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Domain

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A Domain is an area of focus for Clerics, giving them spells and/or abilities related to that focus. Any character with more than one Cleric level must select one (only) domain at Cleric level 2. Domains are treated as Feats, and can be found on the character sheet, under the "Feats" tab, under "Cleric Domains"*.

(* Older characters, which were leveled before the Domains went live (late September, 2017), will not see this section. Such characters were provided with a free Lesser Heart of Wood to allow them to perform a lesser reincarnation and select a Domain as they level up.)

Characters automatically gain additional feats (called "Tiers") from that domain at Cleric levels 5, 9, and 14; no additional choices are necessary or possible.

As with any Feat, a character can change their Domain (via Fred). However, due to the way the later Domain Feats are tied together to the first one, this is not possible once a character gains their 2nd Domain Feat, at Cleric Level 5. However, a Domain can always be re-selected via reincarnation.

Domains were introduced in Update 36 Patch 2.

Click on a Domain name to jump to that information:

(Type) Domain Name Description
(all levels refer to Cleric levels)
Elemental 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. 4 Spell Points, 4 second cooldown. (Shares cooldown with Air Savant.)
  • Level 9: You gain Lightning Bolt as an SLA. 8 Spell Points, 6 second cooldown. (Shares cooldown with Air Savant.)
  • Level 14: You gain Chain Lightning as an SLA. 12 Spell Points, 12 second cooldown.
Melee 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 and Magical Beasts.
  • 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 4 hit points per Cleric level. You also add 4 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 +30% 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. This ability can only be used while holding a melee weapon.
Alignment Chaos Domain
You cannot take this domain if you are Lawful.
Casting 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. 8 Spell Points, 6 second cooldown.
  • Level 9: You are immune to Energy Drain.
  • Level 14: You gain Destruction as an SLA. 20 SP, 12 second cooldown.
Melee 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.
DDO Vault: Cleric spells work. Cleric scrolls, wands, clickies (Death Ward), even non-guild potions with the casting animation all work. Bard spells don't work. Arcane wands, scrolls, clickies don't work. Class-agnostic clickies don't work (Archivist's Necklace).
You retain the ability also when using Orcish Rage. This benefit does not extend to Madstone Rage or Blood Rage.
Elemental 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.
  • 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. 4 SP, 4 second cooldown.
  • Level 9: You gain Stoneskin as an SLA. 6 SP, 4 second cooldown.
  • Level 14: You gain Earthquake as an SLA. 25 SP, 30 second cooldown.
Elemental 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.*
  • 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. 4 SP, 6 second cooldown.
  • Level 9: You gain Wall of Fire as an SLA. 15 SP, 30 second cooldown.
  • Level 14: You gain Firestorm as an SLA. 8 Spell Points, 8 second cooldown.
Alignment 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. 2 SP, 4 second cooldown.
  • Level 9: You gain Blade Barrier as an SLA. 20 SP, 30 second cooldown.
  • 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.
Defensive Healing Domain
  • Level 2: You gain +2 Positive Spell Power (Devotion) 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. 4 SP, 6 second cooldown.
  • Level 9: You gain Panacea as an SLA. 8 SP, 6 second cooldown.
  • Level 14: Your healing spells are empowered, as if you had the Empower Healing metamagic. This does not increase their cost.
Casting 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. 10 SP, 6 second cooldown.
  • Level 9: You gain Feeblemind as an SLA. 10 SP, 6 second cooldown.
  • Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.
Alignment 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.
  • 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. 6 SP, 6 second cooldown.
  • Level 9: You gain Greater Command as an SLA. 15 SP, 12 second cooldown.
  • 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.
Defensive 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. 10 SP, 6 second cooldown.
  • 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.
Casting 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. (This shares a cooldown with the Archmage SLA.) 8 SP, 10 second cooldown.
  • 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.
Defensive 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. 10 SP, 180 second cooldown.
  • Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.
Melee 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.
Casting Sun Domain
  • Level 2: You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) 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. 4 SP, 4 second cooldown. Shares cooldown with Divine Disciple. DDO Forums
  • Level 9: You gain Sunbeam as an SLA. 8 SP, 6 second cooldown.
  • Level 14: You gain Sunburst as an SLA. 20 SP, 8 second cooldown.
Casting 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. 4 SP, 4 second cooldown.
  • Level 9: You gain Mind Fog as an SLA. 15 SP, 10 second cooldown.
  • Level 14: You gain Charm Monster, Mass as an SLA. 40 SP, 20 second cooldown.
Melee 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, as well as Tower Shields.
  • Level 9: Your tactical DCs are increased by half your Cleric level.
  • Level 14: You gain Holy Sword as an SLA. 10 SP, 6 second cooldown.
Elemental 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.
  • 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. 10 SP, 12 second cooldown.
  • Level 9: You gain Cone of Cold as an SLA. 10 SP, 8 second cooldown.
  • Level 14: You gain Greater Creeping Cold as an SLA. 10 SP, 8 second cooldown.

Notes on Elemental Domains[edit]

For Air, Earth, Fire and Water:

* The shared spell power (higher of Light and Elemental) granted by elemental domains to "spells" does not seem to extend to non-spell effects, such as Arcane Archer damage or Warlock pact damage (DDO Forums). It also does not apply to spell critical chance.
Mephits are outsiders, not elementals. Therefore, elemental domains don't grant the ability to turn mephits.

See also[edit]