Cleric Domains

Air Domain (p185 PHB)

Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air 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.
Air Domain Spells
1. Obscuring Mist:
2. Wind Wall
3. Gaseous Form:
4. Air Walk: S
5. Control Winds:
6. Chain Lightning:
7. Control Weather:
8. Whirlwind:
9. Elemental Swarm: (Air only)

Alteration Domain

Granted Power: You cast all Transmutation spells on living targets at +1 caster level.
Alteration Domain Spells
1.Enlarge Person
2.Alter Self
3.Gaseous Form
4.Polymorph
5.Baneful Polymorph
6.Flesh to Stone
7.Regenerate
8.Polymorph Any Object
9.Shapechange

Animal Domain (p186 PHB)

Granted Power: You can use your speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric ‘class’ skills
Animal Domain Spells
1. Calm Animals:
2. Hold Animal
3. Dominate Animal:
4. Summon Nature’s Ally IV:
5. Commune with Nature
6. Anti-life Shell
7. Animal Shapes
8. Summon Nature’s Ally VIII (animal only)
9. Shapechange

Artifice Domain

Granted Powers: Gain a +4 bonus on Craft checks. You cast conjuration (creation) spells at +1 caster level. (Those clerics with both access to the Artifice and Creation domains cast conjuration [creation] spells at +3 caster levels.)
Artifice Domain Spells
1.Animate Rope
2.Wood shape
3.Stone shape
4.Minor creation
5.Fabricate
6.Major creation
7.Hardening
8.True creation
9.Prismatic sphere

Balance Domain

Granted Powers: Once per day, as a free action, you may add your Wisdom modifier to your AC. This bonus lasts for 1 round per cleric level.
Balance Domain Spells
1.Make Whole
2.Calm Emotions
3.Clarity of Mind
4.Dismissal
5.Sanctuary, Mass
6.Banishment
7.Word of Balance
8.Protection from Spells
9.Weighed in the Balance

Beastmaster

Granted Powers: Speak with animals once per day per class level as the spell. this is a supernatural ability.
Beastmaster Domain Spells
1.Animal Friendship
2.Beastmask
3.Animal Trance
4.Bear’s Heart
5.Animal Growth
6.Summon nature’s Ally III
7.Animal Shapes
8.Summon Nature’s Ally IV
9.Shapechange

Bestial Domain (BoVD)

Granted Powers: Characters gain the scent extraordinary ability.
Bestial Domain Spells
1.Magic Fang
2.Bull’s Strength
3.Greater Magic Fang
4.Claws of the Savage
5.Charm Monster
6.Hold Monster
7.Hold Monster
8.Spread of Savagery
9.Were-Doom

Cavern Domain

Granted Powers: You gain the dwarven ability of stone-cunning If you already possess stone-cunning, your racial bonus for stone-cunning increases from +2 to +4 on checks to notice unusual stonework.
Cavern Domain Spells
1.Detect Secret Passages
2.Darkness
3.Meld into Stone
4.Leomund’s Secure Shelter
5.Passwall
6.Find the Path
7.Maw of Stone
8.Earthquake
9.Imprisonment

Celerity Domain (p137 CD)

Granted Power: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armour or carrying a medium or heavy load.
Celerity Domain Spells
1. Expeditious Retreat:
2. Cat’s Grace:
3. Blur:
4. Haste
5. Tree Stride
6. Wind Walk
7. Cat’s Grace, Mass
8. Blink, Improved
9. Time Stop

Chaos Domain (p186 PHB)

Granted Power: You cast chaos spells at +1 caster level
Chaos Domain Spells
1. Protection from Law:
2. Shatter:
3. Magic Circle Against Law
4. Chaos Hammer
5. Dispel Law
6. Animate Objects
7. Word of Chaos
8. Cloak of Chaos
9. Summon Monster IX

Charm Domain

Granted Powers: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The charisma increase lasts one minute.
Charm Domain Spells
1.Charm Person
2.Calm Emotions
3.Suggestion
4.Emotion
5.Charm Monster
6.Geas/Quest
7.Insanity
8.Demand
9.Dominate Monster

Cold Domain (p137 CD)

Granted Power: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Charisma modifier. This granted power is a supernatural ability.

Cold Domain Spells
1. Chill Touch:
2. Chill Metal:
3. Corona of Cold
4. Ice Storm
5. Wall of Ice
6. Cone of Cold
7. Control Weather
8. Polar Ray
9. Obedient Avalanche

Community Domain (p137-8 CD)

Granted Power: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.

Community Domain Spells
1. Bless
2. Status
3. Prayer
4. Tongues
5. Rary’s Telepathic Bond
6. Heroes’ Feast
7. Refuge
8. Mordenkainen’s Magnificent Mansion
9. Heal, Mass

Competition Domain (p138 CD)

Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make.
Competition Domain Spells
1. Remove Fear
2. Zeal
3. Prayer
4. Divine Power
5. Righteous Might
6. Zealot Pact
7. Regenerate
8. Moment of Prescience
9. Visage of the Deity, Greater

Corruption Domain (BoVD)

Granted Powers: Once per day, you can attack an object and ignore its hardness rating.
Corruption Domain Spells
1.Doom
2.Blindness/Deafness
3.Contagion
4.Morality Undone
5.Feeblemind
6.Pox
7.Insanity
8.Befoul
9.Despoil

Craft Domain

Granted Powers: You cast Creation spells at +1 caster level and gain Skill Focus ( a +2 bonus) in the Craft skill of your choice.
Craft Domain Spells
1.Animate Rope
2.Wood Shape
3.Stone Shape
4.Minor Creation
5.Wall of Stone
6.Fantastic Machine
7.Major Creation
8.Forcecage
9.Greater Fantastic Machine

Creation Domain (p138 CD)

Granted Power: You cast Conjuration (creation) spells as +1 caster levels.
Creation Domain Spells
1. Create Water
2. Minor Image
3. Create Food and Water
4. Minor Creation
5. Major Creation
6. Heroes’ Feast
7. Permanent Image
8. True Creation
9. Pavilion of Grandeur

Darkness Domain

Granted Powers: Free Blind-Fight feat.
Darkness Domain Spells
1.Darkvision
2.Blindness/deafness
3.Blacklight
4.Armour of Darkness
5.Darkbolt
6.Prying Eyes
7.Sword of Darkness
8.Utterdark
9.Screen

Death Domain (p186 PHB)

Granted Power: 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
2. Death Knell:
3. Speak with dead
4. Death Ward
5. Slay Living
6. Circle of Death
7. Destruction
8. Horrid Wilting
9. Wail of the Banshee

Demonic Domain (BoVD)

Granted Powers: Character gains a +1 divine bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.
Demonic Domain Spells
1.Demonflesh
2.Demoncall
3.Demon Wings
4.Dimensional Anchor
5.Lesser Planar Binding
6.Planar Binding
7.Fiendish Clarity
8.Utterdark
9.Gate

Destruction Domain (p186 PHB)

Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. The ability is usable once per day.
Destruction Domain Spells
1. Inflict Light Wounds
2. Shatter
3. Contagion
4. Inflict Critical Wounds
5. Inflict Critical Wounds, Mass
6. Harm
7. Disintegrate
8. Earthquake
9. Implosion

Divination

Granted Powers: You cast Divination spells at +2 caster levels.
Divination Prestige Domain Spells
1.Identify
2.Augury
3.Divination
4.Scrying
5.Commune
6.Legend Lore
7.Greater Scrying
8.Discern Location
9.Foresight

Domination Domain (p138 CD)

Granted Power: You gain the Spell Focus (Enchantment) feat.
Domination Domain Spells
1. Command:
2. Enthrall
3. Suggestion
4. Dominate Person
5. Greater Command
6. Geas / Quest:
7. Suggestion, Mass:
8. True Domination
9. Monstrous Thrall

Dream Domain (p138 CD)

Granted Power: Because you have long delved into dreams and nightmares, you are immune to fear effects.
Dream Domain Spells
1. Sleep:
2. Augury
3. Deep Slumber
4. Phantasmal Killer
5. Nightmare
6. Dream Sigh
7. Scrying, Greater
8. Power Word Stun
9. Weird

Drow Domain

Granted Powers: Free Lightning Reflexes Feat.
Drow Domain Spells
1.Cloak of Dark Power
2.Clairvoyance
3.Suggestion
4.Discern Lies
5.Spider Form
6.Greater Dispelling
7.Word of Chaos
8.Greater Planar Ally
9.Gate

Dwarf Domain

Granted Powers: Free Great Fortitude Feat.
Dwarf Domain Spells
1.Magic Weapon
2.Endurance
3.Glyph of Warding
4.Greater Magic Weapon
5.Fabricate
6.Stone Tell
7.Dictum
8.Protection from Spells
9.Elemental Swarm*
*Earth spell only

Earth Domain (p186 PHB)

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.
2. Soften Earth and Stone:
3. Stone Shape
4. Spike Stones
5. Wall of Stone
6. Stoneskin
7. Earthquake
8. Iron Body
9. Elemental Swarm

Elf Domain

Granted Powers: Free Point Blank Shot feat.
Elf Domain Spells
1.True Strike
2.Cat’s Grace
3.Snare
4.Tree Stride
5.Commune with Nature
6.Find the Path
7.Liveoak
8.Sunurst
9.Antipathy

Endurance Domain (BoED)

Granted Powers: You can perform a feat of endurance , which is the supernatural ability to gain an enhancement bonus to Constitution equal to half your level. Activating the power is a free action, the power lasts one minute, and is usable once per day.
Endurance Domain Spells
1.Endure Elements
2.Bear’s Endurance
3.Refreshment
4.Sustain
5.Stoneskin
6.Mass Bear’s Endurance
7.Globe of invulnerability
8.Spell Turning
9.Iron Body

Evil Domain (p186 PHB)

Granted Power: You cast evil spells at +1 caster level
Evil Domain Spells
1. Protection from Good
2. Desecrate
3. Magical Circle against Good
4. Unholy Blight
5. Dispel Good
6. Create Undead
7. Blasphemy
8. Unholy Aura.
9. Summon Monster IX

Exorcism

Granted Powers: You have the supernatural ability to force possessing spirits out of the bodies they inhabit. You make a Charisma check (1d20 + your Charisma modifier) and consult the Turn Undead table, using your prestige class level, plus your cleric level, plus your paladin level –2, if any. If the result is equal to or greater than the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for one day.
Exorcism Domain Spells
1.Protection from Evil
2.Magic Circle against Evil
3.Remove Curse
4.Dismissal
5.Dispel Evil
6.Banishment
7.Holy Word
8.Holy Aura
9.Unbinding

Family Domain

Granted Powers: As a free action, you may protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This supernatural ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet away from you. You may affect yourself with this ability.
Family Domain Spells
1.Bless
2.Shield Other
3.Helping Hand
4.Imbue with Spell Ability
5.Rary’s Telepathic Bond
6.Heroes’ Feast
7.Refuge
8.Protection from Spells
9.Prismatic Sphere

Fate Domain

Granted Powers: You gain the uncanny dodge ability of a 3rd level rogue. If you have another class that grants the uncanny dodge ability, treat your level in that class as three higher for determining your uncanny dodge ability..
Fate Domain Spells
1.True Strike
2.Augury
3.Bestow Curse
4.Status
5.Mark of Justice
6.Geas/Quest
7.Vision
8.Mind Blank
9.Foresight

Fear Domain (GODS)
Granted Powers: Intimidate is a class skill. You make make Intimidate checks and cast Fear domain spells against anything with an Intelligence score, overriding any normal immunities. This is a supernatural ability
Fear Domain Spells
1. Cause Fear
2. Scare
3. Fear
4. Confusion
5. Nightmare
6. Repulsion
7. Symbol of Fear
8. Insanity
9. Antipathy

Fey Domain (BoED)

Granted Powers: Gain a +4 bonus on saving throws against the spell-like abilities of fey.
Fey Domain Spells
1.Faerie Fire
2.Charm Person
3.Inspired Aim
4.Blinding Beauty
5.Tree Stride
6.Heroes’ Feast
7.Liveoak
8.Unearthly Beauty
9.Summon Nature’s Ally IX

Fire Domain (p187 PHB)

Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire 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.
Fire Domain Spells
1. Burning Hands
2. Produce Flame
3. Resist Energy
4. Wall of Fire
5. Fire Shield
6. Fire Seeds
7. Fire Storm
8. Incendiary Cloud
9. Elemental Swarm

Force Domain (p138-9 CD)

Granted Power: By manipulating cosmic forces of inertia and force, once per day the cleric can re-roll any damage roll (for a weapon, a spell, or ability) and take the better of the two rolls. This granted power is considered a super-natural ability.
Force Domain Spells
1. Mage Armour
2. Magic Missile:
3. Blast of Force:
4. Otiluke’s Resilient Sphere
5. Wall of Force
6. Repulsion
7. Forcecage
8. Otiluke’s Telekinetic Sphere
9. Bigby’s Crushing Hand

Forge Domain

Granted Power: You gain a +2 insight bonus to all Craft and Appraise checks related to stone or metal items.
Forge Domain Spells
1.Magic Weapon
2.Heat Metal
3.Keen Edge
4.Minor Creation
5.Wall of Iron
6.Major Creation
7.Hardening
8.Repel Metal or Stone
9.Iron Body

Glory Domain (p139 CD)

Granted Power: 1 additional channel divinity per day
Glory Domain Spells
1. Disrupt Undead
2. Bless Weapon
3. Searing Light
4. Holy Smite
5. Holy Sword
6. Bolt of Glory
7. Sunbeam
8. Crown of Glory
9. Gate

Good Domain (p187 PHB)

Granted Power: You cast good spells at a +1 caster level
Good Domain Spells
1. Protection from Evil
2. Aid
3. Magic Circle against Evil
4. Holy Smite
5. Dispel Evil
6. Blade Barrier
7. Holy Word
8. Holy Aura
9. Summon Monster IX

Gnome Domain

Granted Powers: You cast all Illusion spells at +1 caster level.
Gnome Domain Spells
1.Silent Image
2.Gembomb
3.Minor Image
4.Minor Creation
5.Hallucinatory Terrain
6.Fantastic Machine
7.Screen
8.Otto’s Irresistible Dance
9.Summon Nature’s Ally*
*Earth elementals or animals only.

Halfling Domain

Granted Powers: You gain the ability to add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. This is extraordinary ability is a free action that lasts for 10 minutes. It can be used but once per day.
Halfling Domain Spells
1.Magic Stone
2.Cat’s Grace
3.Magic Vestment
4.Freedom of Movement
5.Mordenkainen’s Faithful Hound
6.Move Earth
7.Shadow Walk
8.Word of Recall
9.Foresight

Hatred Domain

Granted Powers: Once per day, as a free action, choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armour Class. This supernatural ability lasts 1 minute.
Hatred Domain Spells
1.Doom
2.Scare
3.Bestow Curse
4.Emotion*
5.Righteous Might
6.Forbiddance
7.Blasphemy
8.Antipathy
9.Wail of the Banshee

Healing Domain (p187 PHB))

Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1. Cure Light Wounds
2. Cure Moderate Wounds
3. Cure Serious Wounds
4. Cure Critical Wounds
5. Cure Light Wounds, Mass
6. Heal
7. Regenerate
8. Cure Critical Wounds, Mass
9. Heal, Mass

Herald Domain (BoED)

Granted Powers: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.
Herald Domain Spells
1.Comprehend Languages
2.Enthrall
3.Tongues
4.Sending
5.Greater Command
6.Dream
7.Aspect of the Deity
8.Crown of Glory
9.Greater Aspect of the Deity

Hunting Domain (Gods)

Granted Power: You gain the Track feat and count Wilderness Lore as a class skill
Hunting Domain Spells
1. Invisibility to Animals
2. Animal Trance
3. Snare
4. Scrying
5. Prying Eyes
6. Find the Path
7. Greater Scrying
8. Animal Shapes
9. Foresight

Illusion Domain

Granted Powers: You cast all Illusion spells at +1 caster level.
Illusion Domain Spells
1.Silent Image
2.Minor Image
3.Displacement
4.Phantasmal Killer
5.Persistent Image
6.Mislead
7.Project Image
8.Screen
9.Weird

Inquisition
Granted Powers: Gains a +4 bonus on all dispel checks.
Inquisition Prestige Domain Spells
1.Detect Evil
2.Zone of Truth
3.Detect Thoughts
4.Discern Lies
5.True Seeing
6.Forbiddance
7.Dictum
8.Holy Aura
9.Trap the Soul

Insight Domain

Granted Power: You gain uncanny dodge, the extraordinary ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
If you gain uncanny dodge from a second class (such as barbarian or rogue, you automatically gain improved uncanny dodge, as detailed in those class descriptions.
Insight Domain Spells
1.True Strike
2.Augury
3.Locate Object
4.Divination
5.Commune
6.Mass Owl’s Wisdom
7.Greater Arcane Sight
8.Moment of Prescience
9.Foresight

Joy Domain (BoED)

Granted Powers: You gain a +4 sacred bonus on Diplomacy checks.
Joy Domain Spells
1.Vision of Heaven
2.Elation
3.Distilled Joy
4.Good Hope
5.Chaav’s Laugh
6.Heroism, Greater
7.Starmantle
8.Sympathy
9.Otto’s Irresistible Dance

Knowledge Domain (p187 PHB)

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
2. Detect Thoughts
3. Clairaudience/Clairvoyance
4. Divination
5. True Seeing
6. Find the Path
7. Legend Lore
8. Discern Location
9. Foresight

Law Domain (p187 PHB)

Granted Power: You cast law spells at +1 caster level
Law Domain Spells
1. Protection from Chaos
2. Calm Emotions
3. Magic Circle against Chaos
4. Order’s Wrath
5. Dispel Chaos
6. Hold Monster
7. Dictum
8. Shield of Law
9. Summon Monster IX: (lawful) extraplanar

Liberation Domain (p139 CD)

Granted Power: If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Liberation Domain Spells
1. Omen of Peril
2. Undetectable Alignment
3. Rage.
4. Freedom of Movement
5. Break Enchantment
6. Dispel Magic, Greater
7. Refuge
8. Mind Blank
9. Unbinding

Luck Domain (p187 PHB)

Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to re-roll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the re-roll, even if it’s worse that the original roll.
Luck Domain Spells
1. Entropic Shield
2. Aid
3. Protection from Energy
4. Freedom of Movement
5. Break Enchantment
6. Mislead
7. Spell Turning
8. Moment of Prescience
9. Miracle

Madness Domain (p139-140 CD)

Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
Madness Domain Spells
1. Confusion, Lesser
2. Touch of Madness
3. Rage
4. Confusion
5. Bolts of Bedevilment
6. Phantasmal Killer
7. Insanity
8. Maddening Scream
9. Weird

Magic Domain (p188 PHB)

Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level)
Magic Domain Spells
1. Nystul’s Magic Aura
2. Identify
3. Dispel Magic
4. Imbue with Spell Ability
5. Spell Resistance
6. Antimagic Field:
7. Spell Turning
8. Protection from Spells
9. Mordenkainen’s Disjunction

Meditation Domain

Granted Power: Once per day, you may cast one spell as though it had the Empower feat applied to it. However, you cast the spell at its normal level, not at two levels higher, and use the normal casting time of the spell. You need not know the Empower Spell feat to use this ability.
Meditation Domain Spells
1.Comprehend Languages
2.Owl’s Wisdom
3.Locate Object
4.Tongues
5.Spell Resistance
6.Find the Path
7.Spell Turning
8.Mind Blank
9.Astral Projection

Mentalism Domain

Granted Powers: You can generate a mental ward, a spell-like ability to grant someone you touch a resistance bonus on her next Will saving throw equal to your level +2. Activating this power is a standard action. The mental ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Mentalism Domain Spells
1.Random Action
2.Detect Thoughts
3.Clairaudience/Clairvoyance
4.Modify Memory
5.Mind Fog
6.Rary’s Telepathic Bond
7.Antipathy
8.Mind Blank
9.Astral Projection

Metal Domain

Granted Powers: Free Martial or Exotic Weapon Proficiency and Weapon Focus with your choice of hammer.
Metal Domain Spells
1.Magic Weapon
2.Heat Metal
3.Keen Edge
4.Rusting Grasp
5.Wall of Iron
6.Blade Barrier
7.Transmute Metal to Wood
8.Iron Body
9.Repel Metal or Stone

Moon Domain

Granted Powers: Turn or destroy lycanthropes as a good cleric turns or destroys undead. You can use this ability a total number of times per day equal to three + your Charisma modifier.
Moon Domain Spells
1.Faerie Fire
2.Moonbeam
3.Moon Blade
4.Emotion
5.Moon Path
6.Permanent Image
7.Insanity
8.Animal Shapes
9.Moonfire

Nature Domain
Granted Powers:Rebuke or command normal animals or plant creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier
Nature Domain Spells
1. Pass without Trace
2. Speak with Animals
3. Plant Growth
4. Lay of the Land
5. Commune With Nature
6. Cleanse (Gods 129)
7. Control Weather
8. Control Plants
9. Summon Nature’s Ally

Necromancy Domain

Granted Power: Rebuke, Command or bolster undead as an evil cleric. Use this ability a number of times per day equal to 3 + your charisma modifier. This is a supernatural ability.
Necromancy Domain Spells
1.Detect Undead
2.Death Knell
3.Halt Undead
4.Animate Dead
5.Slay Living
6.Create Undead
7.Destruction
8.Create Greater Undead
9.Energy Drain

Nobility Domain

Granted Power: You have 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 you speak for 1 round. Using this ability is a standard
action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
1 Divine favour
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance

Ocean Domain

Granted Powers: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Ocean Domain Spells
1.Endure Elements
2.Sound Burst
3.Water Breathing
4.Freedom of Movement
5.Wall of Ice
6.Otiluke’s Freezing Sphere
7.Water Spout
8.Maelstrom
9.Elemental Swarm*
*Cast as a water spell only.

Orc Domain

Granted Powers: You gain the smite power, the supernatural ability to make a single melee attack with a damage bonus equal to your cleric level (if you hit). You must declare the smite before making the attack. It is usable once per day. If used against a dwarf or an elf you get a +4 bonus on the smite attack roll.
Orc Domain Spells
1.Cause Fear
2.Produce Flame
3.Prayer
4.Divine Power
5.Prying Eyes
6.Eyebite
7.Blasphemy
8.Cloak of Chaos
9.Power word, Kill

Pain Domain (BoVD)

Granted Powers: You can convert damage that you deal in one single blow per day into healing for yourself, up to one point of damage per level.
Pain Domain Spells
1.Angry Ache
2.Sadism
3.Wrack
4.Liquid Pain
5.Thousand Needles
6.Pox
7.Wave of Pain
8.Symbol
9.Eternity of Torture

Passion Domain

Granted Power: For a total time per day of 1 round per cleric level you possess, you can act as if under the effects of the rage spell. This granted power is a supernatural ability.
Passion Domain Spells
1.Random Action
2.Tasha’s Hideous Laughter
3.Rage
4.Crushing Despair
5.Fear
6.Greater Heroism
7.Song of Discord
8.Otto’s Irresistible Dance
9.Weird

Pestilence Domain (p141 CD)

Granted Power: Immunity to the effects of all diseases though clerics with this power can still carry infectious diseases.
Pestilence Domain Spells
1. Doom
2. Summon Swarm
3. Contagion
4. Poison
5. Plague Rats
6. Curse of Lycanthropy
7. Scourge
8. Create Greater Undead (mummies only)
9. Otyugh Swarm

Planning Domain

Granted Powers: Free Extend Spell feat.
Planning Domain Spells
1.Deathwatch
2.Augury
3.Clairaudience/Clairvoyance
4.Status
5.Detect Scrying
6.Heroes’ Feast
7.Greater Scrying
8.Discern Location
9.Time Stop

Plant Domain (p188 PHB)

Granted Power: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
1. Entangle
2. Barkskin
3. Plant Growth
4. Command Plants
5. Wall of Thorns
6. Repel Wood
7. Animate Plants
8. Control Plants
9. Shambler

Pleasure Domain BoED

Granted Powers: You are immune to any effect that damages or drains your Charisma
Pleasure Domain Spells
1.Remove Fear
2.Lastai’s Caress
3.Heart’s Ease
4.Remove Fatigue
5.Eagle’s Splendour, Mass
6.Celestial Blood
7.Empyreal Ecstasy
8.Spread of Contentment
9.Sublime Revelry

Protection Domain (p188 PHB)

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
2. Shield Other
3. Protection from Energy
4. Spell Immunity
5. Spell Resistance
6. Antimagic Field
7. Repulsion
8. Mind Blank
9. Prismatic Sphere

Purification Domain (p141 CD)

Granted Power: You cast abjuration spells at +1 caster level.
Purification Domain Spells
1. Nimbus of Ligh
2. Deific Vengeance
3. Recitation
4. Castigate
5. Dance of the Unicorn
6. Fires of Purity
7. Righteous Wrath of the Faithful.
8. Sunburst
9. Visage of the Deity, Greater

Renewal Domain

Granted Powers: 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 hit points or less, you die before this power takes effect.
Renewal Domain Spells
1.Charm Person
2.Lesser Restoration
3.Remove Disease
4.Reincarnate
5.Atonement
6.Heroes’ Feast
7.Greater Restoration
8.Polymorph Any Object
9.Freedom

Repose Domain

Granted Power: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your
cleric level. If the total at least equals the creature’s current hit points, it dies.
Repose Domain Spells
1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee

Restoration Domain

Granted Power: You cast all healing spells at +1 caster level.
Restoration Domain Spells
1.Remove Fear
2.Lesser Restoration
3.Remove Disease
4.Restoration
5.Raise Dead
6.Heal
7.Greater Restoration
8.Resurrection
9.True Resurrection

Retribution Domain

Granted Powers: If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If this attack hits, you deal maximum damage. You may use this supernatural ability once per day.
Retribution Domain Spells
1.Shield of Faith
2.Endurance
3.Speak with Dead
4.Fire Shield
5.Mark of Justice
6.Banishment
7.Spell Turning
8.Discern Location
9.Storm of Vengeance

Rune Domain

Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Lesser planar binding
6 Greater glyph of warding
7 Drawmij’s instant summons
8 Symbol
9 Teleportation circle

Scalykind Domain

Granted Powers: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a number of times equal to three + your Charisma modifier.

Scalykind Domain Spells
1.Magic Fang
2.Animal Trance*
3.Greater Magic Fang
4.Poison
5.Animal Growth*
6.Eyebite
7.Creeping Doom**
8.Animal Shapes*
9.Shapechange
*Affects ophidian and reptilian creatures only.

  • Composed of tiny snakes

Shadow Domain

Granted Power
You can see perfectly through darkness of any kind, including magical darkness.
Shadow Domain Spells
1. Deeper darkness
2.Blindness/deafness
3. True darkness
4. Black tentacles
5. Power word blind
6. Screen
7. Shadow Walk
8. Greater shadow evocation
9. Shades

Slime Domain

Granted Powers: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a number of times equal to three + your Charisma modifier.
Slime Domain Spells
1.Grease
2.Melf’s Acid Arrow
3.Poison
4.Rusting Grasp
5.Evaard’s Black Tentacles
6.Transmute Rock to Mud
7.Destruction
8.Power word, Blind
9.Implosion

Storm Domain

Granted Powers: You gain electricity resistance 5.
Storm Domain Spells
1.Entropic Shield
2.Gust of Wind
3.Call Lightning
4.Sleet Storm
5.Ice Storm
6.Call Lightning Storm
7.Control Weather
8.Whirlwind
9.Storm of Vengeance

Strength Domain (p188 PHB)

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 one round, and it is usable once per day.
Strength Domain Spells
1. Enlarge Person
2. Bull’s Strength
3. Magic Vestment
4. Spell Immunity
5. Righteous Might
6. Stoneskin
7. Bigby’s Grasping Hand
8. Bigby’s Clenched Fist
9. Bigby’s Crushing Hand

Suffering Domain

Granted Powers: You may use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a –2 enhancement penalty to Strength and Dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits.
Suffering Domain Spells
1.Bane
2.Infernal Wound
3. Agony
4.Enervation
5.Feeblemind
6.Harm
7.Eyebite*
8.Symbol**
9.Horrid Wilting
Sicken effect only
*
Pain effect only

Sun Domain (p188 PHB)

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
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere

Time Domain

Granted Powers: Free Improved Initiative feat.
Time Domain Spells
1.True Strike
2.Gentle Repose
3.Haste
4.Freedom of Movement
5.Permanency
6.Contingency
7.Mass Haste
8.Foresight
9.Time Stop

Trade Domain

Granted Powers: You may use detect thoughts once per day as a spell-like ability, affecting one target and lasting a number of minutes equal to your Charisma modifier Activating this power is a free action.
Trade Domain Spells
1.Message
2.Gembomb
3.Eagle’s Splendour
4.Sending
5.Fabricate
6.True Seeing
7.Mordenkainen’s Magnificent Mansion
8.Mind Blank
9.Discern Location

Travel Domain (p188 PHB)

Granted Power: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add survival to your list of cleric class skills.
Travel Domain Spells
1. Longstrider
2. Locate Object:
3. Fly
4. Dimension Door:
5. Teleport
6. Find the Path
7. Teleport, Greater
8. Phase Door
9. Astral Projection

Treachery Domain

Granted Power: Once per day, when you attack a flat-footed opponent, you can deal additional damage equal to 1d6 per two cleric levels you possess (round up, not down, in this case) with a single melee attack. You must declare that you are using this ability prior to making the attack, and if you miss the opponent that use of your power is wasted. Creatures immune to critical hits are also immune to this additional damage.
Treachery Domain Spells
1.Undetectable Alignment
2.Eagle’s Splendour
3.Bestow Curse
4.Glibness
5.Magic Jar
6.Symbol of Persuasion
7.Eyebite
8.Trap the Soul
9.Imprisonment

Trickery Domain (p189 PHB)

Granted Power: Add Bluff, Disguise, and Hide to your list of cleric ‘class’ skills.
Trickery Domain Spells
1. Disguise Self
2. Invisibility
3. Nondetection
4. Confusion
5. False Vision
6. Mislead
7. Screen.
8. Polymorph Any Object
9. Time Stop

Undeath Domain

Granted Powers: Free Extra Turning feat.
Undeath Domain Spells
1.Detect Undead
2.Desecrate
3.Animate Dead
4. Delay Death
5.Circle of Doom
6.Create Undead
7.Control Undead
8.Create Greater Undead
9.Energy Drain

War Domain (p189 PHB)

Granted Power: Free Martial Weapon Proficiency with deity’s favoured weapon (if necessary) and Weapon Focus with the deity’s favoured weapon.
War Domain Spells
1. Magic Weapon
2. Spiritual Weapon
3. Magic Vestment.
4. Divine Power
5. Flame Strike
6. Blade Barrier
7. Power Word Blind
8. Power Word Stun
9. Power Word Kill

Water Domain (p189 PHB)

Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water 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.
Water Domain Spells
1. Obscuring Mist:
2. Fog Cloud
3. Water Breathing
4. Control Water.
5. Ice Storm
6. Cone of Cold
7. Acid Fog
8. Horrid Wilting
9. Elemental Swarm

Watery Death

Granted Powers: You gain the ability to smite any non-aquatic creature once per day with a normal melee attack You add your Wisdom bonus to your attack roll and deal 1 extra point of damage per divine spellcaster level.
Watery Death Prestige Domain Spells
1.Entangle
2.Mark of the Outcast
3.Control Water
4.Rushing Waters
5.Dehydrate
6.Drown
7.Contagious Fog
8.Horrid Wilting
9.Drown, Mass

Weather Domain (p141 CD)

Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, effect you as if you were one size category larger.
Weather Domain Spells
1. Obscuring Mist
2. Gust of Wind
3. Call Lightning
4. Ice Storm
5. Binding Winds
6. Cloudwalkers
7. Control Weather
8. Whirlwind
9. Whirlwind, Greater

Wrath Domain (BoED)

Granted Powers: Once per day you may make a free attack of Opportunity against any opponent that damages you with a melee attack. This ability does not allow you take more than one attack of opportunity in a round.
Wrath Domain Spells
1.Doom
2.Energize Potion
3.Affliction
4.Radiant Shield
5.Righteous Might
6.Vengeance Halo
7.Righteous Smite
8.Last Judgement
9.Storm of Vengeance

Cleric Domains

The Bones of the Ancients GeorgeAChristie