Window Shopping in the Astral Sea: Deity Optimization continued

-- -- 4e Character Optimization
  • Dungeons & Dragons
  • -- Dungeons & Dragons - Fifth Edition
  • -- -- Rules Questions
  • -- -- Player Help
  • -- -- Dungeon Master Help
  • -- -- D&D Adventurers League
  • -- -- Product and General D&D Discussions
  • -- D&D Products
  • -- -- D&D Future Releases
  • -- -- D&D Board Games
  • -- -- -- Dungeon Command
  • -- -- D&D Insider
  • -- -- Third Party and Officially Licensed Products
  • -- D&D Community
  • -- -- Community Business
  • -- -- What's a DM to Do?
  • -- -- What's a Player to Do?
  • -- -- 4e Character Development
  • -- -- 4e Character Optimization
  • -- -- 4e General Discussion
  • -- -- 4e Rules Q&A
  • -- -- D&D Gamer Classifieds
  • -- -- -- Asia, Australia and Oceania
  • -- -- -- Canada
  • -- -- -- Central and South America and Africa
  • -- -- -- Europe
  • -- -- -- Online Games
  • -- -- -- US: East of the Mississippi
  • -- -- -- US: West of the Mississippi
  • -- -- Off-Topic Tavern
  • -- D&D Worlds
  • -- -- Forgotten Realms
  • -- -- Homebrew Campaigns
  • -- -- Dark Sun
  • -- -- Eberron
  • -- -- Gamma World
  • -- -- Nentir Vale and Beyond
  • -- -- Other Published Worlds
  • -- -- -- Birthright
  • -- -- -- Dragonlance
  • -- -- -- Greyhawk
  • -- -- -- Mystara
  • -- -- -- Oriental Adventures
  • -- -- -- Other Worlds (Including 3rd Party)
  • -- -- -- Planescape
  • -- -- -- Ravenloft
  • -- -- -- Spelljammer
  • -- 4e Errata
  • -- -- Print Material
  • -- -- Dragon and Dungeon articles
  • -- -- 4E Errata Archive
  • -- D&D Previous Editions
  • -- -- Previous Editions General
  • -- -- Previous Editions Character Optimization
  • -- -- Non-D&D TSR and WotC RPG Discussion
  • -- -- RPGs General Discussion
  • -- -- Previous Editions Archive
30 posts / 0 new
Last post

I really liked the idea of GelatinousOctahedron's guide Window Shopping in the Astral Sea: A Deity Optimization Guide, but I felt it wasn't quite finished yet and that was a real shame. That is why I am starting this guide taking a lot out of the previous guide. With the help of everyone here I hope to finetune and "finish" the guide.

First of my thanks to GelatinousOctahedron for his work on the previous guide. Now that I am starting with my own I am starting to realize just how much more work it is to make something like this then one would expect.

This guide is by no means finished yet and it's a work in progress so if you see something that could better or just spot a simple typo I really do apreciate the feedback to make this guide as good as it can be.

Our true god?
The true god of D&D
Alternative theory

Whether you have a deity picked out for your character for RP reasons and want to know what your god has to offer, or you have a character concept and you want to pick whatever deity works best to optimize it, or maybe something in between, then this guide should help make sorting though the hundreds of options that especially clerics, avengers, paladins, and invokers face a bit easier.

If you already have a deity picked out and want to know what matches it in the guide, you can use the "find" function of your browser to search out the deity name after opening up the spoiler blocks.

Contents:

  1. a. Feats
    b. Domainfeats
  2. a. Paragon Paths
    b. Epic Destinies
  3. Items
  4. a. Index of Gods and their Domains
    b. Index of Domains and their Gods
  5. Warpriest

 

Considerations:

A few considerations I ran into while making this guide

Charopboard:
This is the charop board and this guide is made with that in mind. It looks at the gods and looks at what they add mechanicly to your character. Ofcourse there is also another element you have to keep in mind and that is your character roleplayingwise. In the PHB you will only find one real reference to the gods and their stories and that is in Making Characters - Roleplaying for a reason. Who and what your character worships should have a big influence on what kind of person your character is. This will also mean that your DM might look at your god with more then just the mechanical side. He might even look at your worshipping a particular god as a possible hook to bring you into the story.
If you think your DM might be picky about your backstory or if you would love for your god to be weaven into the story for that matter I would really suggest running it past your DM. Especially if you take a PP like morninglord and are planning a radiant mafia tactic becuase of it.

 

 

Setting:
You will find that in most lists the gods are divided on setting. I think most people here will know what that is, but I'll just quickly go over it for the new people.
The gods you find in the PHB are the gods of the world of Greyhawk. It is the oldest world of D&D, but not the only world. You have several other worlds found for example in the Forgotten Realms, Dark Sun or Ebberon settings to name a few popular ones. Each one has it's own setup on how the world works and often that means different gods (or no gods at all). Your DM might even get really creative and make his own world and his own gods.
This means that it is important to know what setting, what world, you are playing in when chosing a god.

 

Multible gods:
To quote the playershandbook "Most people revere more the one diety, praying to different gods at different times." It is an option, but it is an option with a few problems mechanicly speaking. Exept perhaps for the invoker the mechanics are really not build with the worship of more then one god in mind. The characterbuilder is a great example of this, but also your charactersheet really only has space for one god.
Should we then say that mechanicly it's not possible eventhough roleplayingwise it is? Well for the most part yes though there are mechanical elements, like the paragonpath Seldarine Dedicate, that do show that worship of multible gods should be possible even for divine classes.
If you do chose for multible gods make sure to mention it to your DM beforehand and make sure he agrees that your combo works and be prepared to "houserule" in features from your other god(s) when using the characterbuilder.

 

 

Feats


(sorted by setting and diety)


Avandra
(Change, Freedom, Luck)
  • Accursed Challenge - Paladin - Enemy marked by you who violates mark takes -2 to saving throws until start of its next turn.
  • Avandra's Boon - Any divine class - 2 to next attack or saving throw before EoNT after rolling natural 1 on attack or saving throw
  • Avandra's Covenant - Invoker, Divine Covenant class feature - Can allow ally within 10sq. to make saving throw instead of using covenant manifestation.
  • Avandra's Rescue - Channel Divinity class feature - Gain Channel Divinity power Avandra's Rescue
  • Bountiful Fortune - Cleric, divine fortune power - You and adjacent allies gain Cha-mod temp hp when you use divine fortune
  • Confounding Luck - Halfling, second chance power - Enemy takes -2 to attacks until EoNT if it misses due to second chance
  • Godsworn Alacrity - Avenger - +2 to religion; gain +2 to speed after crit untill EoNT
  • Halfling's Strength - Halfling, paladin, divine strength power - Divine strength bonus increases to Str modifier + 4
  • Lucky Retribution - Halfling, invoker - Gain CA with invoker attacks until EoNT against enemy who misses you
  • Vengeance's Reward - Avenger - You and adjacent allies gain +2 to saving throws until EoNT after you drop oath target

Bahamut
(Hope, Justice, Protection or in FR Justice, strength)

  • Armor of Bahamut - Channel Divinity class feature - Gain Channel Divinity power Armor of Bahamut
  • Godsworn Defender - Avenger - +2 to Religion; grant ally you see +2 to defenses until EoNT when you crit
  • Noble Indoctrination (multiclass) - wis 13 - Religion training; gain righteous judgment
  • Platinum Revelation (multiclass) - Str 13 - Insight training; gain Bahamut's shiel

Corellon
(Arcana, skill, wilderness also in FR)

  • Corellon's Grace - Channel Divinity class feature - Gain Channel Divinity power Corellon's Grace
  • Godsworn Sidestep - Avenger - +2 to Religion; teleport 5 sq. to square adjacent to oath target on crit

Erathis
(Civilization, Creation, Justice)

  • Godsworn Assault - Avenger - +2 to religion; on crit, grant ally you see +1 to attacks untill EoNT
  • Harmony of Erathis - Channel Divinity class feature - Gain Channel Divinity power Harmony of Erathis
  • Progress of Erathis - Channel Divinity class feature - Gain Channel Divinity power Progress of Erathis
  • Shield of Hestavar - Defender role - Adjacent allies gain resist 2/4/6 (by tier) against attacks made by enemies marked by you
  • Speaker of Hestavar - Controller role - After forcing enemy to move next to ally, that enemy grants CA to the ally until EoNT
  • Spirit of Hestavar - Leader role - Adjacent allies gain +2/+4/+6 (by tier) to their healing surge value
  • Sword of Hestavar - Striker role - Grant +2/+4/+6 (by tier) to damage to adjacent allies against enemies granting you CA

Ioun
(Fate, Knowledge, Skill)

  • Godsworn Mentalist - Avenger - +2 to Religion; inflict extra psychic damage equal to Dex or Int modifier on crit
  • Ioun's Poise - Channel Divinity class feature - Gain Channel Divinity power Ioun's poise

Kord
(Storm, Strength, War)

  • Godsworn Avalanche - Avenger - +2 to religion; on crit, push target Dex or Int mod in squares.
  • Kord's Favor - Channel Divinity class feature - Gain Channel Divinity power Kord's favor

Melora
(Life, Sea, Wilderness)

  • Godsworn Tidedancer - Avenger - +2 to Religion; shift Dex or Int modifier in squares when you crit
  • Melora's Tide - Channel Divinity class feature - Gain Channel Divinity power Melora's tide
  • Nowhere to Hide - Channel Divinity class feature - Gain the Nowhere To Hide power

Moradin
(Creation, Earth, Protection also in FR)

  • Godsworn Bulwark - Avenger - +2 to Religion; gain +2 to defenses until EoNT when you crit
  • Moradin's Resolve - Channel Divinity class feature - Gain Channel Divinity power Moradin's Resolve
  • Pupil of the All-Father - Any divine class - Master Enchant Magic Item and Make Whole rituals; 1/day, use Make Whole at 100gp or fewer free; Enchant Magic Item at 4 levels higher on weapons and armor. Recommended when your DM isn't working with wishlists.
  • Shared Vitality - Any divine class - Use second wind but do not gain hp: allow ally within 5 sq. to regain your healing surge value in hp.
  • Stone Cunning - worsh. Mor. or dwarf - +2 to Dungeoneering; +2 to detect traps, hazards, and secret doors.
  • Symbol of the Sonnlinor - Any divine class - Gain proficiency with military hammers, axes, and picks; use wielded hammers, axes, and picks you are proficient with as divine implements

Pelor
(Hope, Life, Sun)

  • Godsworn Radiant - Avenger - +2 to Religion; inflict extra radiant damage equal to Dex or Int modifier on crit
  • Pelor's Radiance - Channel Divinity class feature - Gain Channel Divinity power Pelor's radiance

Raven Queen
(Death, Fate, Winter)

  • Armor of Winter - Invoker, Convenant of Wrath class feature - 1d6 cold damage to undead target of armor of wrath, target immobilized untill EoNT if target becomes bloodied.
  • Dark Mantle - Cleric, healing word power - Forgo extra healing from healing word to give target resist 5/10/20 necrotic until EoNT.
  • Fate's Warning - Cleric, divine fortune power - Succeeding on divine fortune attack or saving throw gives you +2 to defences untill EoNT.
  • Godsworn Fatalist - Avenger - +2 to Religion; inflict extra necrotic or cold damage equal to Dex or Int modifier on crit
  • In Death, Life - Channel Divinity class feature - Gain Channel Divinity power In Death, Life
  • Memory of Death - Avenger, oath of enmity power - Undead targeted with oath grants CA to you until EoNT
  • Pervasive Gloom - Shadar-kai, any divine class - Gain CD power Pervasive Gloom.
  • Restless Dead - Revenant - +2 to attacks and defences while under 0 hp and concious.
  • Revenant's Challenge - Revenant, paladin, divine challenge power - When marked target takes divine challenge damage, it gains vulnerable 5 necrotic until SoNT
  • Raven Queen's Blessing - Channel Divinity class feature - Gain Channel Divinity power Raven Queen's blessing
  • Raven Queen Devotee - Wis 13, Cha 13 - +2 to Intimidate; augment enfeebling strike and priest's shield powers
  • Shadow Legacy - Shadar-kai, any divine class - Gain CD power Shadow Legacy
  • Shadowfell Guidance - Avenger, divine guidance power - Ally who hits with divine guidance deals Wis modifier extra necrotic damage
     
  • Black Mantle - 11th level, avenger - Gain resist 5/10 cold, resist 5/10 necrotic against oath target while wearing cloth or no armor and no shield
  • Covenant of the Raven Queen - 11th level, invoker - Hit undead with encounter or daily attack power to gain resist necrotic equal to con or int mod until SoNT
  • Raven Queen's Outrage - 11th level, cleric - Slide undead you hit with encounter or daily radiant power 1 sq.
  • Raven Queen's Scorn - 11th level, avenger, oath of enmity power - Teleport adjacent to undead when you use oath on it
     
  • Echo of Letherna - 21st level, any divine class - Radiant attack prayers also deal necrotic damage
  • Harvester of Sorrows - 21st level, avenger, oath of enmity power - Enemies you see within 10 sq. grant CA to you until EoNT when you drop oath target

Sehanine
(Love, Moon, Trickery)

  • Argent Falcon - Arcane Familiar feat - Swap 6th+ level utility power with Argent Falcon
  • Godsworn Mystic - Avenger - +2 to Religion; gain concealment until EoNT when you crit
  • Moon Sight - Bard, Virtue of Prescience class feature - Deal Wis modifier psychic damage to enemy triggering Virtue of Prescience
  • Moon Strike - Attacks targeting enemies granting CA count as silvered
  • Moonbow Dedicate - Proficiency and +1/+2/+3 (by tier) to damage with shortbow; usable as arcane and divine implement.
  • Moonbow Stalker - Rogue - Gain proficiency with shortbow; Sneak Attack and rogue powers requiring crossbow can use shortbow
  • Sehanine's Reversal - Channel Divinity class feature - Gain Channel Divinity power Sehanine's reversal.
  • Serene Archery - Wis 13 - Use Wis instead of Dex for attack and damage with RBAs using any bow with proficiency
  • Silvery Glow - +2/+3/+4 (by tier) to damage with cold and radiant powers
  • Swirling Leaves of Autumn - Warlock, Fey Pact class feature - Lightly obscure the square you leave and adjacent squares until SoNT after triggering Misty Step

  • Moonbow Prelate - 11th level - Extend by 5 sq. range of arcane or divine area or ranged attack powers when using shortbow as implement

Asmodeus
(Civilization, Tyranny or in FR Knowledge, torment, tyranny)

  • Asmodeus's Fiery Command - Channel Divinity class feature - Gain Channel Divinity power Asmodeus's Fiery Command

Bane
(Skill, War or in FR Civilization, tyranny, war)

  • Bane's Instructive Stratagem - Channel Divinity class feature - Gain Channel Divinity power Bane's Instructive Stratagem
  • Bane's Tactics - Channel Divinity class feature - Gain Channel Divinity power Bane's Tactics
  • Bane's Tyrannical Transference - Channel Divinity class feature - Gain Channel Divinity power Bane's Tyrannical Transference

Gruumsh
(Destruction, Strength or in FR Destruction, storm,strength)

  • Gruumsh's Battle Fury - Channel Divinity class feature - Gain Channel Divinity power Gruumsh's Battle Fury

Lolth
(Darkness, Trickery or in FR Darkness, poison, strife)

  • Lolth's Cruel Sacrifice - Channel Divinity class feature - Gain Channel Divinity power Lolth's Cruel Sacrifice


Tiamat
(Strife, Vengeance or in FR Tyranny, vengeance)

  • Tiamat's Bitter - Channel Divinity class feature - Gain Channel Divinity power Vengeance Tiamat's Bitter Vengeance

Torog
(Earth, Torment)

  • Torog's Binding Chains - Channel Divinity class feature - Gain Channel Divinity power Torog's Binding Chains

Vecna
(Knowledge, Undeath)

  • Command Undead - Rebuke Undead power or Turn Undead power or Smite Undead power or Abjure Undead power - Gain command undead power
  • Corrupting Presence - Any divine class - When you use necrotic encounter or daily attack prayer, can create zone in close burst 1 until EoNT; bright light is dim in zone and allies gain +1 to necrotic attacks
  • Hasten the Rot - Any divine class - Undead enemies you hit with necrotic encounter or daily attack prayers are slowed until EoNT
  • Master of Secrets - Any divine class - Need not be trained in Arcana, Dungeoneering, History, Religion, and Nature to select corresponding skill powers
  • Touched By Darkness - Any divine class - Ignore 5 necrotic resistance with necrotic attacks
  • Vecna's Final Command - Channel Divinity class feature - Gain Channel Divinity power Vecna's Final Command

Zehir
(Darkness, Poison or in FR Darkness, poison)

  • Zehir's Dark - Channel Divinity class feature - Gain Channel Divinity power Blessing Zehir's Dark Blessing

 

Forgotten Realms

Amaunator
(Civilization, justice, sun)

  • Power of Amaunator - Channel Divinity class feature - Gain Channel Divinity power Power of Amaunator

Angharradh
(Hope, protection)

  • Angharradh's Favor - Channel Divinity class feature - Gain Channel Divinity power Angharradh's favor

Berronar
(Life, protection)

  • Berronar's Salve - Channel Divinity class feature - Gain Channel Divinity power Berronar's Salve

Chauntea
(Earth, hope, life)

  • Chauntea's Blessing - Channel Divinity class feature - Gain Channel Divinity power Chauntea's Blessing
  • Chauntea's Comfort - When you use a power that allows an ally to spend a healing surge to regain hit points, you can lose a healing surge on that ally's behalf.
  • Great Mother's Step - Channel Divinity class feature - Gain Channel Divinity power Great Mother's Step
  • Mother's Bloom - 2nd lvl - You master the Bloom ritual. You can perform the Bloom ritual in 5 minutes and once per day without expending ritual components.

Garl Glittergold
(Creation, trickery)

  • Glittergold's Gambit - Channel Divinity class feature - Gain Channel Divinity power Glittergold's gambit

Gond
(Creation, knowledge)

  • Gond's Craft - Channel Divinity class feature - Gain Channel Divinity power Gond's craft
  • Hammer of Gond - Artificer - You gain proficiency with the warhammer, and you can use it as an implement. You can treat the warhammer as a heavy thrown weapon (range 6/12).

Ilmater
(Freedom, hope)

  • Ilmater's Martyrdom - Channel Divinity class feature - Gain Channel Divinity power Ilmater's martyrdom

Kelemvor
(Death, fate, justice)

  • Kelemvor's Judgment - Channel Divinity class feature - Gain Channel Divinity power Kelemvor's judgment

Mielikki
(Freedom, wilderness)

  • Fleetness of Mielikki - Channel Divinity class feature - Gain Channel Divinity power Fleetness of Mielikki

Oghma
(Knowledge, skill, trickery)

  • Oghma's Recall - Channel Divinity class feature - Gain Channel Divinity power Oghma's recall

Selûne
(Arcana, change, moon)

  • Eyes of Selune - Channel Divinity class feature - Gain Channel Divinity power eyes of Selune.

Sheela Peryroyl
(Love, wilderness)

  • Sheela Peryroyl's Gift - Channel Divinity class feature - Gain Channel Divinity power Sheela Peryroyl's gift.

Silvanus
(Life, storm, wilderness)

  • Blessing of Silvanus - Channel Divinity class feature - Gain Channel Divinity power Blessing of Silvanus
  • Firefoe of Silvanus - You gain resist 5 Fire. Level 15 to 22: Resist 10 Fire. Level 23 to 30: Resist 15 Fire. Against fire creatures, your divine and primal attack powers deal extra damage equal to your Wisdom modifier.
  • Forest Father's Fangs - Gain a +2 bonus to damage rolls with beast attack and beast form attack powers. Increase to +3 at 11, +4 at 21.
  • Forest Father's Grasp - Channel Divinity class feature - Gain Channel Divinity power Forest Father's Grasp

Sune
(Love, skill, trickery)

  • Sune's Touch - Channel Divinity class feature - Gain Channel Divinity power Sune's Touch

Tempus
(Protection, strength, war)

  • Righteous Rage of Tempus - Channel Divinity class feature - Gain Channel Divinity power Righteous Rage of Tempus

Torm
(Civilization, justice,protection)

  • Torm's Justice - Channel Divinity class feature - Gain Channel Divinity power Torm's Justice

Tymora
(Change, luck)

  • Tymora's Coin - Channel Divinity class feature - Gain Channel Divinity power Tymora's Coin
  • Favor of Tymora - Channel Divinity class feature - Gain Channel Divinity power Favor of Tymora

Waukeen
(Civilization, knowledge)

  • Waukeen's Silver Tongue - Channel Divinity class feature - Gain Channel Divinity power Waukeen's Silver Tongue

Shar
(Darkness, knowledge,undeath)

  • Dawn the Black Sun - Channel Divinity class feature - Gain Channel Divinity power Dawn the Black Sun.

 

Eberron

Arawai
(Life, storm, wilderness)

  • Arawai's Abundance - Channel Divinity class feature - Gain Channel Divinity power Arawai's abundance

Aureon
(Arcana, justice, knowledge)

  • Aureon's Instruction - Channel Divinity class feature - Gain Channel Divinity power Aureon's instruction

Balinor
(Earth, strength, wilderness)

  • Balinor's Prey - Channel Divinity class feature - Gain Channel Divinity power Balinor's Prey

Boldrei
(Civilization, justice, protection)

  • Boldrei's Shelter - Channel Divinity class feature - Gain Channel Divinity power Boldrei's Shelter

Dol Arrah
(Hope, sun, war)

  • Beacon of Dol Arrah (skyblue for heavy radiant parties)- Channel Divinity class feature - Gain Channel Divinity power Beacon of Dol Arrah

Dol Dorn
(Skill, strength, war)

  • Might of Dol Dorn - Channel Divinity class feature - Gain Channel Divinity power Might of Dol Dorn

il-Yannah/Path of Light
(Freedom, skill, sun)

  • Light Within - Channel Divinity class feature - Gain Channel Divinity power Light Within

Kol Korran
(Civilization, skill, trickery)

  • Kol Korran's Boon - Channel Divinity class feature - Gain Channel Divinity power Kol Korran's Boon

Onatar
(Civilization, creation, strength)

  • Onatar's Gift - Channel Divinity class feature - Gain Channel Divinity power Onatar's Gift

Silver Flame
(Hope, justice, protection)

  • Shield of the Silver Flame - Channel Divinity class feature - Gain Channel Divinity power Shield of the Silver Flame

Sovereign Host
(Civilization, fate, knowledge)

  • Sovereign Justice - Channel Divinity class feature - Gain Channel Divinity power Sovereign Justice

Spirits of the Past
(Protection, vengeance, war)

  • Ancestral Guidance - Channel Divinity class feature - Gain Channel Divinity power Ancestral Guidance

Traveler
(Change, creation, trickery)

  • Traveler's Gift - Channel Divinity class feature - Gain Channel Divinity power Traveler's Gift
  • Traveler's Celerity - 11th-level, Channel Divinity class feature - Gain Channel Divinity power Traveler's Celerity

Undying Court
(Fate, knowledge, undeath)

  • Undying's Command - Channel Divinity class feature - Gain Channel Divinity power Undying's Command

 

 

 

 

 

Domain Feats

Cheatsheet At-will domain index


Avenger 
  • Overwhelming Strike: Change, Darkness, Earth, Madness, Poison, Skill, Strength, Storm, Torment, Trickery, Wilderness
  • Bond of Censure:       Destruction, Justice, Luck, Moon, Sea, Tyranny, Undeath, Winter
  • Bond of Retribution:   Fate, Strife, War
  • Leading Strike:          Civilization, Freedom, Hope, Knowledge, Protection
  • Radiant Vengenace:   Arcana, Creation, Death, Life, Love, Sun, Vengeance

Cleric

  • Astral Seal (DP):             Fate, Knowledge, Life, Torment, Tyranny, Vengeance
  • Lance of Faith (PHB):      Arcana, Luck, Strife, Sun, Undeath, Winter
  • Priest's Shield (PHB):     Civilization, Darkness, Protection, Strength, War
  • Righteous Brand (PHB): Creation, Death, Destruction, Freedom, Hope, Justice, Madness, Moon, Poison, Skill, Storm
  • Recovery Strike (DP):     Change, Earth, Love, Sea, Trickery, Wilderness

Invoker

  • Avenging Light (PHB2)          Fate Hope Life  Strength Trickery Vengeance
  • Divine Bolts (PHB2)               Arcana, Change Sea Skill Tyranny
  • Grasping Shards (PHB2)       Creation Destruction Knowledge Poison Undeath
  • Hand of Radiance (DP)          Moon Winter
  • Mantle of the Infidel (PHB2) Civilization Justice Torment
  • Sun Strike (DP)                     Love Strife Sun Wilderness
  • Vanguard's lightning (PHB2) Freedom Luck  Protection Storm
  • Visions of Blood (DP)            Darkness Death Earth Madness War

Paladin

  • Ardent Strike (DP)         Darkness Destruction Strife torment
  • Bolstering Strike (PHB)  Change Creation Earth Life War
  • Enfeebling Strike (PHB) Death Madness Moon Poison Trickery Tyranny Undeath Winter
  • Holy Strike (PHB)           Fate Freedom Luck Strength Vengence
  • Valient Strike (PHB)      Civilization Hope Protection Skill Storm Wilderness
  • Virtuous Strike (DP)      Arcana Justice Knowledge Love Sea Sun



(sorted by domain)


Arcana domain
  • Arcana Ward - Channel Divinity class feature - Gain Channel Divinity power Arcana Ward
  • Power of Arcana - Any divine class - +2 to arcana; Divine Bolts(Invoker), Lance of Faith(Cleric), Radiant Vengeance(Avenger), Virtous Strike(Paladin) are arcane as well as divine; using associated power grants +1 to attacks with spells untill EoNT

Change domain

  • Cycle of Change - Channel Divinity class feature - Gain Channel Divinity power Cycle of Change
  • Power of Change - Any divine class - +2 to Thievery; using Bolstering Strike(Paladin), Divine Bolts(Invoker), Overwhelming strike (Avenger), Recovery strike(Cleric) grants +1 to attacks with next encounter or daily power used before EoN

Civilization domain

  • Anthem of Civilization - Channel Divinity class feature - Gain Channel Divinity power Anthem of Civilization
  • Power of Civilization - Any divine class - +2 to diplomacy; +1 to damage with Leading Strike(Avenger), Mantle of the Infidel(Invoker), Priest's Shield(Cleric), Valiant Strike(Paladin), for each adjacent enemy

Creation domain

  • Creation Secret - Channel Divinity class feature - Gain Channel Divinity power Creation Secret
  • Power of Creation - Any divine class - +2 to Religion; you or ally within 5 sq. gains +1 to AC until EoNT when you hit with Bolstering Strike(Paladin), Grasping Shards(Invoker), Radiant Vengeance(Avenger), Righteous Brand(Cleric).

Darkness domain

  • Darkness Consumes - Channel Divinity class feature - Gain Channel Divinity power Darkness Consumes
  • Power of Darkness - Any divine class - +2 to Stealth; hit with Ardent Strike(Paladin),, Overwhelming Strike (Avenger), Priest's Shield(Cleric), Visions of Blood(Invoker) gives you concealement against the next attack against you before EoNT

Death domain

  • Death Knell - Channel Divinity class feature - Gain Channel Divinity power Death Knell
  • Power of Death - Any divine class - +2 to Religion; +2/+3/+4 (by tier) to damage against bloodied enemies with Enfeebling Strike(Paladin),, Radiant Vengeance(Avenger), Righteous Brand(Cleric), Visions of Blood(Invoker)

Destruction domain

  • Path of Destruction - Channel Divinity class feature - Gain Channel Divinity power Path of Destruction
  • Power of Destruction - Any divine class - +2 to Intimidate; +2/+3/+4 (by tier) to damage against unbloodied enemies with Ardent Strike(Paladin), Bond of Censure(Avenger), Grasping Shards(Invoker), Righteous Brand(Cleric)

Earth domain

  • Earth Hold - Channel Divinity class feature - Gain Channel Divinity power Earth Hold
  • Power of Earth - Any divine class - +2 to Athletics; enemy you hit with Bolstering Strike(Paladin), Overwhelming Strike (Avenger), Recovery Strike(Cleric), Visions of Blood(Invoker) is slowed until SoNT

Fate domain

  • Fate Rolls On - Channel Divinity class feature - Gain Channel Divinity power Fate Rolls On
  • Power of Fate - Any divine class - +2 to Insight; +1 to attacks with Astral Seal(Cleric), Avenging Light(Invoker), Bond of Retribution(Avenger), Holy Strike(Paladin) against bloodied enemies

Freedom domain

  • Path of Freedom - Channel Divinity class feature - Gain Channel Divinity power Path of Freedom
  • Power of Freedom - Any divine class - +2 to Acrobatics; hit enemy with Holy Strike(Paladin), Leading Strike(Avenger), Righteous Brand(Cleric), Vanguard's Lightning(Invoker) to grant you or ally within 5 sq. +2 to next saving throw before SoNT

Hope domain

  • Hope Remains - Channel Divinity class feature - Gain Channel Divinity power Hope Remains
  • Power of Hope - Any divine class - +2 to Diplomacy; hit enemy with Avenging Light(Invoker), Leading Strike(Avenger), Righteous Brand(Cleric), Valiant Strike to give ally within 5 sq. +1 to next attack roll before SoNT

Justice domain

  • Immediate Justice - Channel Divinity class feature - Gain Channel Divinity power Immediate Justice
  • Power of Justice - Any divine class - +2 to Insight; hit with Bond of Censure(Avenger), Mantle of the Infidel(Invoker), Righteous Brand(Cleric), Virtuous Strike(Paladin) to give bloodied allies within 10 sq. +1 to attacks until SoNT

Knowledge domain

  • Sure Knowledge - Channel Divinity class feature - Gain Channel Divinity power Sure Knowledge
  • Power of Knowledge - Any divine class - +2 to History; gain +1 to all defenses until SoNT when you hit enemy with Astral Seal(Cleric), Grasping Shards(Invoker), Leading Strike(Avenger), Virtuous Strike(Paladin)

Life domain

  • Pulse of Life - Channel Divinity class feature - Gain Channel Divinity power Pulse of Life
  • Power of Life - Any divine class - +2 to Heal; hit enemy with Astral Seal(Cleric), Avenging Light(Invoker), Bolstering Strike(Paladin), Radiant Vengeance(Avenger) to give ally within 10 sq. 3/5/8 (by tier) temp hp

Love domain

  • Loving Sacrifice - Channel Divinity class feature - Gain Channel Divinity power Loving Sacrifice
  • Power of Love - Any divine class - +2 to Diplomacy; you can choose to deal no damage with Radiant Vengeance(Avenger), Recovery Strike(Cleric), Sun Strike(Invoker), Virtuous Strike(Paladin) to give 1-2 allies within 5 sq. 5/10/15 (by tier) temp hp

Luck domain

  • Imminent Luck - Channel Divinity class feature - Gain Channel Divinity power Imminent Luck
  • Power of Luck - Any divine class - +2 to Acrobatics; Bond of Censure(Avenger), Holy Strike(Paladin), Lance of Faith(Cleric), Vanguard's Lightning(Invoker) crit with roll of 19-20

Madness domain

  • Screaming Madness - Channel Divinity class feature - Gain Channel Divinity power Screaming Madness
  • Power of Madness - Any divine class - +2 to Bluff; enemy hit with Enfeebling Strike(Paladin), Overwhelming Strike (Avenger), Righteous Brand(Cleric), Visions of Blood(Invoker) takes -1 to attacks until EoNT

Moon domain

  • Moon Touched - Channel Divinity class feature - Gain Channel Divinity power Moon Touched
  • Power of the Moon - Any divine class - +1 to Perception; enemy hit with Bond of Censure(Avenger), Enfeebling Strike(Paladin), Hand of Radiance(Invoker), Righteous Brand(Cleric) takes -2 to the defense you hit until EoNT

Poison domain

  • Original Poison - Channel Divinity class feature - Gain Channel Divinity power Original Poison
  • Power of Poison - Any divine class - +2 to Bluff; Overwhelming Strike (Avenger), Enfeebling Strike(Paladin), Grasping Shards(Invoker), Righteous Brand(Cleric) can deal poison damage instead of normal damage gaining +2/+3/+4 (by tier) to damage

Protection domain

  • Sure Protection - Channel Divinity class feature - Gain Channel Divinity power Sure Protection
  • Power of Protection - Any divine class - +2 to Heal; hit enemy with Leading Strike(Avenger), Priest's Shield(Cleric), Valiant Strike(Paladin), Vanguard's Lightning(Invoker) to give +1 to all defenses of ally within 5 sq. until SoNT

Sea domain

  • Sea Surge - Channel Divinity class feature - Gain Channel Divinity power Sea Surge
  • Power of the Sea - Any divine class - +2 to Athletics; hit with Bond of Censure(Avenger), Divine Bolts(Invoker), Recovery Strike(Cleric), Virtuous Strike(Paladin) to make saving throw or penalize target's next saving throw before SoNT by 2

Skill domain

  • Divine Excellence - Channel Divinity class feature - Gain Channel Divinity power Divine Excellence
  • Power of Skill - Any divine class - +1 to trained skill checks; Divine Bolts(Invoker), Overwhelming Strike (Avenger), Righteous Brand(Cleric), Valiant Strike(Paladin) can be used as BAs

Storm domain

  • Storm Sacrifice - Channel Divinity class feature - Gain Channel Divinity power Storm Sacrifice
  • Power of the Storm - Any divine class - +2 to Intimidate; Overwhelming Strike(Avenger), Righteous Brand(Cleric), Valiant Strike(Paladin), Vanguard's Lightning(Invoker) can deal thunder damage instead of normal damage gaining +2/+3/+4 (by tier) to damage

Strength domain

  • Strength of the Gods - Channel Divinity class feature - Gain Channel Divinity power Strength of the Gods
  • Power of Strength - Any divine class - +2 to Athletics; Avenging Light(Invoker), Holy Strike(Paladin), Overwhelming Strike(Avenger), Priest's Shield(Cleric) gain +2/+3/+4 (by tier) to damage

Strife domain

  • Sudden Strife - Channel Divinity class feature - Gain Channel Divinity power Sudden Strife
  • Power of Strife - Any divine class - +2 to Bluff; +1/+2/+3 (by tier) to damage with Ardent Strike(Paladin), Bond of Retribution(Avenger), Lance of Faith(Cleric), Sun Strike(Invoker) for each enemy within 3 sq. of the target

Sun domain

  • Solar Enemy - Channel Divinity class feature - Gain Channel Divinity power Solar Enemy
  • Power of the Sun - Any divine class - +2 to Insight; enemy hit with Lance of Faith(Cleric), Radiant Vengeance(Avenger), Sun Strike(Invoker), Virtuous Strike(Paladin) gains vulnerable 3/5/8 (by tier) radiant until EoNT

Torment domain

  • Perfect Torment - Channel Divinity class feature - Gain Channel Divinity power Perfect Torment
  • Power of Torment - Any divine class - +2 to Intimidate; enemy hit with Ardent Strike(Paladin), Astral Seal(Cleric), Overwhelming Strike(Avenger), Mantle of the Infidel(Invoker) grants CA to next ally to attack it before SoNT

Trickery domain

  • Trickster's Fortune - Channel Divinity class feature - Gain Channel Divinity power Trickster's Fortune
  • Power of Trickery - Any divine class - +2 to Thievery; you or ally adjacent to enemy can shift 1 sq. after you hit the enemy with Avenging Light(Invoker), Overwhelming Strike(Avenger), Enfeebling Strike(Paladin), Recovery Strike(Cleric)

Tyranny domain

  • Master of Tyranny - Channel Divinity class feature - Gain Channel Divinity power Master of Tyranny
  • Power of Tyranny - Any divine class - +2 to Intimidate; targets of Astral Seal(Cleric), Bond of Censure(Avenger), Divine Bolts(Invoker), Enfeebling Strike(Paladin) take -2 to saving throws until SoNT

Undeath domain

  • Power of Undeath - Any divine class - +2 to Religion; Bond of Censure(Avenger), Enfeebling Strike(Paladin), Grasping Shards(Invoker), Lance of Faith(Cleric) deal necrotic damage instead of normal damage gaining +2/+3/+4 (by tier) to damage
  • Undeath's Ally - Channel Divinity class feature - Gain Channel Divinity power Undeath's Ally

Vengeance domain

  • Power of Vengeance - Any divine class - +2 to Intimidate; enemy hit with Astral Seal(Cleric), Avenging Light(Invoker), Holy Strike(Paladin), Radiant Vengeance(Avenger) takes 2/3/4 (by tier) damage when it first attacks you or ally before SoNT
  • Small Vengeance - Channel Divinity class feature - Gain Channel Divinity power Small Vengeance

War domain

  • Path of War - Channel Divinity class feature - Gain Channel Divinity power Path of War
  • Power of War - Any divine class - +2 to History; +1 to attacks against unbloodied targets with Bolstering Strike(Paladin), Bond of Retribution(Avenger), Priest's Shield(Cleric), Visions of Blood(Invoker)

Wilderness domain

  • Grasp of the Wild - Channel Divinity class feature - Gain Channel Divinity power Grasp of the Wild
  • Power of the Wilderness - Any divine class - +2 to Nature; you and adjacent allies ignore difficult terrain until EoNT when you hit enemy with Overwhelming Strike(Avenger), Recovery Strike(Cleric), Sun Strike(Invoker), Valiant Strike(Paladin)

Winter domain

  • Path of Winter - Channel Divinity class feature - Gain Channel Divinity power Path of Winter
  • Power of Winter - Any divine class -+2 to Endurance; Bond of Censure(Avenger), Enfeebling Strike(Paladin), Hand of Radiance(Invoker), Lance of Faith(Cleric) deal cold damage instead of normal damage gaining +2/+3/+4 (by tier) to damage

Paragon Paths


(sorted by diety )

Amaunator
  • Morninglord - Any divine class - The paragon path responsible for the radiant mafia.

~Amoth

  • Arbiter of Forgotten Justice - Invoker, must adhere to Amoth's precepts

Avandra

  • Exemplar of Avandra
  • Fortune Blessed - Any divine class

Bahamut

  • Platinum Templar - Dragonborn, any divine class.

Bane

  • Soldier of Conquest - Any divine or martial class

Corellon

  • Azure Guard - Eladrin or elf
  • Champion of Corellon - Paladin

Erathis

  • Gatekeeper of the Golden Palace

Kelemvor

  • Doomguide - Any divine class

Meilikki

  • Favored of Mielikki - Good or lawfull good

Melora

  • Oak Shield - Any divine class

Moradin

  • Hammer of Moradin - cleric or paladin, profiency with warhammer or throwing hammer
  • Soulforged - Moradin's Resolve channel divinity power

Path of Light

  • Lightwalker - Kalashtar

Raven Queen

  • Raven Herald - Rogue
  • Soul Reaper - Any divine class

Sehanine

  • Arrow of the Moonbow - Channel Divinity class feature, profiency with a bow

Selûne

  • Silverstar - Any aracane or divine class that can use an implement

Silver Flame

  • Exorxist of the Silver Flame - Any divine class

Spirits of the Past

  • Keeper of the Past - Elf; bard, shaman or warlord

Sune

  • Heartwarden - Any divine class

Traveler

  • Traveler's Harlequin - Trained in bluff, must have more then one class

Zehir

  • Fang of Zehir

 

 

 

Epic Destinies

(by diety and domain)

Bahumut
  • Bahamut's Vessel(Drag)

Raven Queen

  • Raven Knight (Drag)
  • Raven Consort (Drag)

Silver Flame

  • Sublime Flame(EPG)

Any Forgotten Realms Diety

  • Chosen(FRPG/DP)

Domains

  • Avatar of Death (DP) - Requires Death Knell
  • Avatar of Freedom (DP) - Requires path of Freedom
  • Avatar of Hope (DP) - Requires Hope Remains
  • Avatar of Justive (DP) - Requires Immediate Justice
  • Avatar of Life (DP) - Requires Pulse of Life
  • Avatar of Storm (DP) - Require storm sacrifice
  • Avatar of War (DP) - Requires path of war

Items


The weapons are mostly interesting for people that want to hybrid a weapon user with a divine class becuase they can all be used as holy symbols. Some might also be interesting for divine classes that mostly use weapon powers, but want some implement powers aswell.
Worth mentioning is that the Moonbow can also be used for arcane attacks effectively making it a weapon, holy symbol and implement all in one.

Weapons

Avandra's Whisper
(Light Blade, +4, +5, +6, Uncommon)
If you worship Avandra you can use this weapon as a holy symbol
The daily power gives you a reroll of an attack or damage roll on an attack made with this weapon.

Blade of Bahamut
(Heavy Blade, +4, +5, +6, Uncommon)
If you worship Bahamut you can use this weapon as a holy symbol
The daily power gives you a close blast 5; Cha vs. Ref attack that does damage to enemies and heals your allies Wis mod + Cha mod

Moradin's Weapon
(Hammer, +4, +5, +6, Uncommon)
If you worship Moradin you can use this weapon as a holy symbol
The daily is a free action secondary attack when you hit with this weapon. It's a allyfriendly areaburst 2 centered on the creature hit; Con or Str vs. Fort. On hit the attack does damage and knocks enemies prone.

Moonbow (Sehanine)
(Bow, +3, +4, +5, +6, Uncommon)
If you worship Sehanine you can use this weapon as an implement for divine and arcane attacks.
Weapon and implement attacks count as silvered and the weapon creates it's own ammunition
As an At-Will power you can make this weapon shed bright or dim light in a 5 square radius



Holy Symbols

Black Feather of the Ravenqueen
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that does a bit of cold damage and immobilizes a target when you bring a target to 0 hitpoints with an attack from this holy symbol

Cog of Erathis
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that lets you change the initiative of one person to right after you.

Dragonscale of Bahamut
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that gives a +1 power bonus to all defences of allies for a turn in a closeburst 2.

Eye of Ioun
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that lets you make the enemy reroll an attack against you once during the encounter after you hit him with an attack using this symbol.

Fist of Kord
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A property that adds the enhancement bonus of this symbol as damage to melee weapon attacks untill the end of your next turn.

Mask of Melora
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A property that gives you better damage on crits on abberant creatures
A daily power that you can activate on a hit on an abberant creature and then gives you a +1 bonus on abberant creatures for the rest of the encounter.

Moon Disk of Sehanine
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that lets you give someone a -5 to his next attackroll after you hit him.

Moradin's Indestructible Anvil
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that lets you give a closeby ally resist to all damage untill the end of your next turn when you hit with this symbol.

Star of Corellon
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A property that lets you use this holy symbol as a implement for arcane powers
A daily power that gives you another use of healing word or channel divinity when you hit with this symbol.

Stone of Avandra
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
A daily power that lets you reroll an attack made with this symbol.

Sun Disk of Pelor
(Holy Symbol, +2, +3, +4, +5, +6, Uncommon)
At will power that makes all damage dealt with  this symbol radiant damage.


 
Some cheatsheets for when you want to quickly look something up.


Index of Gods and their Domains


index




  • Avandra: Change, Freedom, Luck

  • Bahamut: Hope, Justice, Protection

  • Corellon: Arcana, Skill, Wilderness

  • Erathis: Civilization, Creation, Justice

  • Ioun: Fate, Knowledge, Skill

  • Kord: Storm, Strength, War

  • Melora: Life, Sea, Wilderness

  • Moradin: Creation, Earth, Protection

  • Pelor: Hope, Life, Sun

  • The Raven Queen: Death, Fate, Winter

  • Sehanine: Love, Moon, Trickery



  • Asmodeus: Civilization, Tyranny

  • Bane: Skill, War

  • Gruumsh: Destruction, Strength

  • Lolth: Darkness, Trickery

  • Tharizdun: Destruction, Madness

  • Tiamat: Strife, Vengeance

  • Torog: Earth, Torment

  • Vecna: Knowledge, Undeath

  • Zehir: Darkness, Poison


Forgotten Realms



  • Amaunator: Civilization, justice, sun

  • Angharradh: Hope, protection

  • Bahamut: Justice, strength

  • Berronar: Truesilver Life, protection

  • Chauntea: Earth, hope, life

  • Corellon: Arcana, skill, wilderness

  • Garl Glittergold: Creation, trickery

  • Gond: Creation, knowledge

  • Ilmater: Freedom, hope

  • Kelemvor: Death, fate, justice

  • Mielikki: Freedom, wilderness

  • Moradin: Creation, earth, protection

  • Oghma: Knowledge, skill, trickery

  • Selûne: Arcana, change, moon

  • Sheela Peryroyl: Love, wilderness

  • Silvanus: Life, storm, wilderness

  • Sune: Love, skill, trickery

  • Tempus: Protection, strength, war

  • Torm: Civilization, justice,protection

  • Tymora: Change, luck

  • Waukeen: Civilization, knowledge



  • Asmodeus: Knowledge, torment,tyranny

  • Auril: Storm, winter

  • Bane: Civilization, tyranny, war

  • Beshaba: Fate, trickery

  • Cyric: Madness, strife, trickery

  • Ghaunadaur: Destruction, earth, madness

  • Gruumsh: Destruction, storm,strength

  • Lolth: Darkness, poison, strife

  • Loviatar: Torment, vengeance

  • Luthic: Earth, protection

  • Shar: Darkness, knowledge,undeath

  • Sseth: Arcana, darkness

  • Talona: Destruction, poison

  • Tiamat: Tyranny, vengeance

  • Umberlee: Sea, storm

  • Zehir: Darkness, poison


Eberron


  • The Silver Flame: Hope, justice, protection

  • The Sovereign Host: Civilization, fate, knowledge

  • Arawai: Life, storm, wilderness

  • Aureon: Arcana, justice, knowledge

  • Balinor: Earth, strength, wilderness

  • Boldrei: Civilization, justice, protection

  • Dol Arrah: Hope, sun, war

  • Dol Dorn: Skill, strength, war

  • Kol Korran: Civilization, skill, trickery

  • Olladra: Change, freedom, luck

  • Onatar: Civilization, creation, strength

  • The Blood of Vol: Death, undeath

  • The Path of Light: Freedom, skill, sun

  • The Spirits of the Past: Protection, vengeance, war

  • The Undying Court: Fate, knowledge, undeath

  • The Dark Six: Destruction, wilderness

  • The Devourer: Destruction, sea, storm

  • The Fury: Madness, vengeance

  • The Keeper: Death, torment

  • The Mockery: Trickery, war

  • The Shadow: Arcana, darkness

  • The Traveler: Change, creation, trickery

  • Cults of the Dragon Below: Darkness, madness



Dragon #378 is the source for the FR and Eberron domains.


[/spoiler]


Index of Domains and their Gods


index


  • change: freedom(Olladra), luck(Olladra), arcana(Selûne), creation(The Traveler), moon(Selûne), trickery(The Traveler) 

  • freedom:change(Olladra), luck(Olladra), hope(Ilmater), skill(The Path of Light), wilderness(Mielikki), sun(The Path of Light)

  • luck:change(Olladra), freedom(Olladra)

  • hope:freedom(Ilmater), justice(The Silver Flame), protection(The Silver Flame), war(Dol Arrah), life(Chauntea), earth(Chauntea), sun(Dol Arrah)

  • justice:hope(The Silver Flame), protection(Boldrei), arcana(Aureon), civilization(Boldrei), creation(Erathis), fate(Kelemvor), knowledge(Aureon), strength(Bahamut), sun(Amaunator), death(Kelemvor)

  • protection: hope(The Silver Flame), justice(Boldrei), civilization(Boldrei), creation(Moradin), strength(Tempus), war(The Spirits of the Past), earth(Luthic), vengeance(The Spirits of the Past), truesilver life(Berronar)

  • arcana:change(Selûne), justice(Aureon), skill(Corellon), wilderness(Corellon), knowledge(Aureon), moon(Selûne), darkness(The Shadow)

  • skill:freedom(The Path of Light), arcana(Corellon), wilderness(Corellon), civilization(Kol Korran), fate(Ioun), knowledge(Oghma), strength(Dol Dorn), war(Dol Dorn), sun(The Path of Light), love(Sune), trickery(Kol Korran)

  • wilderness:freedom(Mielikki), arcana(Corellon), skill(Corellon), storm(Arawai), strength(Balinor), life(Arawai), sea(Melora), earth(Balinor), love(Sheela Peryroyl), destruction(The Dark Six)

  • civilization:justice(Boldrei), protection(Boldrei), skill(Kol Korran), creation(Onatar), fate(The Sovereign Host), knowledge(The Sovereign Host), strength(Onatar), war(Bane), sun(Amaunator), trickery(Kol Korran), tyranny(Bane)

  • creation:change(The Traveler), justice(Erathis), protection(Moradin), civilization(Onatar), knowledge(Gond), strength(Onatar), earth(Moradin), trickery(The Traveler)

  • fate:justice(Kelemvor), skill(Ioun), civilization(The Sovereign Host), knowledge(The Undying Court), death(Kelemvor), winter(The Raven Queen), trickery(Beshaba), undeath(The Undying Court)

  • knowledge:justice(Aureon), arcana(Aureon), skill(Oghma), civilization(The Sovereign Host), creation(Gond), fate(The Undying Court), trickery(Oghma), tyranny(Asmodeus), darkness(Shar), torment(Asmodeus), undeath(The Undying Court)

  • storm:wilderness(Arawai), strength(Gruumsh), war(Kord), life(Arawai), sea(The Devourer), winter(Auril), destruction(The Devourer)

  • strength:justice(Bahamut), protection(Tempus), skill(Dol Dorn), wilderness(Balinor), civilization(Onatar), creation(Onatar), storm(Gruumsh), war(Dol Dorn), earth(Balinor), destruction(Gruumsh)

  • war:hope(Dol Arrah), protection(The Spirits of the Past), skill(Dol Dorn), civilization(Bane), storm(Kord), strength(Dol Dorn), sun(Dol Arrah), trickery(The Mockery), tyranny(Bane), vengeance(The Spirits of the Past)

  • life:hope(Chauntea), wilderness(Arawai), storm(Arawai), sea(Melora), earth(Chauntea), sun(Pelor)

  • sea:wilderness(Melora), storm(The Devourer), life(Melora), destruction(The Devourer)

  • earth:hope(Chauntea), protection(Luthic), wilderness(Balinor), creation(Moradin), strength(Balinor), life(Chauntea), destruction(Ghaunadaur), madness(Ghaunadaur), torment(Torog)

  • sun:freedom(The Path of Light), hope(Dol Arrah), justice(Amaunator), skill(The Path of Light), civilization(Amaunator), war(Dol Arrah), life(Pelor)

  • death:justice(Kelemvor), fate(Kelemvor), winter(The Raven Queen), torment(The Keeper), undeath(The Blood of Vol)

  • winter:fate(The Raven Queen), storm(Auril), death(The Raven Queen)

  • love:skill(Sune), wilderness(Sheela Peryroyl), moon(Sehanine), trickery(Sune)

  • moon:change(Selûne), arcana(Selûne), love(Sehanine), trickery(Sehanine)

  • trickery:change(The Traveler), skill(Kol Korran), civilization(Kol Korran), creation(The Traveler), fate(Beshaba), knowledge(Oghma), war(The Mockery), love(Sune), moon(Sehanine), darkness(Lolth), madness(Cyric), strife(Cyric)

  • tyranny:civilization(Bane), knowledge(Asmodeus), war(Bane), vengeance(Tiamat), torment(Asmodeus)

  • destruction:wilderness(The Dark Six), storm(The Devourer), strength(Gruumsh), sea(The Devourer), earth(Ghaunadaur), madness(Ghaunadaur), poison(Talona)

  • darkness:arcana(The Shadow), knowledge(Shar), trickery(Lolth), madness(Cults of the Dragon Below), strife(Lolth), undeath(Shar), poison(Zehir)

  • madness:earth(Ghaunadaur), trickery(Cyric), destruction(Ghaunadaur), darkness(Cults of the Dragon Below), strife(Cyric), vengeance(The Fury)

  • strife: trickery(Cyric), darkness(Lolth), madness(Cyric), vengeance(Tiamat), poison(Lolth)

  • vengeance: protection(The Spirits of the Past), war(The Spirits of the Past), tyranny(Tiamat), madness(The Fury), strife(Tiamat), torment(Loviatar)

  • torment: knowledge(Asmodeus). earth(Torog), death(The Keeper), tyranny(Asmodeus), vengeance(Loviatar)

  • undeath: fate(The Undying Court), knowledge(The Undying Court), death(The Blood of Vol), darkness(Shar)

  • poison: destruction(Talona), darkness(Zehir), strife(Lolth)

  • truesilver life: protection(Berronar)


Core Only



  • change: freedom(Avandra), luck(Avandra)

  • freedom: change(Avandra), luck(Avandra)

  • luck: change(Avandra), freedom(Avandra)

  • hope: justice(Bahamut), protection(Bahamut), life(Pelor), sun(Pelor)

  • justice: hope(Bahamut), protection(Bahamut), civilization(Erathis), creation(Erathis) protection: hope(Bahamut), justice(Bahamut), creation(Moradin), earth(Moradin)

  • arcana: skill(Corellon), wilderness(Corellon)

  • skill:arcana(Corellon), wilderness(Corellon), fate(Ioun), knowledge(Ioun), war(Bane)

  • wilderness:arcana(Corellon), skill(Corellon), life(Melora), sea(Melora) civilization: justice(Erathis), creation(Erathis), tyranny(Asmodeus)

  • creation:justice(Erathis), protection(Moradin), civilization(Erathis), earth(Moradin)

  • fate:skill(Ioun), knowledge(Ioun), death(The Raven Queen), winter(The Raven Queen)

  • knowledge:skill(Ioun), fate(Ioun), undeath(Vecna)

  • storm:strength(Kord), war(Kord) strength: storm(Kord), war(Kord), destruction(Gruumsh)

  • war:skill(Bane), storm(Kord), strength(Kord)

  • life:hope(Pelor), wilderness(Melora), sea(Melora), sun(Pelor)

  • sea:wilderness(Melora), life(Melora) earth: protection(Moradin), creation(Moradin), torment(Torog)

  • sun:hope(Pelor), life(Pelor)

  • death: fate(The Raven Queen), winter(The Raven Queen)

  • winter:fate(The Raven Queen), death(The Raven Queen) love: moon(Sehanine), trickery(Sehanine) moon: love(Sehanine), trickery(Sehanine)

  • trickery:love(Sehanine), moon(Sehanine), darkness(Lolth)

  • tyranny:civilization(Asmodeus)

  • destruction:strength(Gruumsh), madness(Tharizdun)

  • darkness:trickery(Lolth), poison(Zehir)

  • madness:destruction(Tharizdun)

  • strife:vengeance(Tiamat)

  • vengeance:strife(Tiamat)

  • torment:earth(Torog)

  • undeath:knowledge(Vecna)

  • poison:darkness(Zehir)


FR + core



  • change: freedom(Avandra), luck(Tymora), arcana(Selûne), moon(Selûne)

  • freedom: change(Avandra), luck(Avandra), hope(Ilmater), wilderness(Mielikki)

  • luck: change(Tymora), freedom(Avandra)

  • hope: freedom(Ilmater), justice(Bahamut), protection(Angharradh), life(Chauntea), earth(Chauntea), sun(Pelor)

  • justice: hope(Bahamut), protection(Torm), civilization(Torm), creation(Erathis), fate(Kelemvor), strength(Bahamut), sun(Amaunator), death(Kelemvor)

  • protection: hope(Angharradh), justice(Torm), civilization(Torm), creation(Moradin), strength(Tempus), war(Tempus), earth(Luthic), truesilver life(Berronar)

  • arcana: change(Selûne), skill(Corellon), wilderness(Corellon), moon(Selûne), darkness(Sseth)

  • skill: arcana(Corellon), wilderness(Corellon), fate(Ioun), knowledge(Oghma), war(Bane), love(Sune), trickery(Sune)

  • wilderness: freedom(Mielikki), arcana(Corellon), skill(Corellon), storm(Silvanus), life(Silvanus), sea(Melora), love(Sheela Peryroyl)

  • civilization: justice(Torm), protection(Torm), creation(Erathis), knowledge(Waukeen), war(Bane), sun(Amaunator), tyranny(Bane)

  • creation: justice(Erathis), protection(Moradin), civilization(Erathis), knowledge(Gond), earth(Moradin), trickery(Garl Glittergold)

  • fate: justice(Kelemvor), skill(Ioun), knowledge(Ioun), death(Kelemvor), winter(The Raven Queen), trickery(Beshaba)

  • knowledge: skill(Oghma), civilization(Waukeen), creation(Gond), fate(Ioun), trickery(Oghma), tyranny(Asmodeus), darkness(Shar), torment(Asmodeus), undeath(Shar)

  • storm: wilderness(Silvanus), strength(Gruumsh), war(Kord), life(Silvanus), sea(Umberlee), winter(Auril), destruction(Gruumsh)

  • strength: justice(Bahamut), protection(Tempus), storm(Gruumsh), war(Tempus), destruction(Gruumsh)

  • war: protection(Tempus), skill(Bane), civilization(Bane), storm(Kord), strength(Tempus), tyranny(Bane)

  • life: hope(Chauntea), wilderness(Silvanus), storm(Silvanus), sea(Melora), earth(Chauntea), sun(Pelor)

  • sea: wilderness(Melora), storm(Umberlee), life(Melora)

  • earth: hope(Chauntea), protection(Luthic), creation(Moradin), life(Chauntea), destruction(Ghaunadaur), madness(Ghaunadaur), torment(Torog)

  • sun: hope(Pelor), justice(Amaunator), civilization(Amaunator), life(Pelor)

  • death: justice(Kelemvor), fate(Kelemvor), winter(The Raven Queen)

  • winter: fate(The Raven Queen), storm(Auril), death(The Raven Queen)

  • love: skill(Sune), wilderness(Sheela Peryroyl), moon(Sehanine), trickery(Sune)

  • moon: change(Selûne), arcana(Selûne), love(Sehanine), trickery(Sehanine)

  • trickery: skill(Sune), creation(Garl Glittergold), fate(Beshaba), knowledge(Oghma), love(Sune), moon(Sehanine), darkness(Lolth), madness(Cyric), strife(Cyric)

  • tyranny: civilization(Bane), knowledge(Asmodeus), war(Bane), vengeance(Tiamat), torment(Asmodeus)

  • destruction: storm(Gruumsh), strength(Gruumsh), earth(Ghaunadaur), madness(Ghaunadaur), poison(Talona)

  • darkness: arcana(Sseth), knowledge(Shar), trickery(Lolth), strife(Lolth), undeath(Shar), poison(Zehir)

  • madness: earth(Ghaunadaur), trickery(Cyric), destruction(Ghaunadaur), strife(Cyric)

  • strife: trickery(Cyric), darkness(Lolth), madness(Cyric), vengeance(Tiamat), poison(Lolth)

  • vengeance: tyranny(Tiamat), strife(Tiamat), torment(Loviatar)

  • torment: knowledge(Asmodeus), earth(Torog), tyranny(Asmodeus), vengeance(Loviatar)

  • undeath: knowledge(Shar), darkness(Shar)

  • poison: destruction(Talona), darkness(Zehir), strife(Lolth)

  • truesilver life: protection(Berronar)


EB + core



  • change: freedom(Olladra), luck(Olladra), creation(The Traveler), trickery(The Traveler)

  • freedom: change(Olladra), luck(Olladra), skill(The Path of Light), sun(The Path of Light)

  • luck: change(Olladra), freedom(Olladra)

  • hope: justice(The Silver Flame), protection(The Silver Flame), war(Dol Arrah), life(Pelor), sun(Dol Arrah)

  • justice: hope(The Silver Flame), protection(Boldrei), arcana(Aureon), civilization(Boldrei), creation(Erathis), knowledge(Aureon)

  • protection: hope(The Silver Flame), justice(Boldrei), civilization(Boldrei), creation(Moradin), war(The Spirits of the Past), earth(Moradin), vengeance(The Spirits of the Past)

  • arcana: justice(Aureon), skill(Corellon), wilderness(Corellon), knowledge(Aureon), darkness(The Shadow)

  • skill: freedom(The Path of Light), arcana(Corellon), wilderness(Corellon), civilization(Kol Korran), fate(Ioun), knowledge(Ioun), strength(Dol Dorn), war(Dol Dorn), sun(The Path of Light), trickery(Kol Korran)

  • wilderness: arcana(Corellon), skill(Corellon), storm(Arawai), strength(Balinor), life(Arawai), sea(Melora), earth(Balinor), destruction(The Dark Six)

  • civilization: justice(Boldrei), protection(Boldrei), skill(Kol Korran), creation(Onatar), fate(The Sovereign Host), knowledge(The Sovereign Host), strength(Onatar), trickery(Kol Korran), tyranny(Asmodeus)

  • creation: change(The Traveler), justice(Erathis), protection(Moradin), civilization(Onatar), strength(Onatar), earth(Moradin), trickery(The Traveler)

  • fate: skill(Ioun), civilization(The Sovereign Host), knowledge(The Undying Court), death(The Raven Queen), winter(The Raven Queen), undeath(The Undying Court)

  • knowledge: justice(Aureon), arcana(Aureon), skill(Ioun), civilization(The Sovereign Host), fate(The Undying Court), undeath(The Undying Court)

  • storm: wilderness(Arawai), strength(Kord), war(Kord), life(Arawai), sea(The Devourer), destruction(The Devourer)

  • strength: skill(Dol Dorn), wilderness(Balinor), civilization(Onatar), creation(Onatar), storm(Kord), war(Dol Dorn), earth(Balinor), destruction(Gruumsh)

  • war: hope(Dol Arrah), protection(The Spirits of the Past), skill(Dol Dorn), storm(Kord), strength(Dol Dorn), sun(Dol Arrah), trickery(The Mockery), vengeance(The Spirits of the Past)

  • life: hope(Pelor), wilderness(Arawai), storm(Arawai), sea(Melora), sun(Pelor)

  • sea: wilderness(Melora), storm(The Devourer), life(Melora), destruction(The Devourer)

  • earth: protection(Moradin), wilderness(Balinor), creation(Moradin), strength(Balinor), torment(Torog)

  • sun: freedom(The Path of Light), hope(Dol Arrah), skill(The Path of Light), war(Dol Arrah), life(Pelor)

  • death: fate(The Raven Queen), winter(The Raven Queen), torment(The Keeper), undeath(The Blood of Vol)

  • winter: fate(The Raven Queen), death(The Raven Queen)

  • love: moon(Sehanine), trickery(Sehanine)

  • moon: love(Sehanine), trickery(Sehanine)

  • trickery: change(The Traveler), skill(Kol Korran), civilization(Kol Korran), creation(The Traveler), war(The Mockery), love(Sehanine), moon(Sehanine), darkness(Lolth)

  • tyranny: civilization(Asmodeus)

  • destruction: wilderness(The Dark Six), storm(The Devourer), strength(Gruumsh), sea(The Devourer), madness(Tharizdun)

  • darkness: arcana(The Shadow), trickery(Lolth), madness(Cults of the Dragon Below), poison(Zehir)

  • madness: destruction(Tharizdun), darkness(Cults of the Dragon Below), vengeance(The Fury)

  • strife: vengeance(Tiamat)

  • vengeance: protection(The Spirits of the Past), war(The Spirits of the Past), madness(The Fury), strife(Tiamat)

  • torment: earth(Torog), death(The Keeper)

  • undeath: fate(The Undying Court), knowledge(The Undying Court), death(The Blood of Vol)

  • poison: darkness(Zehir)




Warpriest

 

Here is a quick summary of the different domains of the warpriest in rough order of general effectiveness with thanks to GelatinousOctahedron from who I shamelessly borrowed it from ;)

index

Oghma: It starts out well and I think its the most effective overall of the warpriests, especially once you get to mid paragon.  You focus on dazing and psychic powers so you can debuff very well. You need to go devout warpriest, end of discussion. It makes one of your at wills immobilize and your healing word grants basic attacks for free at level 16. Obvious optimization route is to mc fighter for dizzying mace and maxing the number of healing words you get through gamblers word/unforgettable cudgel and supreme healer. And throw in psychic lock at some point. Also is best at knowledge skills of all cleric builds.

Domination: A focus on pushing, proning and intimidation. It has a lot of psychic and fear powers to exploit and if I wanted to do an off striker warpriest this would be my first choice.  Very good at wills with both a proning attack that can be used on a charge and a push attack that targets will, pushes, and lets an ally shift. Fairly good encounter powers overall and a good devout warpriest features and powers. It also is good at ally shifts and generates some temp hitpoints.

Storm: Starting out it is the most ally damage focused build and has good ally movement enabling.  Focus on thunder and lightning powers.  Simple and effective.  I would strongly consider mark of storm and flail expertise with a tripple headed flail or else get a spear for polearm momentum. One of the few warpriest builds I would consider using a two handed weapon since I think the spear and polearm feats could be worth it with a greatspear.

TormThese do a little bit of everything. They have decent defensive at wills and healing word can teleport and shift allies and potentially grant saves. Their encounter powers do everything from grant temp hit points, blind, prone, let allies spend surges, let you shift, and at level 27 grants every one in the party a free action charge or BA. Probably the hardest warpriest to get bored with over time and they have probably the best leader encounter power in the game with valorous charge. I would probably only take devout warpriest if you don't take mark of healing.

Earth: You can get a lot of damage resistance with this domain, especially if you go with the devout warpriest path, and it has a good bit of pushing and proning along with some AC boosting. And you tend to target fortitude with weapon powers so you will normally be fairly accurate.  You get to slide with healing word starting at 5 which is useful and your enemies will be granting CA when you hit them with encounter powers starting at 10. Its a bit boring, but consistent.

Selune: Has a lot of defense boosting options and your attacks tend to do cold and radiant damage, which is a good combination. Decent damage resistance and temp hitpoint generation. About the only cleric build where you should do both cold and radiant optimization, although you will be doing less cold damage later on. Devout warpriest gives you at will save granting so that is a good option if mark of healing is not available.

Sun:  The best healing/save granting warpriest build and the easiest to play as well. Its powers do radiant damage and you should have more than enough save granting that you might not want mark of healing. Its encounter powers get to be a bit repetetive and I would switch out one through reserve maneuver or a power swap. I would go with a radiant themed paragon path like morninglord or radiant servant instead of devout warpriest.  Obvious optimization route is to focus on radiant damage boosts and buffs that trigger off dealing radiant damage.


Death: It is focused on automatic damage and uses an implement. It has good at wills, but several of its encounter powers are pretty bad even though they autohit and should be power swapped out for invoker, avenger, or similar powers as soon as possible and you should look at reserve maneuver in paragon too. If you swap out those powers it has some pretty good class features and devout warpriest features if you like autodamage and damage boosts and can be built into a solid front line psychic lock controller build.

Corellon: It is focused on having radiant and force powers you can use either ranged or melee so a thrown weapon like a net or trident is a good option. It also has some good movement for both you and your allies and by default is probably the most mobile leader build out there. I don't like several of the encounter powers and its at wills aren't that good and devout warpriest is only an ok path for it. The obvious optimization routes are focusing on radiant or cold damage and boosting the free teleports you get at level 10 or making int your secondary stat and mcing artificer.

 

Should this guide include descriptions of the essential battle cleric and its domain foucused builds?
While not a rule, some DMs (and the ever bugg'n builder) may not allow a battle cleric to worship a god unless that god covers the choosen domain.

Edit- my work here is done. 
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
Hmm that is a good point. I will definately have a closer look at the Warpriest.

It's quite obvious the domains are intended to be used as "Divine magic granted by the gods they serve."

Ofcourse with the limited amount of domains one has to be flexibel with this, but you shouldn't take the sun domain when worshipping the Ravenqueen I think atleast ;)

But that sounds like commonsense and that doesn't always have a place in charop *chuckles*
What's the deal with PoS Divine Bolts being half red? Is there some interpretation that it doesn't work or something?
I feel the feat is great if someone is granting you ranged basic attacks, but if there is noone in your party to give you those ranged basic attacks the feat becomes useless. So it's highly situational.
And that, in one sentence, shows that people need a certain level of experience before attempting to write handbooks...

For a start, Power of Skill makes divine bolts into a basic attack, not a ranged basic. Even if your DM went with the (not unreasonable) ruling that ranged attacks turned in RBAs and melee attacks into MBAs, you could still take staff of channeled invocations to make divine bolts into a melee 1 attack. Having a 2-target RBA/MBA is powerful even without an enabling leader and is insanely good with one. It is at the very minimum blue (sky blue/gold with an enabling leader).

And +1 to trained skills is nice gravy.

Also 'highly situational' is purple, not red. Red is only for useless or obsolete options. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
*smiles slightly amused looking at Fardiz's signature*

Thank you for the warm welcome and making me feel right at home.

I know very well it says basic attack and not RBA or MBA and you are quite true to bring up that not all DMs will rule that the same way.

However saying I am inexperienced becuase I said ranged basic attack in a quick reply is quite laughable when you use the term RBA yourself in your guide.

Invoker (PHB2): The best RBA in the game is Divine Bolts coupled with Power of Skill. A two-target power (which will normally be doing radiant damage via a radiant staff for a blaster, or psychic damage via a githyanki silver weapon/mindiron weapon for the psychic lock controller) as an RBA (and an MBA via Staff of Channeled Invocations) is just insane.



One can argue that red is to extreme and to be honest I am leaning towards changing it to purple, but for now I kept the rating that I took from the old guide. In it's defence the red isn't used for "highly situational". It is used for what is left when you take out the skyblue elements and options.
I wasn't saying you were inexperienced due to your reading of PoS. I was saying you were inexperienced due to you not appreciating the value of the other readings.

And if everything that isn't sky blue is red, then there is no point to a guide that rates options (which is one reason I don't like the style of erachima's assassin guide). 

I appologise if I came out slightly ruder than I intended before. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
I wasn't saying you were inexperienced due to your reading of PoS. I was saying you were inexperienced due to you not appreciating the value of the other readings.

And if everything that isn't sky blue is red, then there is no point to a guide that rates options (which is one reason I don't like the style of erachima's assassin guide). 

I appologise if I came out slightly ruder than I intended before. 

In fairness to Era he is rating things that way because those are the options you basically have to take to make baseline as an Assassin. Including the very strict RAW way he reads them.
Another thing that could be added is the small number of god specific magic holy symbols from Ebberon and Forgotten Realms.

I don't know if any of them are ever worth it but they do exist and are effected by your choice of god.

Edit- I have done what little I could and now must take my leave. 
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
Items are indeed on my to do list though I wasn't sure if there were a lot who actually required you to worship a god.

Don't have to much time right now, but these are the items I have run across already. (posting them so I have to finish it soon xD )

Weapons:
Avandra's Whisper
Blade of Bahamut
Moradin's Weapon
Moonbow (Sehanine)

Holy Symbols:
Black Feather of the Ravenqueen
Cog of Erathis
Dragonscale of Bahamut
Eye of Ioun
Fist of kord
Mask of Melora
Moon Disk of Sehanine
Moradin's Indestructible Anvil
Star of Corellon
Stone of Avandra
Sun Disk of Pelor



One can argue that red is to extreme and to be honest I am leaning towards changing it to purple, but for now I kept the rating that I took from the old guide. In it's defence the red isn't used for "highly situational". It is used for what is left when you take out the skyblue elements and options.


Don't, just don't. Red is like the opposite of gold. (In my opinion) it should be mainly used for things that are either so bad they actually make your character worse for having it or things that look good but are in reality bad i.e. trap options. When you take out skyblue, you're left with blue and below. This is why we have more ratings than just skyblue and red. Rating isn't something binary, something isn't either super good, or bad. 

Rating binary is a really bad idea. Why? Simple. People reading your handbook want to generally know what power level a certain power is. Your handbook instantly becomes useless if you rate binary, because the moment someone can't pick X skyblue power, they're left with zero information to get out of your handbook. Like you said, if you take out all skyblue, all you're left with is red. So if someone can't (or doesn't want to) pick your skyblue elements, they can't get anything out of your handbook. And yes, this happens more than you might think, in between DM fiats, people's principles, people's wants in terms of flavor and mechanics, and people not owning the sources the skyblue options are from

Please. Please. PLEASE, rate every power objectively, or you fail as a handbook writer. And a critic. Forever.

Situational things should be (again, imo) rated with two ratings. One for the baseline rating, one for the situation where it becomes good. That way, people reading your handbook can get an understanding of when they SHOULD pick it. I suggest looking at other handbooks, they tend to do this consistently. It's not too much effort to make a note along the lines of "If your DM interprets X rule in Y way, then Z power becomes skymotheffering blue", now is it?
There's a monk pp Radiant Fist. It grant a channel divinity feat. The most common is to poach Solar Enemy but you could choose another depending on your deity.
Shout out to Pest for working on this guide.

You might want to add a note around the Domains, the feat "Fickle Servant" for changelings and doppelgangers lets them take as many Domains as they like. Probably the only really use for these races.
Not sure if it is worth a mention, but a character can worship multiple deities (standard rules, not sure about LFR etc.). I only bring it up because I asked about this previously, not knowing, and this looks like a good spot for it.

Nice guide!

For absolute completeness sake should this guide include the ARTIFACTS that can gain concordace from worshiping a specific god or following that god's comandments?
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
Shout out to Pest for working on this guide.

You might want to add a note around the Domains, the feat "Fickle Servant" for changelings and doppelgangers lets them take as many Domains as they like. Probably the only really use for these races.



Thanks

Yes I did come across that feat and was wondering if I should but it up or not seeing it's not really something you gain from worshipping a god. Still I might make a chapter with noteworthy feats such as that one that are kinda related to the subject.
For absolute completeness sake should this guide include the ARTIFACTS that can gain concordace from worshiping a specific god or following that god's comandments?



I did come across those artifacts. I'm still collecting the items right now, but planning to add them to the items chapter aswell. Although those will be suggestions more for the DMs then the players probably hehe ;)
Not sure if it is worth a mention, but a character can worship multiple deities (standard rules, not sure about LFR etc.). I only bring it up because I asked about this previously, not knowing, and this looks like a good spot for it.

Nice guide!




Thank you.

Yeah worshipping multible deities just feels strange and the character builder isn't to cooperative about it and many DMs will be picky about it, but technically... You are quite right. ;)
Not sure if it is worth a mention, but a character can worship multiple deities (standard rules, not sure about LFR etc.). I only bring it up because I asked about this previously, not knowing, and this looks like a good spot for it.

Nice guide!




We should also mention that Divine Power has a box saying that you can change a domain to represent a alternate vision or subsect of a religion.

Note that the builder dose not support these options and some DMs may see that as reason enough to not allow it. 
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
This a good guide, could anyone include the other Lords of Hell?  Glasya, Bel, Dispater, etc.
OK back from a long weekend away. (Yes D&D was played xD )

Added the descriptions of the holy symbols and weapons and made a first quick rating.

Removed a lot of extra breaks that were added to the posts by the transfer and redid the warpriest colors just to see if it worked.

Does work but did run into a problem with the feat post that it becomes to long to post when I add all the color coding so will probably have to split it somehow. *sighs* Should have made an extra "just in case" post. ;)

Crusader's Weapon is a useful weapliment that counts as a holy symbol. Half Radiant damage makes it one of the most straightforward way to turn a holy symbol user's attacks into radiant powers while simultaneously qualifying for weapliment options such as dragon shards. And it is a mace for dizzying mace purposes. All around good item.

Mommy_was_an_Orc wrote:

Crusader's Weapon is a useful weapliment that counts as a holy symbol. Half Radiant damage makes it one of the most straightforward way to turn a holy symbol user's attacks into radiant powers while simultaneously qualifying for weapliment options such as dragon shards. And it is a mace for dizzying mace purposes. All around good item.

Ohh definately a great weapon alright. But the guide is just for options you get from chosing a specific god and Crusader's Weapon doesn't have a requirement like that

Sign In to post comments