Cleric domains
A cleric picks two domains at creation and keeps them. Each one hands over a power - a feat, listed below with its own page - and one extra spell at most spell levels, which is added to the domain slot rather than to the ordinary list.
Everything here is read from the module's own domain table, so it is what your cleric gets rather than what the base game grants.
Air
Air Domain Clerics of the Air domain command power over creatures of the Elemental Planes and gain the ability to cast electrical damage spells. Domain Special Abilities and Bonus Spells: Elemental Turning: Able to turn elementals as if they were undead.
Power: Air Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Horizikaul's Boom |
| 2 | Balagarn's Iron Horn |
| 3 | Gust of Wind |
| 4 | Call Lightning |
| 5 | Ball Lightning |
| 6 | Chain Lightning |
| 7 | Great Thunderclap |
Animal
Animal Domain Clerics who take the Animal domain are able summon more powerful allies. Domain Special Ability and Bonus Spells: Able to summon more powerful creatures using Summon Creature I through VIII.
Power: Animal Domain Powers
| Spell level | Spell |
|---|---|
| 2 | Cat's Grace |
| 3 | Infestation of Maggots |
| 4 | Hold Monster |
| 5 | Polymorph Self |
| 6 | Crumble |
| 9 | Elemental Swarm |
Death
Death Domain Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying. Domain Special Ability and Bonus Spells Negative Plane Avatar: The cleric is able to summon a shadow that gains in power as the cleric advances. Starting from level 21 an Epic Shadowlord is summoned.
Power: Death Domain Powers
| Spell level | Spell |
|---|---|
| 4 | Phantasmal Killer |
| 5 | Cloudkill |
| 6 | Circle of Death |
| 8 | Finger of Death |
| 9 | Weird |
Destruction
Destruction Domain Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies. Domain Special Ability and Bonus Spells: Weaken Constructs: Able to damage constructs while using the turn ability.
Power: Destruction Domain Powers
| Spell level | Spell |
|---|---|
| 3 | Death Armor |
| 4 | Negative Energy Burst |
| 6 | Destruction |
| 7 | Power Word, Stun |
| 8 | Bombardment |
| 9 | Meteor Swarm |
Earth
Earth Domain Clerics of the Earth domain command power over creatures of the Elemental Planes and are granted spells that protect against melee and energy damage. Domain Special Ability and Bonus Spells Turn Elementals: Able to turn elementals as if they were undead.
Power: Earth Domain Powers
| Spell level | Spell |
|---|---|
| 3 | Stoneskin |
| 4 | Stoneskin |
| 5 | Energy Buffer |
| 6 | Greater Stoneskin |
| 7 | Stonehold |
Evil
Evil Domain Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy. Domain Special Ability and Bonus Spells: Turn Outsiders: Able to turn outsiders as if they were undead.
Power: Evil Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Negative Energy Ray |
| 3 | Negative Energy Burst |
| 4 | Contagion |
| 5 | Harm |
| 7 | Shadow Shield |
| 8 | Horrid Wilting |
| 9 | Power Word, Kill |
Fire
Fire Domain Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire. Domain Special Ability and Bonus Spells Turn Elementals: Able to turn elementals as if they were undead.
Power: Fire Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Burning Hands |
| 2 | Combust |
| 3 | Fireball |
| 4 | Elemental Shield |
| 5 | Firebrand |
| 6 | Inferno |
| 7 | Delayed Blast Fireball |
| 8 | Incendiary Cloud |
Good
Good Domain Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others. Domain Special Ability and Bonus Spells: Turn Outsider: Able to turn outsiders as if they were undead.
Power: Good Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Mage Armor |
| 3 | Keen Edge |
| 4 | Stoneskin |
| 5 | Lesser Planar Binding |
| 6 | Word of Faith |
| 7 | Protection from Spells |
| 8 | Mind Blank |
Healing
Healing Domain Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate. Domain Special Ability and Bonus Spells: Empower Healing: The following healing spells are cast as if with the Empower Spell feat: Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds.
Power: Healing Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Cure Moderate Wounds |
| 2 | Cure Serious Wounds |
| 3 | Cure Critical Wounds |
| 4 | Healing Circle |
| 5 | Heal |
| 6 | Greater Restoration |
| 7 | Mass Heal |
Knowledge
Knowledge Domain Clerics who take the Knowledge domain gain access to an improved list of bonus spells. Domain Bonus Spells:
Power: Knowledge Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Identify |
| 2 | Knock |
| 3 | Clairaudience/Clairvoyance |
| 4 | True Seeing |
| 5 | Legend Lore |
| 6 | Ethereal Visage |
| 7 | Premonition |
| 8 | Mass Charm |
Magic
Magic Domain Clerics who take the Magic domain gain access to an improved list of bonus spells. Domain Bonus Spells:
Power: Magic Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Mage Armor |
| 2 | Melf's Acid Arrow |
| 3 | Mestil's Acid Breath |
| 4 | Ice Storm |
| 5 | Cone of Cold |
| 6 | Acid Fog |
| 7 | Prismatic Spray |
| 8 | Bigby's Clenched Fist |
| 9 | Dominate Monster |
Plant
Plant Domain Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy. Domain Special Ability and Bonus Spells: Turn Vermin: Able to turn vermin as if they were undead.
Power: Plant Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Camouflage |
| 2 | Barkskin |
| 3 | Spike Growth |
| 4 | Mass Camouflage |
| 5 | Vine Mine |
| 7 | Creeping Doom |
| 8 | Nature's Balance |
Protection
Protection Domain Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells. Domain Special Ability and Bonus Spells: Divine Protection: The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + the cleric's Charisma modifier.
Power: Protection Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Shield |
| 2 | Ghostly Visage |
| 3 | Displacement |
| 4 | Minor Globe of Invulnerability |
| 5 | Mestil's Acid Sheath |
| 6 | Globe of Invulnerability |
| 7 | Spell Mantle |
| 8 | Premonition |
Strength
Strength Domain Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient. Domain Special Ability and Bonus Spells: Divine Strength: The cleric gains a bonus to Strength and Divine Damage equal to 2 + 1 per 3 class levels. This effect has a duration of 3 + the cleric's Charisma modifier turns.
Power: Strength Domain Powers
| Spell level | Spell |
|---|---|
| 3 | Divine Power |
| 5 | Stoneskin |
| 7 | Mordenkainen's Sword |
| 9 | Black Blade of Disaster |
Sun
Sun Domain Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead. Domain Special Ability and Bonus Spells: Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead turned.
Power: Sun Domain Powers
| Spell level | Spell |
|---|---|
| 2 | Searing Light |
| 3 | Hammer of the Gods |
| 4 | Wall of Fire |
| 5 | Undeath to Death |
| 7 | Sunbeam |
| 8 | Sunburst |
Travel
Travel Domain Clerics who take the Travel domain gain access to an improved list of bonus spells. Domain Bonus Spells:
Power: Travel Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Expeditious Retreat |
| 2 | Web |
| 3 | Haste |
| 6 | Mass Haste |
| 9 | Time Stop |
Trickery
Trickery Domain Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells. Domain Special Ability and Bonus Spells Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
Power: Trickery Domain Powers
| Spell level | Spell |
|---|---|
| 2 | Invisibility |
| 3 | Invisibility Sphere |
| 5 | Improved Invisibility |
War
War Domain Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess. Domain Special Ability and Bonus Spells: Battle Master: The cleric gains a bonus of 2 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well the cleric gains damage soak twice this amount (up to 10/+5). At level 30 the damage soak improves to 10/+6 and to 10/+7 at level 40. The effect will last for 1 + charisma modifer turns.
Power: War Domain Powers
| Spell level | Spell |
|---|---|
| 2 | Cat's Grace |
| 4 | Battletide |
| 5 | War Cry |
| 7 | Aura of Vitality |
Water
Water Domain Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents. Domain Special Ability and Bonus Spells: Turn Elementals: Able to turn elementals as if they were undead.
Power: Water Domain Powers
| Spell level | Spell |
|---|---|
| 1 | Ice Dagger |
| 3 | Ice Storm |
| 4 | Ice Storm |
| 5 | Cone of Cold |
| 6 | Drown |
| 8 | Storm of Vengeance |