Greetings.
As we work on a Divine pass, we want to add in our version of Domains for Clerics. Rather than having them simply be a series of spell options, we wanted players to pick a Domain that gave the Cleric interesting build options that worked with enhancement trees.
That said, we wanted to give the players a preview of how Domains work in DDO, and want options would be available for Clerics.
Domains
Starting at level 2, a Cleric will pick one Domain which will provide additional (free) class feats as they level.
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
When you use Turn Undead your party gains a bonus to Reflex saving throws equal to half you 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
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 saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds.
Chaos Domain
You cannot take this domain if you are Lawful.
Level 2: You gain +1 to Will saving throws for every 2 Cleric levels.
When you use Turn Undead your party gains 1d20 points of Universal Spell Power and 1d10 points (each rolled separately) of 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.
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: 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 Domain
Level 2: You gain +2 Acid Spell Power (Corrosion) 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
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. The cooldown for this version is 15 seconds.
Fire Domain
Level 2: You gain +2 Fire Spell Power (Combustion) 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.
When you use Turn Undead your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds
Your Turn Undead works on Elementals
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.
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 (Devotion) per Cleric Level
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 Domain
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 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
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 Elementals
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
Sev~