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Domain

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A Domain is an area of focus for Clerics and Dark Apostates, giving them spells and/or abilities related to that focus. At level 2, Cleric or Dark Apostates must select one (only) domain. 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 and Dark Apostate 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 Level 5. However, a Domain can always be re-selected via Lesser reincarnation.

Domains were introduced in Update 36 Patch 2.

Click on a Domain name to jump to that information:

Domain List[edit]

Domain Name Level 2 Turn Extra Turn Undead Bonus Effect(s) Level 5 Level 9 Level 14
Air Domain +1 Evocation DC at 2/6/12/18 Cleric.
Light and Lightning Spell Power now use highest1.
Turn now works on Elementals.2. Turn now gives you and nearby allies Reflex equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. SLA: Shocking Grasp.3
4 SP cost, 4 second CD.
SLA: Lightning Bolt.3
8 SP cost, 6 second CD.
SLA: Chain Lightning.
12 SP cost, 12 second CD.
Animal Domain +1 Spot, Listen, Reflex Save every 2 Cleric levels. Turn now works on Animals and Magical Beasts. Turn now gives you and nearby allies Constitution equal to 1/2 Cleric Level for 20 seconds. Effect: +4 Hit Points per Cleric Level. +4 Hit Points per Epic Level. Effect: +15% Fortification Bypass. SLA: Feral Charge.
No Cost, 15 second CD. Requires Melee Weapon.
Chaos Domain
Restriction: Cannot be Lawful
+1 Will Save every 2 Cleric levels. - Turn now gives you and nearby allies 1d20 Universal Spell Power and 1d10 Melee Power, Ranged Power, PRR and MRR for 20 seconds. SLA: Chaos Hammer.
6 SP cost, 6 second CD.
Effect: +3% Spell Critical Chance SLA: Prismatic Spray.
25 SP cost, 15 second CD.
Death Domain +1 Necromancy DC at 2/6/12/18 Cleric.
+2 Effective level for Turn Undead, +2 Total level of Turn Undead
- - SLA: Necrotic Ray.
8 SP cost, 6 second CD.
Effect: Immunity to Energy Drain SLA: Destruction.
20 SP cost, 12 second CD.
Destruction Domain +1 Melee/Ranged Power at 2/4/8/12/16/20 Cleric.
You may now cast Divine spells while Raging.
- Turn now gives you and nearby allies Melee and Ranged Power equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. Effect: Equipment durability loss -75%. Effect: +3% Doublestrike, +5% Strikethrough Effect: Your equipped weapon(s) and/or shield gain Improved Destruction.
Earth Domain +2 Acid Spell Power per Cleric Level.
Light and Acid Spell Power now use highest1.
Turn now works on Elementals.2 Turn now gives you and nearby allies Fortitude equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. SLA: Melf's Acid Arrow.3
4 SP cost, 4 second CD.
SLA: Stoneskin.
6 SP cost, 4 second CD.
SLA: Earthquake.
25 SP cost, 30 second CD.
Fire Domain +2 Fire Spell Power per Cleric Level.
Light and Fire Spell Power now use highest1.
Turn now works on Elementals.2 Turn now gives you and nearby allies Fire Resistance equal to 2x Cleric Level for 20 seconds. SLA: Scorching Ray.
4 SP cost, 6 second CD.
SLA: Wall of Fire.
15 SP cost, 30 second CD.
SLA: Firestorm.
8 SP cost, 8 second CD.
Good Domain +2 Light Spell Power per Cleric Level.
+1 Heal every 2 Cleric levels.
- Turn now gives you and nearby allies Temporary Hit Points equal to 5x Cleric Level for 20 seconds. SLA: Deific Vengeance.
2 SP cost, 4 second CD.
SLA: Blade Barrier.
20 SP cost, 30 second CD.
Effect: +3 Hit and Damage vs Evil Creatures. +3 Saving Throws and AC vs Evil Creatures.
Healing Domain +2 Positive Spell Power per Cleric Level. - Turn now gives you and nearby allies 20 Healing Amplification for 20 seconds. SLA: Cure Moderate Wounds.
4 SP cost, 6 second CD.
SLA: Panacea.
8 SP cost, 6 second CD.
Effect: Permanent Empower Healing (+75 Spell Power for healing spells). Does not stack with Empower Healing feat, costs no SP.
Knowledge Domain +2 All Skills. - Turn now gives you and nearby allies Intelligence equal to 1/2 Cleric Level for 20 seconds. SLA: Suggestion.3
10 SP cost, 6 second CD.
SLA: Feeblemind.
10 SP cost, 6 second CD.
Effect: +4 Spell Penetration, +2 to all spell DCs.
Law Domain
Restriction: Cannot be Chaotic
+1 Enchantment DC at 2/6/12/18 Cleric. - Turn now gives you and nearby allies Saving Throws equal to 1/2 Cleric Level for 20 seconds. This is a Sacred typed bonus. SLA: Order's Wrath.
6 SP cost, 6 second CD.
SLA: Greater Command.
15 SP cost, 12 second CD
Effect: +3 Hit and Damage vs Chaotic Creatures. +3 Saving Throws and AC vs Chaotic Creatures.
Luck Domain +1 to all Saving Throws at 2/6/12/18 Cleric. - Turn now gives you and nearby allies Saving Throws equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. SLA: Displacement.
10 SP cost, 6 second CD.
Effect: +2 to all Spell DCs. Effect: No longer autofail saving throws on a 1.
Magic Domain +1 Evocation DC at 2/6/12/18 Cleric. - Turn now gives you and nearby allies Universal Spell Power equal to 2x Cleric Level for 20 seconds. This is a Divine typed bonus. SLA: Chain Missiles.3
8 SP cost, 10 second CD.
Effect: +10 Spell Points per Character Level. Effect: +2 Universal Spell Power per Cleric Level.
Protection Domain +1 AC, PRR, and MRR at 2/5/10/15/20 Cleric. - Turn now gives you and nearby allies PRR and MRR equal to 2x Cleric Level for 20 seconds. This is a Divine typed bonus. Effect: Permanent Shield (spell). Immunity to Magic Missiles, +4 Shield bonus to AC. SLA: Radiant Forcefield.
10 SP cost, 180 second CD.
Effect: +2 AC and PRR per Cleric Level.
Strength Domain +2 Strength. Restore all Strength damage every 6 seconds. - Turn now gives you and nearby allies Strength equal to 1/2 Cleric Level for 20 seconds. Effect: Use Strength for Reflex Saves, if higher than your Dexterity.
Incompatible with Insightful Reflexes.
Effect: Immunity to most Knockdown effects. Effect: Immunity to most Stun effects.
Sun Domain +2 Fire and Light Spell Power per Cleric Level. - Turn now gives you and nearby allies True Seeing for 20 seconds.
Turn now gives nearby enemies a 10% Vulnerability to Light damage and negates Incorporeality for 20 seconds.
SLA: Searing Light.3
4 SP cost, 4 second CD.
SLA: Sunbeam.
8 SP cost, 6 second CD.
SLA: Sunburst.
20 SP cost, 8 second CD.
Trickery Domain +1 Enchantment DC at 2/6/12/18 Cleric. - Turn now gives you and nearby allies Charisma equal to 1/2 Cleric Level for 20 seconds. SLA: Invisibility.
4 SP cost, 4 second CD.
SLA: Mind Fog.
15 SP cost, 10 second CD.
SLA: Charm Monster, Mass.
40 SP cost, 20 second CD.
War Domain +1 Hit and Damage at 2/4/8/12/16/20 Cleric. - Turn now gives you and nearby allies Melee and Ranged Power equal to 1/2 Cleric Level for 20 seconds. This is a Divine typed bonus. Effect: Gain Proficiency with all Martial and Exotic weapons, as well as Tower Shields. Effect: +1 Tactics DCs every 2 Cleric Levels. SLA: Holy Sword.
10 SP cost, 6 second CD.
Water Domain +2 Cold Spell Power and +1 Swim per Cleric Level.
Positive and Cold Spell Power now use highest1.
You gain Water Breathing.
Turn now works on Elementals.2 Turn now gives you and nearby allies Will equal to 1/2 Cleric Level, and Electric Resistance equal to 2x Cleric Level for 20 seconds. SLA: Solid Fog.
10 SP cost, 12 second CD.
SLA: Cone of Cold.
10 SP cost, 8 second CD.
SLA: Greater Creeping Cold.
10 SP cost, 8 second CD.

Overall Notes on Domains[edit]

1 The shared spell power (higher of Light and Elemental, or Positive) 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 ARCHIVE ME!). It also does not apply to spell critical chance. It can, however, work on the base eldritch blast: if you have Utterdark Blast enabled, your blast damage will scale on the elemental spell power instead of Light/Alignment.
2 Mephits are outsiders, not elementals. Therefore, elemental domains don't grant the ability to turn mephits.
3 SLAs which are confirmed to share cooldowns with SLAs from other sources. More details will be found in the associated Domain section.

Detailed Notes on Domains[edit]

Air[edit]

Animal[edit]

  • Level 14: Feral Charge is an Active Attack with +30% Damage, a Trip DC equal to 19 + Wisdom Mod + Trip Bonuses, and requires an equipped Melee Weapon.

Chaos[edit]

  • Turn Undead Bonus Effect: Each effect rolled separately for each character affected. Applying Turn again during this duration will discard currently applied values and reroll them again immediately.

Death[edit]

Destruction[edit]

  • Level 2: While Raging, you can cast Cleric spells, including from scrolls, wands, clickies and potions. Arcane spells and Divine spells that Clerics cannot cast do not work, not do clicky effects that do not qualify as spells. Orcish Rage is affected by this feat, but Blood Rage and Madstone Rage are not. (DDO Vault)

Earth[edit]

Fire[edit]

Good[edit]

Healing[edit]

  • Level 14: Effect grants 75 Positive Spell Power for any spell which could have the Empower Healing Metamagic Feat applied to it. This does not stack with the actual Metamagic, and does not cost SP.
    • You do not need to take Empower Healing to benefit from the bonus Spell Power, and in fact probably should not bother if you intend to take the Healing Domain.
    • Enhancements which improve the Potency of Empower Healing (from Radiant Servant) improve the potency of this effect.
    • This effect qualifies as an 'active Metamagic', even if you do not have Empower Healing as a Feat for the purposes of Magus of the Eclipse.

Knowledge[edit]

Law[edit]

Luck[edit]

Magic[edit]

Protection[edit]

  • Level 5: Permanent Shield's Shield Bonus to AC does not stack with an equipped Shield.

Strength[edit]

  • Level 5: Bug: Strength Domain's Reflex Save replacement is incompatible with Insightful Reflexes. The Feat will always take priority over the Domain's effect, meaning that even with a higher Strength score, it will cease to function. DDO Forums

Sun[edit]

Trickery[edit]

War[edit]

Water[edit]

See also[edit]