nwn2

Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. NWN2 does not enforce choosing domains from the domain list of the character's deity.

Domain spells

A cleric gets one bonus domain spell slot at each level they receive a domain spell. When a cleric prepares a spell in a domain spell slot, it should come from one of their two domains (but NWN2 does not enforce this).

Domain List

A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain adds to the cleric's spell list at least 2 domain spells, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.

Cleric Domain Special Ability Spell Level
1 2 3 4 5 6 7 8 9
Air Uncanny dodge Call lightning Chain lightning
Animal Animal companion   Cat's grace True seeing
Chaos* Slippery mind Color Spray Confusion
Cold* Cold resistance 5 Creeping Cold Hypothermia Polar Ray
Darkness* Blind Fight Blindness Deafness Shadow Conjuration Power Word, Blind
Death Negative plane avatar       Phantasmal killer         Power Word, Kill
Destruction Smite infidel Rage Acid fog
Dream* Immunity to sleep Sleep Phantasmal Killer Hiss of Sleep
Earth Toughness Stoneskin Energy immunity
Evil Able to turn outsiders Evard's black tentacles Weird
Fire Fire resistance 5 Fireball Wall of fire
Fury Battle Master Enlarge person Tenser's transformation
Good Aura of courage Magic circle against alignment Planar Binding, Lesser
Healing Empowered healing Cure serious wounds Heal
Knowledge Extra spells Identify Knock Clairaudience Clairvoyance True seeing Legend lore
Law* Iron Will Lionheart Hold Monster Mass Hold Person
Luck* Luck of Heroes Freedom of Movement Spell Mantle, Greater
Magic Extra spells Mage armor Melf's acid arrow Assay resistance Greater Dispel Magic Spell mantle Blackstaff
Plant Woodland stride Entangle Barkskin Poison Mass camouflage Vine Mine
Protection Divine protection Globe of Invulnerability, Lesser Energy immunity
Strength Divine Strength Bull's Strength Divine Power
Sun Exceptional turning Searing Light Sunbeam
Time* Improved Initiative Haste Premonition
Travel Fast movement Freedom of movement Haste
Trickery Feint Grease Invisibility Confusion
Undeath* Extra Turning Animate Dead Create Greater Undead
War* Weapon Focus Flame Strike Power Word, Stun
Water Evasion Poison Ice storm
* indicates domain added with Mask of the Betrayer expansion.

Notes

DnD 3.5 Comparison