Domains
Primary Domains
Air Domain
Spells
Call Lightning (3), Chain Lightning (6)
Abilities
Turn Elementals
Death Domain
Spells
Phantasmal Killer (4), Enervation (5)
Abilities
Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.
Earth Domain
Spells
Stoneskin (4), Energy Buffer (5)
Abilities
Turn Elementals
Evil Domain
Spells
Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
Abilities
Turn Outsiders
Fire Domain
Spells
Wall of Fire (4), Energy Buffer (5)
Abilities
Turn Elementals
Good Domain
Spells
Stoneskin (4), Lesser Planar Binding (5)
Abilities
Turn Outsiders
Water Domain
Spells
Poison (3), Ice Storm (5)
Abilities
Turn Elementals
Chaos Domain
Spells
Cloud of Bewilderment (3), Confusion (5)
Abilities
Turn Outsiders
Law Domain
Spells: Clarity (2), Hold Monster (5) Abilities: Turn Outsiders
Knowledge Domain
Spells: Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6) Abilities: ---
Magic Domain
Spells: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5) Abilities: ---
Destruction Domain
Spells: Stinking Cloud (3), Acid Fog (6) Abilities: Turn Constructs
Drow Domain
Spells: Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5) Abilities: Racial Power
Elf Domain
Spells: True Strike (1), Cat's Grace (2) Abilities: Racial Power
Dwarf Domain
Spells: Glyph of Warding (2), Greater Magic Weapon (3) Abilities: Racial Power
Halfling Domain
Spells: Cat's Grace (2), Freedom of Movement (3) Abilities: Racial Power
Gnome Domain
Spells: Color Spray (1), Displacement (3) Abilities: Racial Power
Orc Domain
Spells: Prayer (2), Blood Frenzy (3), War Cry (5) Abilities: Racial Power
Secondary Domains
Animal Domain
Spells: Cat's Grace (2), True Seeing (3), Polymorph Self (5) Abilities: Summon Creature spell is cast as if it were the next spell level higher
Cavern Domain
Spells: Darkness (1), One with the Land (2), Call Lightning (4) Abilities: 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
Charm Domain
Spells: Charm person (1), Aura of Glory (2), Charm Monster (3) Abilities: ---
Darkness Domain
Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4) Abilities: Ultravision 1/day "Associated Deities"
Fate Domain
Spells: True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3) Abilities: Bonus Feat - Uncanny Dodge
Fungus Domain
Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5) Abilities: ---
Hatred Domain
Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5) Abilities: 1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level
Healing Domain
Spells: Cure Serious Wounds (2), Heal (5) Abilities: Empowered 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
Illusion Domain
Spells: Invisibility (2), Displacement (3), Phantasmal Killer (4) Abilities: ---
Luck Domain
Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6) Abilities: Bonus Feat - Defensive Roll
Metal Domain
Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5) Abilities: 1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with Darkfire.
Nobility Domain
Spells: Rallying Cry (1), Charm Person (2), See Invisibility (3) Abilities: ---
Ooze Domain
Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4) Abilities: Command Slimes
Planning Domain
Spells: Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Plant Domain
Spells: Barkskin (2), Creeping Doom (7) Abilities: Turn Vermin
Portal Domain
Spells: Summon creature III (2), Dismissal (3), Displacement (4) Abilities: Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom
Protection Domain
Spells: Minor Globe of Invulnerability (4), Energy Buffer (5) Abilities: Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric's Charisma modifier
Renewal Domain
Spells: Cure Moderate Wounds (1), Remove disease (2), Restoration (3) Abilities: ---
Repose Domain
Spells: Remove disease (2), Death ward (3), Undeath to Death (5) Abilities: Bonus Feat - Favored Enemy (Undead)
Reptilian Domain
Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3) Abilities: Command Lizards
Retribution Domain
Spells: Death Armor (2), Death ward (3), Elemental Shield (4) Abilities: Bonus Feat - Divine Might
Rune Domain
Spells: Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4) Abilities: Bonus Feat - Scribe Scroll
Sea Caves Domain
Spells: Ironguts (1), Drown (5) Abilities: Underwater Breathing - boosts the length of time which you can stay underwater before drowning
Spells Domain
Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6) Abilities: ---
Spider Domain
Spells: Web (1), Poison (3) Abilities: Command Spiders
Strength Domain
Spells: Divine Power (3), Stoneskin (5) Abilities: Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric's Charisma modifier
Storm Domain
Spells: Gust of Wind (2), Call Lightning (3), Ice Storm (5) Abilities: Bonus Feat - Resist Energy (Electricity)
Suffering Domain
Spells: Ray of Enfeeblement (1), Death Armor (2), Enervation (5) Abilities: ---
Sun Domain
Spells: Searing Light (2), Sunbeam (7) Abilities: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.
Trade Domain
Spells: Identify (1), Knock (2), See Invisibility (3) Abilities: Bonus Feat - Skill Focus (Appraise)
Travel Domain
Spells: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5) Abilities: ---
Trickery Domain
Spells: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5) Abilities: Divine Trickery - Bonus to hide, bluff, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the cleric's charisma modifier
Undeath Domain
Spells: Stone Bones (1), Negative Energy Burst (3) Abilities: Turning Boost - same as Sun domain
War Domain
Spells: Cat's Grace (2), Aura of Vitality (7) Abilities: Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifier
Racial Powers
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.