A Cleric chooses two different domains at level 1. Each domain grants its first power at Cleric level 1 and its second power at Cleric level 8. The Cleric must meet the alignment requirement for each chosen domain. A Cleric can select two domains from the same category if eligible.
Unless a power states otherwise, each activated domain power can be used once per Short Rest; each power has its own uses and they do not share a pool. Passive powers do not require activation or expend a use. A domain power save DC is 10 + half your Cleric level, rounded down, + your Wisdom modifier.
Alignment Eligibility
Alignment categories refer to either axis of a character’s alignment:
Category
Eligible alignments
Lawful
Lawful Good, Lawful Neutral, Lawful Evil
Good
Lawful Good, Neutral Good, Chaotic Good
Neutral
Any alignment with a Neutral component: Lawful Neutral, Neutral Good, True Neutral, Chaotic Neutral, or Neutral Evil
Chaotic
Chaotic Good, Chaotic Neutral, Chaotic Evil
Evil
Lawful Evil, Neutral Evil, Chaotic Evil
Lawful Domains
Order
Command (Level 1): As a Standard Action, choose one creature within 30 feet that can hear and understand you. It must succeed at a Will save or follow one brief command you give it on its next turn, such as approach, flee, drop, or kneel. It will not directly harm itself.
Stalwart Edict (Level 8): As a Reaction when an ally within 30 feet fails a saving throw, let that ally reroll it. The ally must use the new result.
Protection
Protective Ward (Level 1): As a Standard Action, grant one creature within 30 feet a +2 Supernatural bonus to Shield AC until the start of your next turn.
Guardian’s Rebuke (Level 8): As a Reaction when an adjacent ally takes damage, reduce that damage by 1d8 + your Wisdom modifier (minimum 1).
War
Battle Focus (Level 1): As a Free Action, gain a +1 Supernatural bonus on weapon attack rolls for 1 minute.
Rallying Strike (Level 8): When you hit a creature with a weapon attack, choose one ally within 30 feet. The next weapon attack that ally hits before the start of your next turn deals an extra 1d6 damage.
Good Domains
Life
Empowered Healing (Level 1): Once per Short Rest, when a spell or feature you use restores HP to one or more creatures, choose one of those creatures to regain additional HP equal to 1d6 + your Wisdom modifier (minimum 1).
Preserve Life (Level 8): As a Standard Action, choose up to three creatures within 30 feet. Each regains HP equal to 2d8 + your Wisdom modifier.
Light
Radiant Flare (Level 1): As a Standard Action, choose one creature within 60 feet. It must succeed at a Reflex save or take 1d8 holy damage. Holy damage harms living and undead creatures and never restores HP.
Revealing Radiance (Level 8): As a Standard Action, shed revealing light in a 30-foot radius for 1 minute. Invisible creatures in the area are visible while they remain in it; this light does not dispel invisibility.
Neutral Domains
Knowledge
Lorekeeper (Level 1): When you make an Intelligence-based Lore or Investigation check, you can add a +2 Supernatural bonus to the check.
Read the Pattern (Level 8): As a Standard Action, study one creature within 30 feet. Until the start of your next turn, you and your allies gain a +2 Supernatural bonus on attack rolls against it.
Nature
Wild Communion (Level 1): You can communicate simple ideas with ordinary animals. This passive ability does not compel them to help you and does not expend a use.
Animal Companion (Level 8): You gain an animal companion with an effective companion level equal to half your Cleric level, rounded down (minimum 1). See Animal Companions for initiative and command rules.
Chaotic Domains
Trickery
Misdirection (Level 1): As a Reaction when a creature makes an attack roll against you, impose a -2 Circumstance penalty on that roll.
False Double (Level 8): As a Reaction when an attack hits you, impose a 50% miss chance on that attack. If it misses, the attack deals no damage to you.
Liberation
Unbound Step (Level 1): As a Move Action, move up to your speed. This movement does not provoke attacks of opportunity.
Break Bonds (Level 8): As a Free Action, end one effect that is Grappling, Pinned, or Restrained you, provided the effect allows escape through physical movement or a check.
Evil Domains
Death
Grave Touch (Level 1): As a Standard Action, make a melee touch attack against a creature. On a hit, a living creature takes 1d8 negative energy damage; an undead creature instead regains 1d8 HP.
Death’s Claim (Level 8): As a Standard Action, choose one creature within 30 feet that has half or fewer of its maximum HP. It must succeed at a Fortitude save or become Staggered until the end of its next turn.
Tyranny
Dread Command (Level 1): As a Standard Action, choose one creature within 30 feet that can hear you. It must succeed at a Will save or become Shaken until the start of your next turn.
Crushing Authority (Level 8): As a Standard Action, choose one creature within 30 feet that can hear you. It must succeed at a Will save or be unable to take Reactions and take a -2 Circumstance penalty on attack rolls until the start of your next turn.
Channel Divinity’s energy type follows the Cleric’s alignment on the good-evil axis; see Cleric.