Destruction Domai
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
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 second
Level 5: Durability damage for your items is reduced by 75%
Level 9: You weapons gain +2 to hit and damage
Level 14: Your weapon strikes add a stack of Improved Destruction.
Earth Domai
Level 2: You gain +2 Acid Spell Power (Corrosion) per Cleric Leve
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 Elemental
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 second
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. The cooldown for this version is 15 seconds.
Fire Domai
Level 2: You gain +2 Fire Spell Power (Combustion) per Cleric Leve
Your fire spells will use Light Spell Power if it is higher
Your light spells will use Fire Spell Power if it is higher
When you use Turn Undead your party gains points of Fire Resistance equal to twice your Cleric level for 20 second
Your Turn Undead works on Elemental
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 Domai
Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels
When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 second
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 Domai
Level 2: You gain +2 Positive Spell Power (Devotion) per Cleric Leve
When you use Turn Undead your party gains 20 point of Healing Amplification
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 meta-magic. This does not increase their cost.
Knowledge Domai
Level 2: You gain +2 to all skills
When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 second
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
You cannot take this domain if you are Chaotic
Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th
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.
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.
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. (This shares a cooldown with the Archmage 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
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 and become immune to Strength damage.
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.
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 (Combustion) and Light Spell Power (Radiance) per Cleric level.
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 Sun Beam 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
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 Damage with melee and ranged weapons. This increases at 4th, 8th, 12th, 16th and 20th
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 (Glaciation) 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 Elemental
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