Baator

BAATOR DOMAIN

Requirement: Must be lawful evil.
Granted Power (Su): You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Add Bluff to your list of cleric class skills.

Baator Domain Spells

1 Bane: Enemies take –1 on attack rolls and saves against fear.
Disguise Self: Changes your appearance.

2 Darkness: 20-ft. radius of supernatural shadow.
Fox’s Cunning: Subject gains +4 to Intelligence for 1 minute/level.

3 Detect Thoughts: Allows “listening” to surface thoughts.
Summon Monster III: Calls extraplanar creature to fi ght for you.*

4 Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Suggestion: Compels subject to follow stated course of action.

5 Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.*

6 Dominate Person: Controls humanoid telepathically.
Fox’s Cunning, Mass: As fox’s cunning, but affects one subject/level.

7 Repulsion: Creatures can’t approach you.
Summon Monster VII: Calls extraplanar creature to fight for you.*

8 Demand: As sending, plus you can send suggestion.
Spell Turning: Reflect 1d4+6 spell levels back at caster.

9 Imprisonment: Entombs subject beneath the earth.
Summon Monster IX: Calls extraplanar creature to fi ght for you.*

  • Lawful evil creatures only.
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