```metadata
title: Revised Cleric Domains
description: >-
Revisions of the Strength Domain from Plane Shift: Amonkhet, the Arcana Domain
from the Sword Coast Adventurer’s Guide, the Twilight Domain from Tasha’s
Cauldron of Everything, and the PHB War Domain, as well as converting UA
Sorcerous origins into cleric Domains
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
## Revised Cleric Domains
The Cleric is the most prolific class in the game in terrms of number of official subclasses. These Domains vary greatly in power, which this document rectifies.
### Arcana Domain
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.
##### Gods of Magic
| Example Deity/Force|Pantheon|
|:-----------------:|:------:|
| Annam All-Father | Giant |
| Aureon |Eberron (Sovereign Host)|
| Azuth |Forgotten Realms|
|Baravar Cloakshadow|Gnomish|
|Boccob |Greyhawk|
| Corellon Larethian|Elven, Nentir Vale, Exandria|
| Gilean |Dragonlance|
| Hecate |Greek|
| Isis |Egyptian|
|Kiaransalee | Drow |
|Luxon, The| Exandria (Lesser Idols)|
| Math Mathonwy | Celtic |
| Mystra |Forgotten Realms|
| Odin |Norse|
|Sehanine Moonbow |Elven, Nentir Vale, Exandria|
|Shadow, The |Eberron (Dark Six)|
|Vecna |Greyhawk (Flan), Nentir Vale, Exandria|
| Wee Jas |Greyhawk (Suel)|
| Zinzerena |Drow|
|Zivilyn |Dragonlance|
::
##### Arcana Domain Spells
| Cleric Level | Domain Spells |
|:------------:|:-------------:|
| 1st |*find familiar, magic missile*|
| 3rd |*Nystul’s magic aura, wristpocket*|
| 5th |*counterspell, dispel magic*|
| 7th |*arcane eye, Leomund’s secret chest* |
| 9th |*Bigby’s hand, teleportation circle*|
#### Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and can add your Wisdom modifier to the total of any Intelligence (Arcana) check you make. You also gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
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::
#### Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and each aberration, celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that it can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Once you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished (as in the *banishment* spell, no concentration required) to its plane of origin if not already there and its challenge rating is at or below the threshold shown on the Arcane Banishment table.
##### Arcane Banishment
| Cleric Level |Banishes Creatures of CR …|
|:-------------:|:--------:|
| 5th |½ or lower|
| 8th |1 or lower|
| 11th |2 or lower|
| 14th |3 or lower|
| 17th |4 or lower|
#### Magic in the Blood
At 6th level, you learn one metamagic option from the sorcerer class. You gain sorcery points equal to half your cleric level, rounded up. You can only use sorcery points gained from this feature on Metamagic, and regain all expended sorcery points when you finish a long rest. Replace any references to your Charisma modifier in the original text of a Metamagic option with your Wisdom modifier.
At 14th level, you learn another Metamagic option of your choice from the sorcerer class.
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#### Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
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Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
### Earth Domain
Gods of the Earth Domain are gods of soil and stone, of the physical earth itself, and all its mineral bounties and seismic perils.
##### Gods of the Earth
|Example Deity/Concept|Pantheon/World|
|:----------------:|:------:|
|Calladuran Smoothhands| Gnomish |
| Darahl Tilvenar | Elven |
| Dumathoin | Dwarven|
| Earth Dragon|Greyhawk (Flan)|
|Elemental Earth |Dark Sun
| Fortubo |Greyhawk (Suel), Dwarven|
| Gaia |Greek |
|Geb |Egyptian|
|Grumbar |Forgotten Realms|
|Jascar |Greyhawk (Suel)|
| Kurtulmak |Kobold |
|Segojan Earthcaller|Gnomish|
| Skadi |Norse |
|Skoraeus Stonebones| Giant|
|Urogalan |Halfling|
##### Earth Domain Spells
| Cleric Level |Domain Spells|
|:-------------:|:------:|
| 1st|*catapult, earth tremor*|
| 3rd|*earthbind, Maximilian’s earthen grasp*|
| 5th|*erupting earth, wall of sand*|
| 7th|*stone shape, stoneskin*|
| 9th|*transmute rock, wall of stone*|
|11th|*bones of the earth, move earth*|
#### Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
#### Bonus Cantrip
You learn the *mold earth* cantrip, which counts as a cleric cantrip for you, but not against your cleric cantrips known.
#### Stone’s Durability
Also at 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Additionally, as an action, you can gain a base Armor Class of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, you die, or you don armor other than a shield.
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#### Channel Divinity: Earthen Embrace
Starting at 2nd level, you can use your Channel Divinity to protect yourself and your allies. As an action, you present your holy symbol and evoke protective earth magic. You project an aura of brown light in a 15-foot radius for 1 minute or until you are incapacitated or lose concentration (as if concentrating on a spell). Every creature of your choice within the aura gains a bonus to their Armor Class equal to half your proficiency bonus, rounded up
#### Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.
As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your cleric level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 2d4 bludgeoning damage. This extra damage increases to 2d8 at 14th level.
#### Divine Strike
Starting at 8th level, you gain the ability to infuse stony magic into your strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
#### Earth Master’s Aegis
Beginning at 17th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
:
:
:
{{note
##### Design Note: From Sorcerer to Cleric
Both the Earth Domain and the Sea Domain on the following page originally appeared as Sorcerous Origins in a 2017 *Unearthed Arcana* article. They are revised here to better serve as Divine Domains that fill bigger gaps in the base class’s repertoire than they do as sorcerer subclasses.
}}
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{{wide
Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
### Sea Domain
Gods of the sea are found wherever bodies of water exist. Deities which grant the Sea Domain can be gods of saltwater, fresh water, gods of sea life, or any combination of the three.
##### Gods of the Sea
|Example Deity/Concept|Pantheon|
|:----------------:|:------:|
|Aegir | Norse |
| Deep Sashelas | Elven |
|Devourer, The|Eberron (Dark Six)|
| Eadro |Merfolk |
| Elemental Water |Dark Sun|
| Habbakuk |Dragonlance|
| Manannan mac Lir | Celtic |
|Melora|Nentir Vale, Exandria|
| Njord | Norse |
| Osprem |Greyhawk (Suel)|
| Poseidon | Greek |
| Procan |Greyhawk (Oerdian)|
| Sekolah |Sahuagin|
| Sobek |Egyptian|
| Thassa |Theros |
|Umberlee |Forgotten Realms |
|Valkur | Forgotten Realms|
|Xerbo |Greyhawk (Suel)|
| Zeboim |Dragonlance|
##### Sea Domain Spells
| Cleric Level |Domain Spells|
|:-------------:|:------:|
| 1st|*armor of Agathys, create or destroy water*|
| 3rd|*blur, moonbeam*|
| 5th|*tidal wave, wall of water*|
| 7th|*control water, watery sphere*|
| 9th|*cone of cold, maelstrom*|
|15th|*tsunami*|
#### Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the trident and the net.
#### Bonus Cantrip
When you choose this domain at 1st level, you learn the *shape water* cantrip if you don’t already know it. It counts as a cleric cantrip for you, but doesn’t count as one of your cantrips known.
If you already know *shape water*, you learn your choice of the *ray of frost* or *acid splash* cantrip instead.
#### Aquatic Blessing
Also starting at 1st level, you can breathe in both air and water, and have a swimming speed equal to your walking speed. If you already have a swimming speed, your swimming speed increases by 10 feet.
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#### Channel Divinity: Control Currents
Starting at 2nd level, you can alter your foes’ positions with the power of the sea.
As a bonus action you can make watery streams shoot out from your form and envelop a number of creatures equal to your Wisdom modifier within 30 feet of you. Each creature must make a Strength saving throw against your spell save DC or take 2d6 bludgeoning damage and be forcibly moved up to 15 feet directly towards or away from you (you choose for each creature). On a successful save, a creature takes half the bludgeoning damage and is not moved.
#### Watery Defense
At 6th level, you gain resistance to either fire or cold damage (choose when you gain this feature).
You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your cleric level plus your Wisdom modifier, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this reaction, you can’t use it again until you finish a long rest.
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#### Water Soul
Starting at 17th level, your essence is altered by the power of the sea. You gain the following benefits:
* You no longer need to eat, drink, or sleep.
* A critical hit against you becomes a normal hit.
* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
{{artist,Bottom:85px,right:391px
##### Poseidon
Louvre Museum, [Public domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Poseidon_Penteskouphia_Louvre_CA452.jpg)
}}
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{{wide
Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
### Strength Domain
The gods of strength hold physical prowess as one of the highest of values. Some hold brawn over all other virtues, while others balance it with other principles. This Domain also encompasses deities who value raw athleticisim as an expression of strength.
##### Gods of Strength
| Example Deity/Faction | Pantheons/Worlds|
|:---------------------:|:-----:|
| Annam All-Father | Giant |
| Bahgrtu | Orc |
| The Becoming God | Eberron (Warforged)|
| Dol Dorn | Eberron (Sovereign Host)|
| Grolantor | Giant |
| Gruul Clans |Ravnica|
| Gruumsh | Orc |
| Haela Brightaxe | Dwarf |
|Hanseath | Dwarf |
|Heracles | Greek |
|Hruggek |Goblinoid (Bugbear)|
|Ilmater |Forgotten Realms|
| Iroas | Theros|
|Kord |Greyhawk (Suel), Nentir Vale, Exandria|
| Lathander |Forgotten Realms|
| Llerg |Greyhawk (Suel)|
| Mogis | Theros|
| Rhonas | Amonkhet|
|Sekhmet | Egyptian|
|Sobek |Egyptian |
| St. Cuthbert |Greyhawk |
| Surt |Giant, Norse|
| Tamara |Draconic|
| Tempus |Forgotten Realms|
|Thor |Norse|
|Thrym |Giant, Norse|
|Vaprak |Giant (Ogre, Troll)|
##### Strength Domain Spells
| Cleric Level | Domain Spells |
|:---------------:|:-------------:|
| 1st |*divine favor, thunderous smite*|
| 3rd |*enhance ability, enlarge/reduce*|
| 5th | *haste, summon warrior spirit*UA|
| 7th | *freedom of movement, stoneskin* |
| 9th | *destructive wave, skill empowerment*|
::
#### Bonus Proficiency
Also at 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Intimidation, Perception, or Survival.
:
#### Unarmored Defense
Beginning at 1st level when you select this Domain, when not wearing armor, you can calculate your AC as 12 + your Strength modifier. You can use a shield and still gain this benefit.
\column
#### Fighting Style
At 1st level when you select this Domain, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
***Superior Technique.*** You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
***Unarmed Fighting.*** Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
#### Channel Divinity: Feat of Strength
At 2nd level, you can use your Channel Divinity to enhance a creature’s physical might. When you or a creature within 30 feet of you makes an ability check or saving throw using Strength, you can use your reaction to expend your Channel Divinity to give a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
#### Rough and Tumble
Starting at 6th level, you can attempt to grapple or shove a creature as a bonus action.
Additionally, you gain proficiency in Strength saving throws.
Lastly, when you make a concentration check, you can choose to make a Strength saving throw instead of a Constitution saving throw.
#### Divine Strike
At 8th level, you gain the ability to infuse your physical strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical bludgeo-ning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
#### Pinnacle of Physicality
At 17th level, your form and physique are unmatched. Your Strength score increases by 2. Your maximum Strength score is now 22. Additionally, your Strength score cannot be reduced by any means unless you are incapacitated.
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{{wide
Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
### Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
##### Twilight Deities
|Example Deity|Pantheon|
|:-----------:|:------:|
| Artemis | Greek |
| Boldrei |Eberron (Sovereign Host)|
| Celestian | Greyhawk |
| Dol Arrah |Eberron (Sovereign Host)|
| Eilistraee | Drow |
| Hecate | Greek |
|Helm |Forgotten Realms|
|Ilmater |Forgotten Realms|
|Mishakal |Dragonlance|
|Sehanine Moonbow|Elven, Nentir Vale, Exandria|
|Selûne |Forgotten Realms|
| Thoth |Egyptian|
| Yondalla |Halfling|
| Zivilyn | Dragonlance |
##### Twilight Domain Spells
| Cleric Level | Domain Spells |
|:-------------:|:--------------|
| 1st |*faerie fire, sleep*|
| 3rd |*darkvision, moonbeam*|
| 5th |*catnap, Galder’s tower*|
| 7th | *aura of life, fount of moonlight*2024|
| 9th | *circle of power, dream*|
| 13th | *crown of stars*|
#### Bonus Cantrip
At 1st level when you choose this Domain, you learn the *starry wisp*2024 cantrip, which is a cleric cantirp for you but doesn’t count towards the number of cleric cantrips you know.
#### Eyes of Night
Also at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 180 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
#### Vigilant Blessing
Additionally at 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) a 1d4 bonus to add to the next initiative roll it makes. This benefit ends imme-diately after the roll or if you use this feature again.
\column
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#### Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. This dim light overrides bright light. The sphere moves with you, and it lasts for 1 minute or until you stop concentrating on it (as if concentrating on a spell). Whenever a creature—including yourself—ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 + your Wisdom modifier (minimum 2 temporary hit points).
- You end one effect on the causing it to be charmed or frightened.
#### Steps of Night
At 6th level, you can draw on the mystical power of night to fade from view. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. At your discretion, creatures relying on darkvision to see cannot see you while invisible because of this feature. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#### Twilight Shroud
{{descriptive
Feature unchanged from *Tasha’s Cauldron of Everything*
}}
{{artist,top:50px,right:65px
##### Detail from *The Battle of Alexander at Issus*
Albrecht Altdorfer, [Public domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Alexanderschlacht_(Mond).jpg)
}}
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Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
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### War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifest-ations and supporting warriors in any circumstance.
##### Gods of War
| Example Deity/Faction|Pantheon/World|
|:---------------------:|:-----:|
| Ares | Greek |
| Arvoreen |Halfling|
|Athena | Greek |
|Bane |Forgotten Realms|
|Bahamut|Draconic, Nentir Vale, Exandria|
| Boros Legion |Ravnica|
|Clangeddin Silverbeard |Dwarven|
| Dol Dorn|Eberron (Sovereign Host)|
| Erythnul |Greyhawk (Oerdian)|
| The Fury | Eberron (Dark Six) |
|Gaerdal Ironhand |Gnomish|
| Gruumsh | Orc |
|Haela Brightaxe |Dwarven|
|Heironeous | Greyhawk (Oerdian)|
| Hextor |Greyhawk (Oerdian) |
| Iroas | Theros|
| Kiri-Jolith | Dragonlance |
|Lord of Blades|Eberron (Warforged)|
| Maglubiyet |Goblinoid |
| The Mockery|Eberron (Dark Six)|
|The Morrigan |Celtic |
| Mogis |Theros |
| Nike | Greek |
| Nuada |Celtic |
| Odin | Norse |
|Red Knight, The|Forgotten Realms|
|Shevarash | Elven |
| Tempus | Forgotten Realms |
| Torm | Forgotten Realms |
| Tyr | Forgotten Realms, Norse |
|Urdlen |Gnomish|
##### War Domain Spells
| Cleric Level | Domain Spells |
|:--------------:|:-------------:|
| 1st |*compelled duel, shield*|
| 3rd |*magic weapon, spiritual weapon*|
| 5th | *crusader’s mantle, summon warrior spirit*UA|
| 7th | *freedom of movement, staggering smite* |
| 9th | *hold monster, steel wind strike*|
\column
:
#### Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
#### War Priest
War Priest
At 1st level, you can choose one Fighting Style option from the Fighter class. If you already have a fighting style, you cannot choose the same fighting style another time.
Additionally, as a bonus action, you can enter a battle trance. While in a battle trance, you gain the following benefits:
* You have resistance to one of bludgeoning, piercing, or slashing damage from nonmagical weapons.
* You gain a bonus to weapon damage rolls equal to half your proficiency bonus, rounded up.
Your battle trance lasts for one minute, until you fall unconscious or die, or until you end it as a bonus action.
You can enter a battle trance a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest
#### Channel Divinity: War God’s Blessings
Starting at 2nd level, you can use your Channel Divinity to cause yourself or an ally to strike with supernatural accuracy. When you or a creature within 30 feet of you makes an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If you grant another creature this bonus, you can’t take a reaction until the start of your next turn.
#### Extra Attack
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#### Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, while in a battle trance, you instead gain resistance to all instances of the damage type you chose.
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Revised Cleric Domains is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}