Chauntea

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Chauntea, (pronounced shawn-TEE-ah) the Grain Goddess, the Great Mother or Earthmother is the goddess of life and a parallel deity to Silvanus, who is considered the god of wild nature, whilst Chauntea herself is seen as being the embodiment of all things agrarian or agriculture. She is a goddess of agriculture, plants cultivated by humans, farmers, gardeners, and summer. Though she has a diverse collection of followers, Chauntea is fanatically worshiped by peasants, servants, druids, gardeners, and any others who earn pay from working on farmland. Chauntea is one of the Gods of Light.

Some of her worshipers claim that her divine glimmer gave life to the natural world, and some contend that she is the creator and source of all mortal races. In some sense Chauntea is the manifestation of the earth itself—the avatar of Toril. Her most despised enemy is Talona, the lady of pestilence, since she has a disposition to wreak suffering, disease and decay upon the natural world.

Chauntean Domains: Animal, Earth, Family, Plant, Protection, Renewal

Animal Domain
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (Nature) to your list of cleric class skills.

Animal Domain Spells
1. Calm Animals: Calms (2d4 + level) HD of animals.
2. Hold Animal: Paralyzes one animal for 1 round/level.
3. Dominate Animal: Subject animal obeys silent mental commands.
4. Summon Nature’s Ally IV: Calls creature to fight. (Can only summon animals.)
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Antilife Shell: 10-ft. field hedges out living creatures.
7. Animal Shapes: One ally/level polymorphs into chosen animal.
8. Summon Nature’s Ally VIII: Calls creature to fight. (Can only summon animals.)
9. Shapechange: Transforms you into any creature, and change forms once per round.

Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Earth Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3. Stone Shape: Sculpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 80-ft.-radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple elementals. (Cast as an earth spell only.)

Family Domain
Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this porotection if it moves more than 10’ from you. You can affect yourself with this ability.

Family Domain Spells
1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Shield Other (F): You take half of subject’s damage.
3. Helping Hand: Ghostly hand leads subject to you.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Rary’s Telepathic Bond: Link lets allies communicate.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Refuge (M): Alters item to transport its possessor to you.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (Nature) to your list of cleric class skills.

Plant Domain Spells
1. Entangle: Plants entangle everyone in 40-ft.-radius.
2. Barkskin: Grants ’+2 (or higher) enhancement to natural armor.
3. Plant Growth: Grows vegetation, improves crops.
4. Command Plants: Sway the actions of one or more plant creatures.
5. Wall of Thorns: Thorns damage anyone who tries to pass.
6. Repel Wood: Pushes away wooden objects.
7. Animate Plants: One or more trees animate and fight for you.
8. Control Plants: Control actions of one or more plant creatures.
9. Shambler: Summons 1d4+2 shambling mounds to fight for you.

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Renewal Domain
Granted Power: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to -10 or fewer hit points, you die before this power takes effect.

Renewal Domain Spells
1. Charm Person: Makes one person your friend.
2. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3. Remove Disease: Cures all diseases affecting subject.
4. Reincarnate: Brings dead subject back in a random body.
5. Atonement: Removes burden of misdeeds from subject.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Restoration, Greater (XP): As restoration, plus restores all levels and ability scores.
8. Polymorph Any Object: Changes any subject into anything else.
9. Freedom: Releases creature from imprisonment.

Chauntea

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