Shar

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Shar (pronounced SHAHR), the Mistress of the Night, is the neutral evil goddess of shadows. Counterpart to her twin Selûne, she presides over caverns, darkness, dungeons, forgetfulness, loss, night, secrets, and the Underdark. Among her array of twisted powers is the ability to see everything that lies or happens in the dark. Shar is one of the Dark Gods.

The clergy of Shar is a secretive organization that pursues subversive tactics rather than direct confrontation with its rivals. In addition to her clerics, Shar maintains an elite order of sorcerer monks.

Sharran Domains: Cavern, Darkness, Death, Evil, Knowledge

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.

Darkness Domain
Granted Power: You gain Blind-Fight as a bonus feat.

Darkness Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Darkbolt: Bolt deals 1d8 damage/2 levels.
3. Blacklight: Create an aura of total darkness.
4. Armor of Darkness: Shroud grants deflection bonus, darkvision, and other effects.
5. Shadow Walk: Step into shadow to travel rapidly.
6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
7. Nightmare: Sends vision dealing 1d10 damage, fatigue.
8. Power Word Blind: Blinds creature with 200 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.

Death Domain
Granted Power (Su): You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3. Animate Dead: Creates undead skeletons and zombies.
4. Death Ward: Grants immunity to death spells and negative energy effects.
5. Slay Living: Touch attack kills subject.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Destruction (F): Kills subject and destroys remains.
8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9. Wail of the Banshee: Kills one creature/level.

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Detect Thoughts: Allows “listening” to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4. Divination (M): Provides useful advice for specific proposed actions.
5. True Seeing (M): Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore (M,F): Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.

Shar

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