Arborea

ARBOREA DOMAIN

Requirement: Must be chaotic good.
Granted Power (Su): Once per day as a free action, you can channel the glory of the eladrin to grant yourself a morale bonus on weapon damage rolls and saves against charm and fear effects. This bonus is equal to your Charisma bonus (if any) and lasts for 1 minute. Add Survival to your list of cleric class skills.

Arborea Domain Spells

1 Endure Elements: Exist comfortably in hot or cold environments.
Longstrider: Your speed increases by 10 ft.

2 Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Eagle’s Splendor: Subject gains +4 to Charisma for 1 minute/level.

3 Heroism: Gives +2 on attack rolls, saves, skill checks.
Summon Monster III: Calls extraplanar creature to fight for you.*

4 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Opalescent Glare†: Kill creatures with a look, or make them very afraid.

5 Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification.
Summon Monster V: Calls extraplanar creature to fight for you.*

6 Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
Summon Monster VII: Calls extraplanar creature to fight for you.*

8 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is immune to mental/emotional magic and scrying.

9 Freedom: Releases creature from imprisonment.
Summon Monster IX: Calls extraplanar creature to fight for you*

  • Chaotic good creatures only.
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