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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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