Grumbar

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Grumbar (pronounced GRUM-bar), or the Earthlord, is the elemental embodiment of earth. He is one of the four primordial elemental deities worshiped in Faerûn. Grumbar, like the other elemental deities (excepting Kossuth) has a minute following in Faerûn, and he does indeed care little for most of those worshipers, as his power comes from the many elemental devotees from both the Underdark and the Elemental Plane of Earth.

Grumbarran Domains: Cavern, Earth, Metal, Time

Cavern Domain
Granted Power: You gain the stonecunning ability (PHB p15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.

Cavern Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60’.
2. Darkness: 20’ radius of supernatural shadow.
3. Meld into Stone: You and your gear merge with stone.
4. Leomund’s Secure Shelter: Creates sturdy cottage.
5. Passwall: Creates passage through wood or stone wall.
6. Find the Path: Shows most direct way to a location.
7. Move Earth: Digs trenches and build hills.
8. Earthquake: Intense tremor shakes 5’/level radius.
9. Imprisonment: Entombs subject beneath the earth.

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 earth elementals. (Cast as an earth spell only.)

Metal Domain
Granted Power: You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (as appropriate) and Weapon Focus with your choice of hammer as bonus feats. You need not meet the prerequisites for these feats.

Metal Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon’s threat range.
4. Rusting Grasp: Your touch corrodes iron and alloys.
5. Wall of Iron (M): Creates an iron wall with 30 hp/four levels; can topple onto foes.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8. Iron Body: Your body becomes living iron.
9. Repel Metal or Stone: Pushes away metal and stone.

Time Domain
Granted Power: You gain Improved Initiative as a bonus feat.

Time Domain Spells
1. True Strike: Gain a ’+20 on your next attack roll.
2. Gentle Repose: Preserves one corpse.
3. Haste: One creature/level moves faster, ’+1 on attack rolls, AC, and Reflex saves.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Permanency (XP): Makes certain spells permanent.
6. Contingency (F): Sets trigger condition for another spell.
7. Legend Lore (M,F): Learn tales about a person, place, or thing.
8. Foresight: “Sixth sense” warns of impending danger.
9. Time Stop: You act freely for 1d4+1 rounds.

Grumbar

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