Clerics have a domain that determines their divine powers. Each possible god a cleric can worship has multipe domains that the cleric can choose from. The following are a list of official and homebrew cleric domains, what they do, and which possible gods grant access to that domain. Click on the domain for the full rules breakdown.
Official Domains
The Arcana domain primarily expands the spell list with powerful wizard spells. In addition, it provides abilities for countering magical creatures, and despelling enemy magic.
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The Forge domain focuses on crafting equipment, and empowering your weapons, attacks and armour. In addition, the cleric gains extra defenses and resistances.
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The Grave domain primarily focuses on debuffing enemies, and casting necromancy spells. It has options for extra interactions with undead creatures
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The Knowledge domain focuses on divination spells, provides additonal proficiencies and expertise, and allows the cleric to read minds, objects and auras.
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The Life domain focuses on empowering the healer playstyle. In additon, it has limited buffing capabilities.
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The Light domain primarily focuses on the blaster playstyle, with a special focus on area of effect damage. It also has a small amount of battlefield control.
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The Nature domain focuses on battlefield controll and defensive abilities. It grants capabilities to communicate with, and enthral plants and animals.
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The Order domain focuses on empowering the cleric's allies and controlling their enemies. In addition, it grants bonusses for enchantment spells.
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The Tempest domain is a combination of melee fighter and blaster. In addition, it has good battlefied control abilities.
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The Trickery domain focuses on stealth and illusion magic. It allows the cleric to make an illusionary copy of themselves. In addition, it has limited access to enchantment spells.
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The Twilight domain primarily focuses on the buffer playstyle. It grants bonuses in dim and dark environments, and is well suited to frontline fighting.
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The War domain primarily focuses on empowering the cleric's combat potential. It grants capabilities to buff either the cleric's attacks or those of their allies.
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Homebrew Domains
The Balance domain focuses on the blaster and buff/debuff playstyle. It also has special interactions with advantage and disadvantage, granting or preventing both to allies and enemies. In addition, it grants stong buff/debuff spells, area of effect damage spells, and battlefield control spells.
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The Beauty domain focuses on social interactions and buffing allies. It grants powerful enchantment spells, and provides bonuses for using them.
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The Blood domain focuses on dealing damage and tanking. The cleric recieves aternative hit point for dealing damage, which they use to tank and fuel their other abilities.
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The Chaos domain focuses on the blaster and debuffer playstyles. It can trigger additional damage, and has many disruptive spells.
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The Death domain focuses on empowering necromancy spells. The cleric deal extra necrotic damage, and summons stronger undead minions.
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The Dream domain primarily focuses on enchantment magic. It grants special abilities to use guidance on multiple targets at range.
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The Fate domain primarily focuses on the buffer playstyle, with a special focus on damage prevention. In addition, it grants powerful abjuration and divination spells.
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The Freedom domain primarily focuses on mobility. It grants many powerful movement and teleportation spells. In addition, it provides resistance to movement restrictions and adverse conditions such as dazed, paralyzed and stunned for the cleric and their allies.
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The Hearth domain primarily focuses on the healer playstyle, with a special focus on healing damage and exhaustion in between encounters. In addition, it has deffensive capabilities.
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The Hope domain primarily focuses on damage prevention. In additon, it allows the cleric and their allies to better succeed on their saving throws.
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The Love domain focuses on damage prevention and healing. In additon, it grants enchantment spells and debuffing abilities.
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The Loyalty domain primarily focuses on the buffer playstyle, with abilities to improve the cleric's combat prowess at the same time as their allies. In addition, it has powerful healing spells and spells from the paladin spell list.
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The Luck domain focuses on the buffer and debuffer playstyle. It grants abilities to dish out advantage and disadvantage to allies and enemies.
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The Mystecism domain primarily focuses on enchantment spells. It grants the ability to cast spells surreptitiously, and empowers the cleric's mind.
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The Poverty domain focuses on damage prevention and debuffing. It has many abilities that allow the cleric to defeat enemies without killing them.
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The Redemption domain focuses on damage reduction and healing. It is done by taking damage for you allies to protect or heal them.
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The Shadow domain primarily focuses on the debuffer playstyle, with abilities to create and see in darkness. In addition, it has abilities that focus on dealing damage.
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The Star domain primarily focuses on the blaster playstyle, with a special focus on inlicting conditions. It grants powerful evocation spells and gains darkvision.
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The Strife domain primarily focuses on the tank playstyle, with a special focus damage prevention. It grants powerful abjuration spells and has healing abilities.
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The Thievery domain primarily focuses on stealth, with a special focus on mobility and non-detection. It grants many abilities that traditionally belong to the rogue.
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The Time domain primarily focuses on mobility and transmutation spells. It grants abilities to increase your action economy.
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The Travel domain primarily focuses on mobility and teleportation. It grants utility for traveling long distances.
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The Tyranny domain focuses on commanding your allies and enemies, buffing or debuffing them when required. In addition, it allows the cleric to claim the resources of others for themselves.
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