Best Domain? [Archive] - Wizards Community

Post/Author/DateTimePost
Artector

02-05-07, 08:22 PM
What do you think are the best domains? Please give some sort of an argument as to why its the best, and if its out of Core please cite the source.

My vote's for the Luck Domain. A free re-roll can save your ass. The spells are mediocre, but there's some great ones on there. Freedom of Movement can be extrememly useful and Mislead can be equally useful in the right situation.
keith187

02-05-07, 08:32 PM
Death- At low level the power is pretty good since you can kill most things you'd be fighting at lvl 1-3 pretty easily. Even at higher levels it's a good way to finish off an enemy that you might not be able to drop damage wise before someone else gets hurt.

Orc- I like the smite attack you get, and the spells aren't too bad PW:kill is nice.

Deathbound- For any serious necro army raising cleric being able to create 3xCL of undead with spells is a huge bonus.

Pride isn't to bad being able to reroll a 1 on any save is nice to have, but not the greatest thing in the world.

Renewal can save you a bunch at lower levels, when you'll drop below 0 fairly often, but as you get higher level the chances of getting droped lower, and even when you do drop it's notmally better to stay down and not get back up after the small heal you get 1d8+cha mod. The bad part of this is it doesn't work if the attack would have droped you to -10 or lower.
Father Dale

02-05-07, 08:47 PM
The Glory domain has some great spells (bless weapon, holy sword) that normally aren't very accessible. And the domain power is great if you are an undead hunting cleric, especially if you take Empowered Turning.

War domain gives a decent ability but its useable all the time (free martial weapon proficiency and weapon focus with deity's fav weapon.) And it has one of the most useful set of spells since every spell is pretty decent.

Sun domain gives access to some of the better undead fighting spells that clerics normally don't get. Plus it gives fireshield, a great spell for a cleric to have.
dirkformica

02-05-07, 09:03 PM
Spell domain and the Anyspell line can be used quite effectively. Especially if you can also use Divine Metamagic. DMM Persisting Arcane buffs can be very powerful, such as Draconic Polymorph from Draconomicon, or Wraithstrike from Complete Arcane.
Zicka

02-05-07, 09:14 PM
water anyone? under water breathing is my favorite low level spell.:D :D :D :D :D
Yadot

02-05-07, 11:02 PM
The Kolbold domain. It lets clerics be better rogues than rogues and grants some pretty good spells.
Azar_of_Faerun

02-05-07, 11:05 PM
Luck - Free re-roll

Travel - Clerics with teleport and fly :)

Metal - Free MWP and WF with a hammer of any type

Planning - Free Extend Spell feat

Force Domain - Re-roll one damage roll a day
RellenMarn

02-05-07, 11:11 PM
I am going to have to mention the Travel domain. The ability is mediocre, a freedom of movement for one round with restrictions, but getting Teleport, Dimension Door, Fly, etc., is fantastic. I am also a big fan of Celerity, though it is probably not optimal, it is great for a fleet footed Cleric of Farlanghan!
Azar_of_Faerun

02-05-07, 11:13 PM
Yeah right, FoM as an emergency backup is VERY handy :)
RellenMarn

02-05-07, 11:19 PM
I really want to agree with that, but I never seem to get to use it... Mind you I tend to play more of a ranged Cleric. It should be a nifty ability, I have just found it to be of limited use in play for my characters. Also the fact that it only works against magical effects limits it severly.

I also forgot the addition of Survival to your Class Skills, nice in itself.
Azar_of_Faerun

02-05-07, 11:24 PM
Rune - Free Scribe Scroll feat

Spell - +2 on Concentration and Spellcraft checks
tyrecian

02-05-07, 11:25 PM
I must concur with AoF, the FoM isnt one round, its one round/level, which can be used at any time and broken up as the player sees fit all day long, recycling each day.

Not to mention you get great travel spells:

Travel Domain Spells:

Longstrider: Increases your speed.
Locate Object: Senses direction toward object (specific or type).
Fly: Subject flies at speed of 60 ft.
Dimension Door: Teleports you short distance.
Teleport: Instantly transports you as far as 100 miles/level.
Find the Path: Shows most direct way to a location.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Phase Door: Creates an invisible passage through wood or stone.
Astral Projection M: Projects you and companions onto Astral Plane.

I like this domain above all others. The ability to have so much travelling by your cleric can really be a helpful tool.

Fire Domain is fun if you want some damage
Luck has a nice feature, and gives some helpful spells
Azar_of_Faerun

02-05-07, 11:29 PM
Time - Improved Initiative feat