378 Domains-1
Familiars by Artifice
Publication Dragon Magazine issue #378
Date August 2009
Publisher Wizards of the Coast
Type Game mechanics
Author Logan Bonner
Illustrator William O'Connor and Warren Mahy
Pages 1-14
Edition 4th ed.

The worlds of Eberron and Toril have far different types of religions. One of the few commonalities is that each deity oversees certain spheres of influence. These domains provide a way for a character to focus on a certain part of a deity’s theme and to gain a closer connection to the deity by modifying at-will and Channel Divinity powers. (See Divine Power for the mechanical details of using domains.)

Your choice of domains, combined with the deity you worship, calls out certain traits of your character. A Tempus-worshiping cleric with the protection domain might be devoted to guarding allies in battle (and takes powers that give the most healing or defensive benefits). A different cleric might also follow Tempus, but choose the war domain instead, and lead allies charging into battle (choosing the battle cleric build and Strength-based powers).

Also look for domains shared between multiple deities and use them as roleplaying opportunities. For example, your avenger devoted to Dol Dorn might hate the Mockery and his followers. Your god and the Sovereign of Betrayal and Bloodshed might share the war domain, but your wars are waged honorably. Eradicating the contemptible butchers of the Mockery will cause people to respect war as the noble undertaking it should be.

The domains associated with deities, and the way those gods perceive their domains, are described here.

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