Domain Information

From DDO Compendium

At 2nd level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you saves and other abilities when you choose it at 2nd level. It also grants you additional ways to use Turn Undead, and additional benefits at 5th, 9th, and 14th levels.

There are 19 possible domains to choose from, each giving different benefits when taken, and then additional abilities at the other levels. Below is a table of each of the domains and its abilities.


Domain Name Description
Air Domain
  • Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
  • Your lightning spells will use light Spell Power if it is higher. Your light spells will use Lightning Spell Power if it is higher.
  • Your Turn Undead works on Elementals
  • Upon Turning: When you use Turn Undead your party gains a bonus to Reflex saving throws equal to half your Cleric level, and points of Electric Resistance equal to twice your Cleric level for 20 seconds
  • Level 5: You gain Shocking Grasp as an SLA
  • Level 9: You gain Lightning Bolt as an SLA
  • Level 14: You gain Chain Lightning as an SLA
Animal Domain
  • Level 2: You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels.
  • Your Turn Undead works on Animals.
  • Upon Turning: When you use Turn Undead your party gains points of Constitution equal to half your Cleric level for 20 seconds
  • Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each epic level you have gained.
  • Level 9: You gain +15% fortification bypass.
  • Level 14: You gain the Feral Charge ability. Your character to briefly morphs into a bear and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3[W] bonus, and enemies must make a Reflex DC: 19 + Wisdom Level + Trip Modifier save or be knocked down. Cooldown is 15 seconds. This ability can only be used while holding a melee weapon.
Chaos Domain
  • Level 2: You gain +1 to Will saving throws for every 2 Cleric levels.
  • Upon Turning: When you use Turn Undead your party gains a bonus to Universal Spell Power, Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.
  • Level 5: You gain Chaos Hammer as an SLA
  • Level 9: Your spell critical chance is increased by 3%.
  • Level 14: You gain Prismatic Spray as an SLA
Death Domain
  • Level 2: You gain +1 to the DC of your Necromancy spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
  • You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.
  • Level 5: You gain Necrotic Ray as an SLA
  • Level 9: You are immune to Energy Drain.
  • Level 14: You gain Destruction as an SLA
Destruction Domain
  • Level 2: You gain +1 Melee and Ranged Power. You gain another point of each at 4th, 8th, 12th, 16th, and 20th level Cleric.
  • You can cast your Cleric spells while raging.
  • Level 5: Durability damage for your items is reduced by 75%.
  • Level 9: +3% Doublestrike and +5% Strikethrough chance.
  • Level 14: Your weapon strikes add a stack of Improved Destruction.
Earth Domain
  • Level 2: You gain +2 Acid Spell Power per Cleric Level.
  • Your acid spells will use Light Spell Power if it is higher. Your light spells will use Acid Spell Power if it is higher.
  • Your Turn Undead works on Elementals.
  • Upon Turning: When you use Turn Undead your party gains a bonus to Fortitude saving throws equal to half you Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.
  • Level 5: You gain Melf's Acid Arrow as an SLA
  • Level 9: You gain Stoneskin as an SLA
  • Level 14: You gain Earthquake as an SLA
Fire Domain
  • Level 2: You gain +2 Fire Spell Power per Cleric Level.
  • Your fire spells will use light Spell Power if it is higher. Your light spells will use Fire Spell Power if it is higher.
  • Your Turn Undead works on Elementals.
  • Upon Turning: When you use Turn Undead your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds.
  • Level 5: You gain Scorching Ray as an SLA
  • Level 9: You gain Wall of Fire as an SLA
  • Level 14: You gain Firestorm as an SLA
Good Domain
  • Level 2: You gain +2 Light Spell Power Radiance per Cleric Level.
  • You gain +1 to the Heal skill for every 2 Cleric levels.
  • Upon Turning: When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 seconds.
  • Level 5: You gain Deific Vengeance as an SLA
  • Level 9: You gain Blade Barrier as an SLA
  • Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.
Healing Domain
  • Level 2: You gain +2 Positive Spell Power per Cleric Level.
  • Upon Turning: Using Turn Undead gives you and your party a 20% bonus to Healing Amplification for 20 seconds.
  • Level 5: You gain Cure Moderate Wounds as an SLA
  • Level 9: You gain Panacea as an SLA
  • Level 14: Your healing spells are empowered, as if you had the Empower Healing metamagic. This does not increase their cost.
Knowledge Domain
  • Level 2: You gain +2 to all skills.
  • Upon Turning: When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 seconds
  • Level 5: You gain Suggestion as an SLA
  • Level 9: You gain Feeblemind as an SLA
  • Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.
Law Domain
  • Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.
  • Upon Turning: When you use your Turn Undead your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds.
  • Level 5: You gain Order's Wrath as an SLA
  • Level 9: You gain Greater Command as an SLA
  • Level 14: You gain +3 to hit, damage, and armor class against chaotic creatures in combat. You gain +3 to saving throws against spells cast by chaotic creatures.
Luck Domain
  • Level 2: You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at 6th level, +1 at 12th level, and +1 at 18th level.
  • Upon Turning: When you use Turn Undead your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds.
  • Level 5: You gain Displacement as an SLA
  • Level 9: You add +2 to the DC of your spells.
  • Level 14: You no longer automatically fail your saving throws on a roll of 1.
Magic Domain
  • Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
  • Upon Turning: When you use Turn Undead your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds.
  • Level 5: You gain Chain Missiles as an SLA
  • Level 9: You gain a number of bonus Spell Points equal to your character level x 10.
  • Level 14: You gain points of Universal Spell Power equal to your twice your Cleric level.
Protection Domain
  • Level 2: You gain +1 to AC, PRR, and MRR. This increases by +1 at 5th level, 10th level, 15th level, and 20th level.
  • Upon Turning: When you use Turn Undead your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.
  • Level 5: You gain the Shield spell as a permanent effect on you.
  • Level 9: You gain Radiant Forcefield as an SLA
  • Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.
Strength Domain
  • Level 2: You gain +2 Strength. You passively restore all ability score damage to Strength every 6 seconds.
  • Upon Turning: When you use Turn Undead your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds.
  • Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity, if it is higher.
  • Level 9: You become immune to knock down effects
  • Level 14: You always make your saving throw against Stun effects.
Sun Domain
  • Level 2: You gain +2 to Fire and Light Spell Power per Cleric level.
  • Upon Turning: When you use Turn Undead you and your allies gain True Sight. in addition, for 20 seconds enemies in the radius of the Turn Undead have their incorporeal miss chance negated and will be inflicted with 10% vulnerability to Light damage.
  • Level 5: You gain Searing Light as an SLA
  • Level 9: You gain Sunbeam as an SLA
  • Level 14: You gain Sunburst as an SLA
Trickery Domain
  • Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.
  • Upon Turning: When you use Turn Undead your party gains points of Charisma equal to half your Cleric level for 20 seconds.
  • Level 5: You gain Invisibility as an SLA
  • Level 9: You gain Mind Fog as an SLA
  • Level 14: You gain Charm Monster, Mass as an SLA
War Domain
  • Level 2: You gain +1 to hit and damage with melee and ranged weapons. This increases at 4th, 8th, 12th, 16th and 20th.
  • Upon Turning: When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds.
  • Level 5: You gain proficiency in all martial and exotic weapons.
  • Level 9: Your tactical DCs are increased by half your Cleric level.
  • Level 14: You gain Holy Sword as an SLA
Water Domain
  • Level 2: You gain Water Breathing.
  • You gain +1 to Swimming and +2 Cold Spell Power per Cleric level.
  • Your cold spells will use Positive Spell Power if it is higher. Your healing spells will use Cold Spell Power if it is higher.
  • Your Turn Undead works on Elementals.
  • Upon Turning: When you use Turn Undead your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.
  • Level 5: You gain Solid Fog as an SLA
  • Level 9: You gain Cone of Cold as an SLA
  • Level 14: You gain Greater Creeping Cold as an SLA