ALFA Cleric Domains

Cleric Domains

Air Domain

Clerics with the air domain are masters of elemental air, being granted spells thematic to the element and power over creatures of the element.

Domain Power: Clerics with the air domain turn elementals as if they were undead.
Domain Spells: Obscuring Mist (1), Wind Wall (2), Gaseous Form (3), Air Walk (4), Control Winds (5), Chain Lightning (6), Control Weather (7), Whirlwind (8), Elemental Swarm (9)

Animal Domain

Clerics with the animal domain are attuned to nature and the fauna within it.

Domain Power: Clerics with animal domain may cast Speak With Animals, as the spell, once per day.
Domain Spells: Calm Animals (1), Hold Animal (2), Dominate Animal (3), Summon Nature'sAlly IV (4), Commune with Nature (5), Anitlife Shell (6), Animal Shapes (7), Summon Nature's Ally VIII (8), Shapechange (9)

Balance Domain

Clerics with the balance domain work by contemplation and reflection, casting spells that promote clarity.

Domain Powers: Once per day, as a free action, you may add your Wisdom modifier to your armor class. This bonuc lasts for 1 round per cleric level.
Domain Spells: Make Whole (1), Calm Emotions (2), Clarity of Mind (3), Dismissal (4), Mass Sanctuary (5), Banishment (6), Word of Balance (7), Protection from Spells (8), Weighed in the Balance (9)

Cavern Domain

Clerics with the cavern domain are at home underground, able to move through often-confusing passages with ease and comfort.

Domain Powers: Clerics with cavern domain receive stonecunning, as a dwarf.
Domain Spells: Detect Secret Doors (1), Darkness (2), Meld Into Stone (3), Leomund's Secure Shelter (4), Passwall (5), Find the Path (6), Maw of Stone (7), Earthquake (8), Imprisonment (9)

Chaos Domain

Clerics with the chaos domain wield the forces of chaos with greater power than other divine spellcasters.

Domain Powers: Clerics with chaos domain cast spells with the chaos descriptor at +1 caster level.
Domain Spells: Protection from Law (1), Shatter (2), Magic Circle Against Law (3), Chaos Hammer (4), Dispel Law (5), Animate Objects (6), Word of Chaos (7), Cloak of Chaos (8), Summon Monster IX (9)

Charm Domain

Clerics with the charm domain are especially-gifted in the arts of persuasion, and have powers to help them convince others to help them.

Domain Powers: Clerics with charm domain may increase their charisma by 4 for one minute once per day.
Domain Spells: Charm Person (1), Calm Emotions (2), Suggestion (3), Good Hope (4), Charm Monster(5), Geas (6), Insanity (7), Demand (8), Dominate Monster (9).

Cold Domain

Clerics with the cold domain are masters of chillness, able to alter temperature and mastering elemental creatures.

Domain Powers: Clerics with the cold domain turn elementals as if they were udnead.
Domain Spells: Chill Touch (1), Chill Metal (2), Sleet Storm (3), Ice Storm (4), Wall of Ice (5), Cone of Cold (6), Control Weather (7), Polar Ray (8), Obedient Avalanche (9)

Darkness Domain

Clerics with the darkness domain are at home in the dark, and without their sight.

Domain Powers: Clerics with the darkness domain receive the Blind Fight feat for free.
Domain Spells: Obscuring Mist (1), Blindness/ Deafness (2), Blacklight (3), Armor of Darkness (4), Darkbolt (5), Prying Eyes (6), Nightmare (7), Power Word Blind (8), Power Word Kill (9)

Death Domain

Clerics with the death domain have power over the transition from life to death, wielding powers related to observing and causing lives to end.

Domain Powers: Clerics with the death domain may deliver a death touch once per day, killing a target with fewer than 1d6 hit points per cleric level providing the typical rules for delivering a magical death touch attack.
Domain Spells: Cause Fear (1), Death Knell (2), Animate Dead (3), Death Ward (4), Slay Living (5), Create Undead (6), Destruction (7), Create Greater Undead (8), Wail of the Banshee (9)

Destruction Domain

Clerics with the destruction domain wield the power of the breakage and decay of things around them.

Domain Powers: Clerics with the destruction domain may perform a special smite attack once per day, dealing extra damage to those who don't share their faith.
Domain Spells: Inflict Light Wounds (1), Shatter (2), Contagion (3), Inflict Critical Wounds (4), Mass Inflict Light Wounds (5), Harm (6), Disintegrate (7), Earthquake (8), Implosion (9)

Dream Domain

Drow Domain

Clerics with the drow domain are paragons of drow value, being nimble well equipped to handle matters of subterfuge.

Domain Powers: Clerics with charm domain receives Lightning Reflexes for free.
Domain Spells: Cloak of Dark Power (1), Clairaudience/Clairvoyance (2), Suggestion (3), Discern Lies (4), Spiderform (5), Greater Dispel Magic (6), Word of Chaos (7), Greater Planar Ally (8), Gate (9)

Dwarf Domain

Clerics with the dwarf domain are paragons of dwarven value, being stalwart and creative, equipped to build and hold their ground.

Domain Powers: Clerics with dwarf domain receive Great Fortitude for free.
Domain Spells: Magic Weapon (1), Bear's Endurance (2), Glyph of Warding (3), Greater Magic Weapon (4), Fabricate (5), Stone Tell (6), Dictum (7), Protection from Spells (8), Elemental Swarm (9)

Earth Domain

Clerics with the earth domain are masters of the earth element, moving and shaping the ground with ease and commanding the creatures of their element.

Domain Powers: Clerics with the earth domain turn elementals as if they were undead.
Domain Spells: Magic Stone (1), Soften Earth and Stone (2), Stone Shape (3), Spike Stones (4), Wall of Stone (5), Stoneskin (6), Earthquake (7), Iron Body (8), Elemental Swarm (9)

Elf Domain

Clerics with the elf domain are paragons of elven value, being graceful and precise, living comfortably in the forests.

Domain Powers: Clerics with elf domain receive Point Blank Shot for free.
Domain Spells: True Strike (1), Cat's Grace (2), Snare (3), Tree Stride (4), Commune with Nature (5), Find the Path (6), Liveoak (7), Sunburst (8), Antipathy (9)

Evil Domain

Clerics with the evil domain wield evil magics with exceptional power.

Domain Powers: Clerics with the evil domain cast spells with the evil descriptor at +1 caster level.
Domain Spells: Protection from Good (1), Desecrate (2), Magic Circle Against Good (3), Unholy Blight (4), Dispel Good (5), Create Undead (6), Blasphemy (7), Unholy Aura (8), Summon Monster IX (9)

Fate Domain

Clerics with the fate domain have their fingers on the pulse of destiny, having aware of how things are doomed, or destined, to unfold.

Domain Powers: Clerics with fate domain receive Uncanny Dodge for free.
Domain Spells: True Strike (1), Augury (2), Bestow Curse (3), Divination (4), Mark of Justice (5), Geas/Quest (6), Vision (7), Moment of Prescience (8), Foresight (9)

Fire Domain

Clerics with the fire domain are masters of the fire element, setting their surroundings ablaze with their power and controlling the creatures of their element.

Domain Powers: Clerics with the fire domain turn elementals as if they were undead.
Domain Spells: Burning Hands (1), Produce Flame (2), Resist Energy (3), Wall of Fire (4), Fire Shield (5), Fire Seeds (6), Fire Storm (7), Incendiary Cloud (8), Elemental Swarm (9)

Fury Domain

Good Domain

Clerics with the good domain wield good magics with exceptional power.

Domain Powers: Clerics with the good domain cast spells with the good descriptor at +1 caster level.
Domain Spells: Protection from Evil (1), Aid (2), Magic Circle Against Evil (3), Holy Smite (4), Dispel Evil (5), Blade Barrier (6), Holy Word (7), Holy Aura (8), Summon Monster IX (9)

Hatred Domain

Clerics with the Hatred domain are masters of bitterness and revenge, specializing in visiting terrible events onto those who disagree with them.

Domain Powers: Clerics with the hatred domain receive a special smite ability, which may be used once per day to gain a bonus to attack and damage against people of different faith.
Domain Spells: Doom (1), Scare (2), Bestow Curse (3), Song of Discord (4), Righteous Might (5), Forbiddance (6), Blasphemy (7), Antipathy (8), Wail of the Banshees (9)

Healing Domain

Clerics with the healing domain wield healing magics with exceptional power.

Domain Powers: Clerics with the healing domain cast healing spells at +1 caster level.
Domain Spells: Cure LightWounds (1), Cure Moderate Wounds (2), Cure Serious Wounds (3), Cure Critical Wounds (4), Mass Cure Light Wounds (5), Heal (6), Regenerate (7), Mass Cure Critical Wounds (8), Mass Heal (9)

Knowledge Domain

Clerics with the knowledge domain are skilled diviners, gaining knowledge more easily than others.

Domain Spells: Detect Secret Doors (1), Detect Thoughts (2), Clairaudience/ Clairvoyance (3), Divination (4), True Seeing (5), Find the Path (6), Legend Lore (7), Discern Location (8), Foresight (9)

Law Domain

Clerics with the law domain wield law magics with exceptional power.

Domain Powers: Clerics with the law domain cast spells with the law descriptor at +1 caster level.
Domain Spells: Protection from Chaos (1), Calm Emotions (2), Magic Circle Against Chaos (3), Order's Wrath (4), Dispel Chaos (5), Hold Monster (6), Dictum (7), Shield of Law (8), Summon Monster IX (9)

Luck Domain

Clerics with the luck domain are luckier than others.

Domain Powers: Clerics with the luck domain receive have an extraordinary ability that allows them to reroll one roll that they have just made before the game master declares whether the roll results in success or failure. They must take the result of the reroll, even if it’s worse than the original roll. Note that this an RP-only ability, and must be used at the discretion of the Dungeon Master.
Domain Spells: Entropic Shield (1), Aid (2), Protection from Energy (3), Freedom of Movement (4), Break Enchantment (5), Mislead (6), Spell Turning (7), Moment of Prescience (8), Miracle (9)

Magic Domain

Clerics with the magic domain are more in tune with the lore and behavior of magic-- even arcane magic-- than most clerics.

Domain Spells: Magic Aura (1), Identify (2), Dispel Magic (3), Imbue with Spell Ability (4), Spell Resistance (5), Antimagic Field (6), Spell Turning (7), Protection from Spells (8), Mage's Disjunction (9)

Moon Domain

Clerics with the moon domain know well the powers of lunar cycle, and gain power over creatures influenced by it, such as lycanthropes.

Domain Powers: Clerics with moon domain may turn lycanthropes as if they were undead.
Domain Spells: Faerie Fire (1), Moonbeam (2), Moon Blade (3), Good Hope (4), Moon Path (5), Permanent Image (6), Insanity (7), Animal Shapes (8), Moonfire (9)

Orc Domain

Clerics with the orc domain are paragons of orcish virtue, acting with wrath and vigor in response to obstacles.

Domain Powers: Clerics with orc domain may use a special smite attack once per day. This attack does additional damage to those who don't follow the orcish gods.
Domain Spells: Cause Fear (1), Produce Flame (2), Prayer (3), Divine Power (4), Prying Eyes (5), Eyebite (6), Blasphemy (7), Cloak ofChaos (8), Power Word: Kill (9)

Planning Domain

Clerics with the planning domains are masters of strategy, gifted with abilities to allow them to prepare for the long term.

Domain Powers: Clerics with planning domain receive Extend Spell for free.
Domain Spells: Deathwatch (1), Augury (2), Clairaudience/Clairvoyance (3), Imbue with Spell Ability (4), Detect Scrying (5), Heroes' Feast (6), Greater Scrying (7), Discern Location (8), Time Stop (9)

Plant Domain

Clerics with the plant domain are especially in tune with nature, and command the flora within.

Domain Powers: Clerics with the plant domain turn plants as if they were undead.
Domain Spells: Entangle (1), Barkskin (2), Plant Growth (3), Command Plants (4), Wall of Thorns (5), Repel Wood (6), Animate Plants (7), Control Plants (8), Shambler (9)

Portal Domain

Clerics with the portal domain are knowledgeable and equipped to handle magical travel.

Domain Powers: Clerics with portal domain may find inactive portals as if they were secret doors.
Domain Spells: Summon Monster I (1), Analyze Portal (2), Dimensional Anchor (3), Dimension Door (4), Teleport (5), Banishment (6), Etherealness (7), Dimensional Lock (8), Gate (9)

Protection Domain

Clerics with the protection domain are specialists in keeping safe, often able to endure uncommon hardship as a result.

Domain Powers: Clerics with the protection domain cast a specialized version of sanctuary once per day, having a higher save DC to keep enemies from targeting them.
Domain Spells: Sanctuary (1), Shield Other (2), Protection from Energy (3), Spell Immunity (4), Spell Resistance (5), Anitmagic Field (6), Repulsion (7), Mind Blank (8), Prismatic Sphere (9)

Repose Domain

Clerics with the repose domain are those who oversee the process of death, but do so as the impartial distributors of end of life, rather than by the wanton slaughter of clerics of the death domain.

Domain Powers: Clerics with the repose domain may perform a touch of death once per day, which kills a target with less than 1d6 hit points per cleric level, per the rules for dealing a magical death touch attack.
Domain Spells: Hide from Undead (1), Gentle Repose (2), Speak with Dead (3), Death Ward (4), Slay Living (5), Undeath to Death (6), Destruction (7), Surelife (8), Wail of the Banshee (9)

Retribution Domain

Clerics with the retribution domain are concerned with the distribution of punishment for crimes past, and are invested well in defense and countering.

Domain Powers: Clerics with the retribution domain may perform a smite attack once per day, doing additional damage to targets who do not share their faith.
Domain Spells: Shield of Faith (1), Bear's Endurance (2), Speak with Dead (3), Fire Shield (4), Mark of Justice (5), Banishment (6), Spell Turning (7), Discern Location (8), Storm of Vengeance (9)

Rune Domain

Clerics with the rune domain are concerned heavily with written records and the magical meanings of writing.

Domain Powers: Clerics with the rune domain receive Scribe Scroll for free.
Domain Spells: Erase (1), Secret Page (2), Glyph of Warding (3), Explosive Runes (4), Lesser Planar Binding (5), Greater Glyph of Warding (6), Drawmij's Instant Summons (7), Transcribe Symbol (8), Teleportation Circle (9)

Scalykind Domain

Clerics with the scalykind domain are masters of reptilekind, and often view themselves as the modern representatives of a grand draconic culture.

Domain Powers: Clerics with the scalykind domain can turn animals as undead.
Domain Spells: Magic Fang (1), Animal Trance (2), Greater Magic Fang (3), Poison (4), Animal Growth (5), Eyebite (6), Vipergout (7), Animal Shapes (8), Shapechange (9)

Slime Domain

Clerics with the slime domain are masters of living slimes and oozes, and are imbued with powers of slime and corrosion.

Domain Powers: Clerics with the slime domain can turn oozes as undead.
Domain Spells: Grease (1), Acid Arrow (2), Poison (3), Rusting Grasp (4), Black Tentacles (5), Transmute Rock to Mud (6), Destruction (7), Power Word: Blind (8), Implosion (9)

Spider Domain

Clerics with the spider domain are masters of vermin, and are blessed with a series of spider-themed powers.

Domain Powers: Clerics with the spider domain can turn spiders as undead.
Domain Spells: Spider Climb (1), Summon Swarm (2), Phantom Steed (3), Giant Vermin (4), Insect Plague (5), SpiderCurse (6), Stone Spiders (7), Creeping Doom (8), Spider Shapes (9)

Storm Domain

Clerics with the storm domain are at home in stormy skies, preferring to channel the destructive powers of weather over the more-versatile ways of elemental air.

Domain Powers: Clerics with the storm domain resist the first 5 points of damage from electrical attacks which hit them.
Domain Spells: Entropic Shield (1), Gust of Wind (2), Call Lightning (3), Sleet Storm (4), Ice Storm (5), Call Lightning Storm (6), Control Weather (7), Whirlwind (8), Storm of Vengeance (9)

Strength Domain

Clerics with the strength domain are focused on physical excellence, being able to call on powers to make themselves stronger.

Domain Powers: Clerics with the strength domain can improve their strength for a short time once per day.
Domain Spells: Enlarge Person (1), Bull's Strength (2), Magic Vestment (3), Spell Immunity (4), Righteous Might (5), Stoneskin (6), Grasping Hand (7), Clenched Fist (8), Crushing Hand (9)

Sun Domain

Clerics with the sun domain are focused on the power of daylight, holding exceptional power over undead as a result.

Domain Powers: Turn undead attempts from clerics with the sun domain are more powerful than a typical cleric's.
Domain Spells: Endure Elements (1), Heat Metal (2), Searing Light (3), Fire Shield (4), Flame Strike (5), Fire Seeds (6), Sunbeam (7), Sunburst (8), Prismatic Sphere (9)

Time Domain

Clerics with the time domain are masters of the temporal, adjusting the flow of time to their benefit.

Domain Powers: Clerics with the time domain receive improved initiative for free.
Domain Spells: True Strike (1), Gentle Repose (2), Haste (3), Freedom of Movement (4), Permanency (5), Contingency (6), Moment of Prescience (7), Foresight (8), Time Stop (9)

Travel Domain

Clerics with the travel domain are better-suited to movement, able to travel through difficult terrain and across great distance by magic.

Domain Powers: Clerics with the travel domain cast Freedom of Movement once per day as a spell-like ability.
Domain Spells: Longstrider (1), Locate Object (2), Fly (3), Dimension Door (4), Teleport (5), Find the Path (6), Greater Teleport (7), Phase Door (8), Astral Projection (9)

Trickery Domain

Clerics with the trickery domain are well-suited to acts of deption, throwing others off of their trail with exceptional ease.

Domain Powers: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Domain Spells: Disguise Self (1), Invisibility (2), Nondetection (3), Confusion (4), False Vision (5), Mislead (6), Screen (7), Polymorph Any Object (8), Time Stop (9)

Undeath Domain

Clerics with the undeath domain are at home with the undead, empowered to strengthen and cow them especially well.

Domain Powers: Clerics with the undeath domain receive the Extra Turning feat for free.
Domain Spells: Detect Undead (1), Desecrate (2), Animate Dead (3), Death Ward (4), Mass Inflict Light Wounds (5), Create Undead (6), Control Undead (7), Create Greater Undead (8), Energy Drain (9)

War Domain

Clerics with the war domain are at home on the battlefield, wielding weapons with the skill of a trained fighter.

Domain Powers: Clerics with the war domain receive proficiency and focus in their patron's favored weapon.
Domain Spells: Magic Weapon (1), Spiritual Weapon (2), Magic Vestment (3), Divine Power (4), Flame Strike (5), Blade Barrier (6), Power Word: Blind (7), Power Word: Stun (8), Power Word: Kill (9)

Water Domain

Clerics with the water domain are masters of the element of water, controlling the element itself and creatures of the elemental force.

Domain Powers: Clerics with the water domain turn elementals as if they were undead.
Domain Spells: Obscuring Mist (1), Fog Cloud (2), Water Breathing (3), Control Water (4), Ice Storm (5), Cone of Cold (6), Acid Fog (7), Horrid Wilting (8), Elemental Swam (9)

 

Categorized Deities/Domains - favored weapons noted.

Some domain choices are not available in ALFA as of documentation time, so it is only possible select such domains as are in fact available. Example, "gnome" domain listed, but no specs for it are above nor are choices in game.  Keeping the references as a map for any future volunteers.

Major Deities

Azuth LN Quarterstaff Illusion Knowledge Law Magic Spell
Bane LE Morningstar Destruction Evil Hatred Law Tyranny
Chauntea NG Scythe Animal Earth Good Plant Protection Renewal
Cyric CE Longsword Chaos Destruction Evil Illusion Trickery
Gond TN Warhammer Craft Earth Fire Knowledge Metal Planning
Helm LN Bastard Sword Law Planning Protection Strength
Ilmater LG Unarmed Strike Good Healing Law Strength Suffering
Kelemvor LN Bastard Sword Fate Law Protection Repose Travel
Kossuth TN Spiked Chain (Flail) Destruction Fire Renewal Suffering
Lathander NG Light or Heavy Mace Good Nobility Protection Renewal Strength Sun
Malar CE Claw Bracer (Dagger or unarmed) Animal Chaos Evil Moon Strength
Mask NE Longsword Darkness Evil Luck Trickery
Mielikki NG Scimitar Animal Good Plant Travel
Mystra NG Shuriken Good Illusion Knowledge Magic Rune Spell
Oghma TN Longsword Balance Charm Knowledge Luck travel Trickery
Selune CG Heavy Mace Chaos Good Moon Protection Travel
Shar NE Chakram (Shiruken) Cavern Darkness Evil Knowledge
Shaundakal CN Greatsword Air Chaos Portal Protection Trade Travel
Silvanus TN Maul (Warmace with Maul model) Animal Plant Protection Renewal Water
Sune CG Whip (Flail) Chaos Charm Good Protection
Talos CE Spear Chaos Destruction Evil Fire Storm
Tempus CN Battleaxe Chaos Protection Strength War
Torm LG Greatsword Good Healing Law Protection Strength
Tymora CG Shuriken Chaos Good Luck Protection Travel
Tyr LG Longsword Good Knowledge Law Retribution War
Umberlee CE Trident (Spear) Chaos Destruction Evil Ocean Storm Water
Uthgar CN Battleaxe Animal Chaos Retribution Strength War
Waukeen TN Nan-chaku (Flail) Balance Knowledge Protection Trade Travel

Other Deities

Akadi TN Heavy Flail Air Illusion Travel Trickery
Auril NE BattleAxe Air Cold Evil Storm
Beshaba CE Scourge (Flail) Chaos Evil Fate Luck Trickery
Deneir NG Dagger Good Knowledge Protection Rune
Eldath NG Net (Flail) Family Good Plant Protection Water
Finder Wyvernspur CN Bastard Sword Chaos Charm Renewal Scaly kind
Garagos CN Longsword Chaos Destruction Strength War
Garagauth LE Dagger Charm Evil Law Trickery
Grumbar TN Warhammer Balance Cavern Earth Metal Time
Gwaeron Windstrom NG Greatsword Animal Good Knowledge Plant Travel
Hoar LN Javelin (Spear) Fate Law Retribution Travel
Istishia TN Warhammer Destruction Ocean Storm Travel Water
Jergal LN Scythe Fate Law Repose Rune Suffering
Lliira CG Shuriken Chaos Charm Family Good Travel
Loviatar LE Scourge (Flail) Evil Law Retribution Strength Suffering
Lurue CG Spear Animal Chaos Good Healing
Milil NG Rapier Charm Good Knowledge Nobility
Nobanion LG Heavy Pick (Warhammer with pick model) Animal Good Law Nobility
Red Knight LN Longsword Law Nobility Planning War
Savras LN Dagger Fate Knowledge Law Magic Spell
Sharess CG Claw Bracer (Dagger or unarmed) Chaos Charm Good Travel Trickery
Shiallia NG Quarterstaff Animal Good Plant Renewal
Siamorphe LN Light Mace Knowledge Law Nobility Planning
Talona CE Unarmed Strike Chaos Destruction Evil Suffering
Tiamat LE Heavy Pick (Warhammer with pick model) Evil Law Scaly kind Tyranny
Ubtao TN Heavy Pick (Warhammer with pick model) Balance Planning Plant Protection Scaly kind
Ulutio LN Spear Animal Cold Law Ocean Protection
Valkur CG Cutlass (Scimitar) Air Chaos Good Ocean Protection
Velsharoon NE Quarterstaff Death Evil Magic Undeath

Drow Pantheon

Ghaunadaur CE Warhammer Cavern Chaos Drow Evil Hatred Slime
Kiaransalee CE Dagger Chaos Drow Evil Retribution Undeath
Lolth CE Dagger Chaos Drow Evil Darkness Destruction Spider Trickery
Selvetarm CE Heavy Mace Chaos Drow Evil Spider War
Vhaeraun CE Short Sword Chaos Drow Evil Travel Trickery

Dwarfish Pantheon

Abbathor NE Dagger Dwarf Evil Luck Trade Trickery
Berronar Truesilver LG Heavy Mace Dwarf Family Good Healing Law Protection
Clangeddin Silverbeard LG Battleaxe Dwarf Good Law Strength War
Deep Duerra LE Battleaxe Dwarf Evil Law Mentalism War
Dugmaren Brightmantle CG Short Swrod Chaos Craft Dwarf Good Knowledge Rune
Dumathoin TN Maul (Warmace with Maul model) Cavern Craft Dwarf Earth Knowledge Metal Protection
Gorm Gulthyn LG BattleAxe Dwarf Good Law Protection War
Haela Brightaxe CG Greatsword Chaos Dwarf Good Luck War
Laduguer LE Warhammer Craft Dwarf Evil Law Magic Metal Protection
Marthammor Duin NG Heavy Mace Dwarf Good Protection Travel
Moradin LG Warhammer Craft Dwarf Earth Good Law Protection
Sharindlar CG Whip (Flail) Chaos Charm Dwarf Good Healing Moon
Thard Harr CG Spiked Gauntlet (Unarmed) Animal Chaos Dwarf Good Plant
Vergadain TN Longsword Dwarf Luck Trade Trickery

Elven Pantheon

Aerdrie Faenya CG Quarterstaff Air Animal Chaos Elf Good Storm
Angharradh CG Spear Chaos Elf Good Knowledge Plant Protection Renewal
Corellon Larethian CG Longsword Chaos Elf Good Magic Protection War
Deep Sashelas CG Trident (Spear) Chaos Elf Good Knowledge Ocean Water
Erevan Ilsere CN Short Sword Chaos Elf Luck Trickery
Eilistraee CG Bastard Sword Chaos Charm Drow Elf Good Moon Portal
Fenmarel Mestarine CN Dagger Animal Chaos Elf Plant Travel
Hanali Celanil CG Dagger Chaos Charm Elf Good Magic Protection
Labelas Enoreth CG Quarterstaff Chaos Elf Good Knowledge Time
Rillifane Rallathil CG Quarterstaff Chaos Elf Good Plant Protection
Sehanine Moonbow CG Quarterstaff Chaos Elf Good Illusion Knowledge Moon Travel
Shevarash CN Longbow Chaos Elf Retribution War
Solonor Thelandria CG Longbow Chaos Elf Good Plant War

Gnomish Pantheon

Baervan Wildwanderer NG Spear Animal Gnome Good Plant Travel
Baravar Cloakshadow NG Dagger Gnome Good Illusion Protection Trickery
Callarduran Smoothhands TN Battleaxe Cavern Craft Earth Gnome
Flandal Steelskin NG Warhammer Craft Gnome Good Metal Strength *Given Strength domain to allow for 2nd domain
Gaerdal Ironhand LG Warhammer Gnome Good Law Protection War
Garl Glittergold LG Battleaxe Craft Gnome Good Law Protection Trickery
Segojan Earthcaller NG Heavy Mace Cavern Earth Gnome Good
Urdlen CE Claw Bracer (Dagger or unarmed) Chaos Earth Evil Gnome Hatred

Halfling Pantheon

Arvoreen LG Short Sword Good Halfling Law Protection War
Barndobaris TN Dagger Halfling Luck Travel Trickery
Cyrrollalee LG Quarterstaff/Club Family Good Halfling Law
Sheela Peryroyl TN Sickle Air Charm Halfling Plant
Urogalan LN Flail Earth Halfling Law Protection Repose
Yondalla LG Short Sword Family Good Halfling Law Protection

Mulhorandi Pantheon

Anhur CG Falchion Chaos Good Strength Storm War
Geb TN Quarterstaff Cavern Craft Earth Protection
Hathor NG Short Sword Family Fate Good Moon
Horus-Re LG Khopesh (Scimitar) Good Law Nobility Retribution Sun
Isis NG Dagger Family Good Magic Storm Water
Nephthys CG Whip (Flail) Chaos Good Protection Trade
Osiris LG Flail Good Law Plant Repose Retribution
Sebek NE Spear Animal Evil Scaly kind Water
Set LE Spear Air Darkness Evil Hatred Law Magic Scaly kind
Thoth TN Quarterstaff Craft Knowledge Magic Rune Spell

Orcish Pantheon

Bahgtru CE Spiked Gauntlet (Unarmed) Chaos Evil Orc Strength
Gruumsh CE Spear Cavern Chaos Evil Hatred Orc Strength War
Ilnevel NE Longsword Destruction Evil Orc Planning War
Luthic NE Claw Bracer (Dagger or unarmed) Cavern Earth Evil Family Healing Orc
Shargaas CE Short Sword Chaos Darkness Evil Orc Trickery
Yurtrus NE Unarmed Strike Death Destruction Evil Orc Suffering

 

Categorized Deities/Domains - Outdated, but valid for PCs pre-dating newer domain choices becoming available.  Small font as a reminder but without deleting (as this list cannot be recovered in drupal).

 

GREATER POWERS:

Azuth -- Knowledge, Law, Magic
Bane -- Evil, Fury*, Destruction, Law
Chauntea -- Animal, Earth, Good, Plant, Protection
Cyric -- Chaos, Evil, Destruction ,Trickery
Eilistraee -- Chaos, Darkness*, Good, Travel*
Gond -- Earth, Fire, Knowledge, Magic*
Helm -- Law, Protection, Strength
Illmater -- Good, Healing, Law, Strength
Kelemvor -- Law, Protection, Travel, Undeath*
Kossuth -- Destruction, Fire, Fury*, War*
Lathander -- Good, Protection, Strength, Sun
Lolth -- Chaos, Evil, Darkness, Destruction, Trickery
Malar -- Animal, Chaos, Evil, Strength
Mask -- Darkness, Evil, Luck, Trickery
Mielikki -- Animal, Good, Plant, Travel
Mystra -- Good, Knowledge, Magic
Oghma -- Knowledge, Luck, Travel, Trickery
Selune -- Chaos, Good, Protection, Travel
Shar -- Darkness, Evil, Knowledge
Shaundakul -- Air, Chaos, Protection, Travel
Silvanus -- Animal, Plant, Protection, Water
Sune -- Chaos, Good, Protection, Time*
Talos -- Chaos, Destruction, Evil, Fire, Air*
Tempus -- Chaos, Protection, Strength, War
Torm -- Good, Healing, Law, Protection, Strength
Tymora -- Chaos, Good, Protection, Luck, Travel
Tyr -- Good, Knowledge, Law, War
Umberlee -- Chaos, Destruction, Evil, Water
Uthgar -- Animal, Chaos, Fury*, Strength, War
Waukeen -- Knowledge, Protection, Travel

OTHER POWERS:

Akadi -- Air, Travel, Trickery
Auril -- Air, Cold*, Evil, Water
Beshaba -- Chaos, Evil, Luck, Trickery
Deneir -- Good, Knowledge, Protection
Eldath -- Good, Plant, Protection, Water
Finder Wyvernspur -- Chaos, Luck*, Time*
Garagos -- Chaos, Destruction, Fury*, Strength, War
Gargauth -- Evil, Law, Trickery
Grumbar -- Earth, Time, Protection*
Gwaeron Windstrom -- Animal, Good, Knowledge, Plant, Travel
Hoar -- Fury*, Law, Time*, Travel
Istishia -- Destruction, Travel, Water
Jergal -- Death*, Law, Time*, Undeath*
Lliira -- Chaos, Good, Travel
Loviatar -- Evil , Fury*, Law, Strength
Lurue -- Animal, Chaos, Good , Healing,
Milil -- Good, Knowledge, Dream*
Nobanion -- Animal, Good, Law
Red Knight -- Knowledge*, Law, War
Savras -- Knowledge, Law, Magic
Sharess -- Chaos, Good, Travel, Trickery,
Shiallia -- Animal, Good, Plant
Siamorphe -- Knowledge, Law, Time*
Talona -- Chaos, Destruction, Evil
Tiamat -- Evil, Law, Strength*
Ubtao -- Plant, Protection, Time*, Earth*
Ulutiu -- Animal, Law, Protection, Strength
Valkur -- Air, Chaos, Good, Protection, Water*
Velsharoon -- Death, Evil, Magic, Undeath

MORDINSAMMIN:

Moradin – earth, good, law, protection 
Abbathor – darkness, dream, evil, trickery 
Berronar – good, healing, law, protection 
Clangeddin – good, law, strength, war 
Dumathoin – earth, knowledge, protection 
Laduguer – darkness, evil, magic, protection 
Sharindlar – dream, good, healing 
Vergadain – travel, trickery, knowledge 
Dugmaren – good, knowledge, time 
Gorm Gulthyn – good, law, protection, war 
Marthammor Duin – good, protection, travel 
Thard Harr – animal, good, plant, travel 
Deep Duerra – darkness, destruction, evil, war 
Haela Brightaxe – fury, good, luck, war 

SELDARINE

Corellon – good, magic, protection, war 
Angharrad – good, knowledge, plant, protection 
Aedried Faenya – chaos, good, air, animal 
Deep Sashelas – chaos, good, knowledge, water 
Erevan Ilesere – chaos, dream, trickery, travel 
Hanali Cenali – dream, good, magic, protection 
Labelas Enoreth – dream, good, knowledge, time 
Rillifane Ralathil – chaos, good, plant, protection 
Sehanine Moonbow – dream, good, knowledge, travel 
Solonor Thelandira – good, plant, travel, war 
Fenmarel Mestarine – chaos, travel, plant, animal 
Shevarash – darkness, destruction, travel, war 

DROW 

Ghaunadaur – evil, darkness, destruction, war 
Kiaransalee – evil, darkness, death, undeath 
Lloth – chaos, darkness, destruction, evil, trickery 
Selvetarm – chaos, evil, fury*, war, strength 
Vhaeraun – chaos, evil, travel, trickery 

GNOME

Garl Glittergold – law, good, protection, trickery 
Baervan – good, animal, plant, travel 
Calladuran – earth, darkness, protection, strength 
Flandal – darkness, good, earth, fire 
Nebulun / Gond – earth, fire, knowledge, magic 
Segojan – good, earth, death 
Urdlen – evil, earth, fury, destruction 
Baravar – good, luck, protection, trickery 
Gaerdal – good, law, war, protection 

HALFLING

Yondalla – law, good, protection 
Arvoreen – law, good, protection, war 
Cyrrollalee – law, good, protection, healing 
Shela – air, plant, animal 
Brandobaris – luck, travel, trickery 
Urogalan – law, protection, earth, death 

ORC

Bahgtru – evil, strength, chaos, fury 
Gruumsh – evil, strength, war, chaos 
Ilneval – destruction, war, strength 
Luthic – earth, evil, healing, darkness 
Shargass – evil, trickery, chaos, darkness 
Yurtrus – death, destruction, evil, darkness