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Lathander (pronounced lah-THAN-der), whose title is The Morninglord, is the neutral good deity of creativity, dawn, renewal, birth, athletics, spring, self-perfection, vitality and youth. He favors those who dispel the undead and blesses those who plant new life. Lathander is also the god called upon to bless birth and fertility related ceremonies. Lathander is one of the Gods of Light.

All of Lathander’s clergy respect art, liberty, nature and culture, promote betterment of oneself and strive to bring hope to their followers and others. Many of these followers work in various creative arts. They are intolerant of evil, especially undead and inaction that causes evil to prosper. Most ceremonies of Lathander are held at dawn and actions and contracts agreed to at sunrise are said to be blessed by him. Funerals, among his followers, are held at dusk, and followed by a wake that lasts until dawn.

Lathanderite Domains: Good, Nobility, Protection, Renewal, Strength, Sun

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Nobility Domain
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Nobility Domain Spells
1. Divine favor: You gain +1 per three levels on attack and damage rolls.
2. Enthrall: Captivates all within 100 feet +10 feet/level.
3. Magic vestment: Armor or shield gains +1 enhancement per four levels.
4. Discern lies: Reveals deliberate falsehoods.
5. Greater command: As command, but affects one subject/level.
6. Geas/quest: As lesser geas, plus it affects any creature.
7. Repulsion: Creatures can’t approach you.
8. Demand: As sending, plus you can send suggestion.
9. Storm of vengeance: Storm rains acid, lightning, and hail.

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.

Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
1. Enlarge Person: Humanoid creature doubles in size.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8. Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Sun Domain Spells
1. Endure Elements: Exist comfortably in hot or cold environments.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Searing Light: Ray deals 1d8/two levels, more against undead.
4. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.


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