Domains and Sub-Domains (Cleric)

## Disgaea Domain

**Granted Powers**: You can call forth the greatest strategy RPG of all time and utilize its power to deal impossible amounts of damage!

*Lift and Throw (Ex)*: As a standard action, you can lift and toss an ally. you can throw them a number of squares equal to your Strength modifier. If using this against an enemy, you must make an attack roll against their CMD for grapple. If this enemy possesses the Prinny template, they must make a fortitude saving throw or take damage as per their explosive body ability. This can be used a number of times per day equal to 3+ Charisma modifier.

*Magichange (Ex)*: At 6th level, As a free action you can transform into a weapon. You can select what weapon type it is whenever you transform. You are a masterwork weapon, and gain a +1 enchantment bonus for every 2 levels you possess (+10 at 20th level). You can stay in weapon form for 1 round per level, but not all rounds must be used consecutively.

**Domain Spells**: 1st--Blade Rush, 2nd— Magic Boost, 3rd--D-Rule 1: Morality, 4th--Bastard Black, 5th--Braveheart, 6th—D-Rule 2: Volunteer, 7th—Omega Fire, 8th--Infinite Graves, 9th--Dimension Slash

## Metal Gear Solid Domain

**Granted Powers**: Using Espionage action, you are able to sneak up on your foes and knock them unconscious!

*CQC (Ex):* You gain the improved Unarmed strike ability of a monk equal to your level -5.

*Cardboard Box (Ex):* At 8th level, As a swift action, you can gain a +1 bonus to stealth and disable device checks. This bonus increases by +1 for every 2 levels you possess (Max +10). In addition while this is active, you gain blindsight out to 30 feet. This can be used for 1 round per level, not all rounds must be used consecutively.

**Domain Spells**: 1st--True Strike, 2nd— Locate Object, 3rd--Nondetection, 4th--Communal Phantom Steed, 5th--Telepathic Bond, 6th—True Seeing, 7th—Control Construct, 8th--Call Construct, 9th--Heroic Invocation

## Metroid Domain

**Granted Powers**: Accessing the greatest game the SNES or Gamecube had to offer, you use the powers of Metroid to defeat your foes.

*Missile Shot (Ex):* As a standard action, you can fire a single missile blast at your enemies. This is a touch attack with a range of 60 feet. If this hits it deals 1d4+1 damage per level (Max 1d4+20). This can be used a number of times per day equal to 3+ Charisma modifier.

*Gravity Suit (Ex):* At 8th level, As a free action you can gain the freedom of movement ability. while this is active, you are also effected by a water breathing spell and gain immunity to damage from environmental causes. finally you gain fire resistance 10 while this is active. This can be used for 1 round per level, each round does not need to be used consecutively.

**Domain Spells**: 1st--Magic Missile (Multi missile shot), 2nd— Scorching Ray (Plasma beam), 3rd--Haste (Speed Booster), 4th--Ball Lightning (Wave Beam), 5th--Cone of Cold (Ice Beam), 6th—Disintegrate (Spazer Beam), 7th—Delayed Blast Fireball (Power Bomb), 8th--Iron Body (Power Suit), 9th--Ride the Lightning(Screw Attack)

## Mountain Dew Domain

**Mountain Dew Domain**

**Granted Powers**: You can call forth the healing powers of the legendary Mountain Dew and allow yourself to bask in its glory and flavor.

*Mountain Dew me (Ex):* As a standard action, you can heal yourself or a creature within reach a number of hit points equal to 1d8+ 1 per 2 levels. (Max 1d8+10 at 20th level) This can be used a number of times per day equal to 3+ Charisma modifier.

*Baja Blast (Ex):* At 8th level, As a Standard action, you can fire a beam of disintegration energy 10 feet wide and 10 feet long per level. This deals 1d6 damage per level. A successful fortitude saving throw halves the damage dealt. This can be used once per day at 8th level and 1 additional time per day every 4 levels after.

**Domain Spells**: 1st--Kickstart, 2nd— Mountain Dew, 3rd--Throwback, 4th--Pitch Black, 5th--Voltage, 6th—Amp, 7th—Livewire, 8th--Code Red, 9th--SuperNova

## Naruto Domain

**Granted Powers**: Using the skills of the Ninja from Naruto, you take down your foes with great skill and style.

*Body Replacement Technique (Su):* As an instant action, you can make an opposed Ninjutsu (Stealth) check against an enemy's attack roll or a save DC. If this matches or beats the DC you avoid the attack and can move 30 feet in any direction. This can be used once per day at 1st level and 1 additional time per day for every 3 levels you possess.

*Rasengan (Su):* At 8th level, As a full attack action, you can charge a ball of energy in your hand that allows you to deal devastating damage.  You can make a touch attack as a part of this full round action, or you can choose to hold the charge for a number of rounds equal to your level. If you hit with this attack, it deals 1d8 force damage per level (Max 20d8) and the enemy must make a fortitude saving throw DC: 10+ 1/2 character level+ Charisma modifier or be knocked back 30 feet. Alternatively, you can use your full attack action to grant this ability to another creature within your reach and allow that creature to deliver the attack instead. This can be used once per day at 8th level and 1 additional time per day for every 4 levels after 8th you possess.

**Domain Spells**: 1st--Shocking Grasp, 2nd Fiery Shuriken, 3rd--Fireball, 4th--Dimension Door, 5th--Shadow Evocation, 6th—Transformation, 7th—Greater Arcane Sight, 8th--Greater Shadow Evocation, 9th--Canopic Conversion

## Sub-Domains

### Sin (Evil)

**Associated Domain(s):** Evil

**Replacement Power**: The following granted power replaces the scythe of evil ability of the Evil domain.

*Wicked Temptation:* At 8th level, As a standard action make a melee touch attack against a single target. They are given a will save (DC 10+1/2 cleric level+Wis mod) or spend their entire next turn commiting or indulging in a sin of your choice to the best of their ability

**Replacement Domain Spells**: 2nd— Unnatural Lust, 3rd-- Rage, 5th--Hungry Pit, 6th—Waves of Fatigue