Studied Target, Sneak Attack, Talented Slayer, Slayer Talents
Penalty: No Judgment,
Judge
Bonus: Judgement Aura, Sentence, Greater Sentence
Penalty: No Teamwork Feat, No Bane, No Solo Tactics
Inquisitor Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Abilities |
Spells |
1 | 0 | +2 | 0 | +2 | Domain Selection, Deity Selection, Inquisitor Proficiencies, Orisons, Stern Gaze, Judgment, Detect Magic | 1 |
2 | +1 | +3 | 0 | +3 | Cunning Initiative | 2 |
3 | +2 | +3 | +1 | +3 | Solo Tactics, Teamwork Feat | 3 |
4 | +3 | +4 | +1 | +4 | Judgment | 3/1 |
5 | +3 | +4 | +1 | +4 | Bane | 4/2 |
6 | +4 | +5 | +2 | +5 | Teamwork Feat | 4/3 |
7 | +5 | +5 | +2 | +5 | Judgment | 4/3/1 |
8 | +6/+1 | +6 | +2 | +6 | Second Judgement | 4/4/2 |
9 | +6/+1 | +6 | +3 | +6 | Teamwork Feat | 5/4/3 |
10 | +7/+2 | +7 | +3 | +7 | Judgment | 5/4/3/1 |
11 | +8/+3 | +7 | +3 | +7 | Stalwart | 5/4/4/2 |
12 | +9/+4 | +8 | +4 | +8 | Teamwork Feat, Greater Bane | 5/5/4/3 |
13 | +9/+4 | +8 | +4 | +9 | Judgment | 5/5/4/3/1 |
14 | +10/+5 | +9 | +4 | +9 | Exploit Weakness | 5/5/4/4/2 |
15 | +11/+6/+1 | +9 | +5 | +9 | Teamwork Feat | 5/5/5/4/3 |
16 | +12/+7/+2 | +10 | +5 | +10 | Judgment, Third Judgement | 5/5/5/4/3/1 |
17 | +12/+7/+2 | +10 | +5 | +10 | 5/5/5/4/4/2 | |
18 | +13/+8/+3 | +11 | +6 | +11 | Teamwork Feat | 5/5/5/5/4/3 |
19 | +14/+9/+4 | +11 | +6 | +11 | Judgment | 5/5/5/5/5/4 |
20 | +15/+10/+5 | +12 | +6 | +12 | True Judgment | 5/5/5/5/5/5 |
Inquisitor Abilities
Inquisitor Proficiencies
An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Judgment
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Second Judgement
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Exploit Weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration a

True Judgement
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single attack. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.
Orisons
Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Stern Gaze
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Solo Tactics
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Bane
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action.
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Stalwart
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.
Greater Bane
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

Third Judgement
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Domain Selection
A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them.
The inquisitor chooses one domain from among those belonging to their deity. The inquisitor can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the inquisitor.
Unlike clerics, inquisitors do not gain the bonus spells listed for each domain, nor do they gain bonus spell slots.
Domains in Pathfinder: Wrath of the Righteous are covered on this page.
Domains Information
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Law, Protection from Law, Communal, Dispel Magic, Freedom of Movement, Acidic Spray, Banshee Blast, Word of Chaos, Cloak of Chaos, Summon Monster IX
Good Domain
You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in the class that gave you this domain (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Evil, Protection from Evil, Communal, Prayer, Forced Repentance, Burst of Glory, Summon Monster VI, Holy Word, Holy Aura, Summon Monster IX
Air Domain
You can manipulate lightning, mist, and wind, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Chain Lightning, Elemental Body IV (Air), Shout, Greater, Elemental Swarm: Air
Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of undead.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. If you are undead, then you instead do not take damage from positive damage.
Domain Spells: Cause Fear, Boneshaker, Bestow Curse, Enervation, Slay Living, Circle of Death, Destruction, Horrid Wilting, Wail of the Banshee
Destruction Domain
You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite (Su): You gain the supernatural ability to make a melee attack with a morale bonus on damage rolls equal to 1/2 your level in the class that gave you access to this domain (minimum 1).
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your level in the class that gave you access to this domain. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Domain Spells: True Strike, Boneshaker, Rage, Fear, Boneshatter, Harm, Disintegrate, Horrid Wilting, Tsunami
Earth Domain
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: Stone Fist, Acid Arrow, Soothing Mud, Spike Stones, Acidic Spray, Stoneskin, Elemental Body IV (Earth), Iron Body, Elemental Swarm: Earth
Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: Burning Hands, Scorching Ray, Fireball, Controlled Fireball, Flame Strike, Summon Huge Fire Elemental, Elemental Body IV (fire), Summon Elder Fire Elemental, Fiery Body
Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two levels in the class that gave you access to this domain. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: Remove Sickness, Restoration, Lesser, Cure Serious Wounds, Neutralize Poison, Breath of Life, Heal, Restoration, Greater, Protection from Spells, Heal, Mass
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Protection from Chaos, Protection from Chaos, Communal, Prayer, Protection from Energy, Communal, Dominate Person, Blade Barrier, Dictum, Shield of Law, Dominate Monster
Liberation Domain
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your level in the class that gave you access to this domain, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your level in the class that gave you access to this domain. Allies within this aura are not affected by difficult terrain or the confused, frightened, panicked, paralyzed, slowed, shaken, or staggered conditions. This aura suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: Remove Fear, Remove Paralysis, Remove Curse, Freedom of Movement, Break Enchantment, Dispel Magic, Greater, Elemental Body IV, Mind Blank, Mind Blank, Communal
Luck Domain
You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Divine Fortune (Ex): At 6th level, as a standard action, you can bless yourself with divine luck. For the next rounds equal to half your level in the class that gave you access to this domain you roll two times on every d20 roll and take the best result. You can use this ability once per day at 6th level, and one additional time per day for every six class levels beyond 6th.
Domain Spells: True Strike, Aid, Protection from Energy, Protection from Energy, Communal, Break Enchantment, Cat's Grace, Mass, Restoration, Greater, Euphoric Tranquility, Heal, Mass
Water Domain
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess in the class that granted you this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at the 12th level. At 20th level, you gain immunity to cold.
Domain Spells: Ray of Sickening, Acid Arrow, Stinking Cloud, Freedom of Movement, Ice Storm, Cone of Cold, Elemental Body IV (Water), Horrid Wilting, Tsunami
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead.
When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
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 level in the class that gave you this domain 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.
Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in the class that gave you this domain. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of a heroism spell.
Domain Spells: Shield of Faith, Bless Weapon, Searing Light, Divine Power, Burst of Glory, Inspiring Recovery, Holy Sword, Holy Aura, Overwhelming Presence
Sun Domain
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you access to this domain to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your level in the class that gave you access to this domain. Any hostile creature within this radius must succeed at a Fortitude save to resist the effects of this aura. If the creature fails, it is blinded until it leaves the area of the spell. A creature that has resisted the effect cannot be affected again by this particular aura. In addition, undead within this radius take an amount of damage equal to your level in the class that gave you access to this domain each round that they remain inside the nimbus. These rounds do not need to be consecutive.
Domain Spells: Faerie Fire, See Invisibility, Searing Light, Shield of Dawn, Flame Strike, Chains of Light, Sunbeam, Sunburst, Elemental Swarm: Fire
Animal Domain
You can speak with and befriend animals with ease.
You treat Lore (Nature) as a class skill.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your level in the class that gave you access to this domain – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: Magic Fang, Hold Animal, Dominate Animal, Summon Nature's Ally IV, Beast Shape III, Summon Nature's Ally VI, Animal Shapes, Summon Nature's Ally VIII, Shapechange
Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Aura of Efficiency (Su): You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Aura of Efficiency: Damage Resistance: At 8th level, your Aura of Efficiency grants allies DR1/-. This DR increases +1/- for every three levels you possess in the class that gives you access to this domain beyond 8th.
Domain spells: Lead Blades, Effortless Armor, Magical Vestment, Restoration, Waves of Fatigue, Disintegrate, Waves of Exhaustion, Protection from Spells, Clashing Rocks
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level in the class that gave you access to this domain are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level in the class that gave you access to this domain + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your class level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: Hypnotism, Hideous Laughter, Deep Slumber, Rainbow Pattern, Dominate Person, Eagle's Splendor, Mass, Insanity, Euphoric Tranquility, Dominate Monster
Community Domain
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per your level in the class that gave you access to this domain. 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.
Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action. All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per level of the class that gave you access to this domain. You can use this ability once per day.
Domain Spells: Bless, Protection from Alignment, Communal, Prayer, Protection from Energy, Communal, Burst of Glory, Stoneskin, Communal, Restoration, Greater, Legendary Proportions, Heal, Mass
Darkness Domain
You manipulate shadows and darkness.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Moonfire (Su): At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in the class that gave you access to this domain, and the target is dazzled for 1 round per level in that class. Moonfire deals 1d10 points of damage per level in that class against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th.
Domain Spells: Sleep, Blindness, Vampiric Touch, Enervation, Mind Fog, Umbral Strike, Power Word Blind, Shadow Evocation, Greater, Polar Midnight
Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Ray of Sickening, Boneshaker, Contagion, Unholy Blight, Slay Living, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX
Knowledge Domain
You are a scholar and a sage of legends.
You treat all knowledge and lore skills as class skills.
Void Form (Su): You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels thereafter. You can use this power a number of rounds per day equal to your level in the class that gave you access to this domain.
Teaching Moment (Su): At 8th level as a swift action you can grant all allies within 30 feet special insights. 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 levels in the class that gave you access to this domain beyond 8th level.
Domain Spells: True Strike, Fox's Cunning, See Invisibility, Communal, Death Ward, True Seeing, Fox's Cunning, Mass, Power Word Blind, Power Word Stun, Power Word Kill
Madness Domain
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your level in the class that granted you access to this domain (minimum +1) and a penalty to the other two types of rolls equal to ½ your level in that class (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your level in the class that gave you access to this domain + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Domain Spells: Cause Fear, Cacophonous Call, Rage, Confusion, Feeblemind, Phantasmal Killer, Insanity, Scintillating Pattern, Weird
Magic Domain
You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four levels you possess in the class that gave you access to this domain beyond 8th level.
Domain Spells: Color Spray, Resist Energy, Dispel Magic, Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Protection from Spells, Clashing Rocks
Nobility Domain
You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Inspiring Command (Su): At the 8th level, you can issue an inspiring command to your allies, who must be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, CMD, and skill checks for a number of rounds equal to 1/2 your level in the class that gave you access to this domain (minimum 1). This is a language-dependent mind-affecting effect. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Divine Favor, Grace, Magical Vestment, Heroism, Dominate Person, Brilliant Inspiration, Heroism, Greater, Frightful Aspect, Overwhelming Presence
Plant Domain
You find solace in the green, can grow defensive thorns, and can communicate with plants.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two levels you possess in the class that gave you access to this domain. You can use this ability for a number of rounds per day equal to your class level. These rounds do not need to be consecutive.
Domain Spells: Entangle, Barkskin, Contagion, Thorn Body, Vinetrap, Beast Shape IV (Shambling Mound), Changestaff, Mind Blank, Mind Blank, Communal
Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others.
You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess in the class that gave you access to this domain.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant them your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by this domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level in the class that gave you access to this domain. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four levels in the class that gave you access to this domain beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: Protection from Alignment, Barkskin, Protection from Energy, Protection from Energy, Communal, Spell Resistance, Stoneskin, Communal, Restoration, Greater, Protection from Spells, Seamantle
Repose Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your level in the class that gave you access to this domain. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: Doom, Scare, Vampiric Touch, Death Ward, Slay Living, Undeath to Death, Destruction, Waves of Exhaustion, Wail of the Banshee
Rune Domain
In strange and eldritch runes you find potent magic.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two levels in the class that gave you access to this domain. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Warding Rune (Su): At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or be unable to attack for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of rounds equal to your class level. You can use this ability once per day at 8th level and one additional time per day for every four class levels in the class that gave you access to this domain beyond 8th level.
Domain Spells: Protection from Alignment, Protection from Arrows, Protection from Arrows, Communal, Protection from Energy, Communal, Spell Resistance, Dispel Magic, Greater, Power Word Blind, Power Word Stun, Power Word Kill
Strength Domain
In strength and brawn there is truth - your faith gives you incredible might and power.
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your level in the class that gave you access to this domain (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add your level in the class that gave you access to this domain as an enhancement bonus to your Strength score for a number of rounds per day equal to your class level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: Enlarge Person, Bull's Strength, Magical Vestment, Enlarge Person, Mass, Righteous Might, Stoneskin, Legendary Proportions, Frightful Aspect, Transformation
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.
Your base speed increases by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity.
Domain Spells: Longstrider, Grace, Feather Step, Mass, Dimension Door, Mass, Break Enchantment, Elemental Body III (Air), Summon Greater Air Elemental, Protection from Spells, Elemental Swarm: Air
Trickery Domain
You are a master of illusions and deceptions.
Trickery and Stealth are class skills for you.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your level in the class that granted you access to this domain, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your level in the class that granted you this domain + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: Sleep, Invisibility, Dispel Magic, Confusion, Mind Fog, Cloak of Dreams, Insanity, Invisibility, Mass, Weird
Weather Domain
With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two levels you possess in the class that gave you access to this domain. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your level in the class that gave you access to this domain. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: Snowball, Summon Small Elemental, Call Lightning, Slowing Mud, Ice Storm, Sirocco, Fire Storm, Sunburst, Tsunami
War Domain
You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you access to this domain for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Magic Weapon, Aid, Magical Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Blind, Power Word Stun, Power Word Kill
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
- Anonymous
FYI - the Domain an inquisitor selects gives them the special abilities, but no spells.
4
+10
-1