Clerics and wizards have several stuff in common. Both are incredably versatile spellcasters, able to swap out their spell loadouts each day. Both have a healthy mix of support, damage, and utility spells. But the biggest similarity is both classes have a broad spectrum for members of that class. Clerics and wizards have more subclasses than any other class in D&D. DDB hasn't even finished the "Class 101" series for clerics and wizards. There are just too many subclasses for the DDB writers to handle. Then Tasha's came out, and the DDB team was set back farther. Eventually, they had to abandon the "Class 101" series to do other things, like "Class 201." Because clerics have so much domains, I want to see which Divine Domain is your favorite. Twilight and Peace were removed, because everybody agrees that those are "busted." I figured that including those two subclasses would distort the results of the poll, as nearly everyone would be voting for those.
(Please pick a no more than 2 subclasses)
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
I like the Tempest Domain! It has a nice theme for roleplaying, gives you good proficiencies (heavy armor AND martial weapons!) and adds a lot of spells, that are otherwise not available for clerics. Only the channel divinity falls a bit short at later levels.
Twilight and Peace were removed, because everybody agrees that those are "busted."
I don't agree. Statement is false, as I am a part of the group "everyone."
A lot of people think they're busted, sure, especially Twilight. A lot of people also love the subclasses and think they're awesome. They're good, a welcome addition to any party. I'd still rather have a druid instead after level 6. Leaving some of the most popular subclasses off of a poll about the best domain? Kinda silly.
I think its reasonable to remove those two, and the very even split of the poll results is more interesting than yet another poll telling us Twilight is powerful.
As someone who is DMing for a party of 5 that includes a Twilight Domain Cleric, I don't think they're busted. They're definitely powerful from a support standpoint, and really help the party stay on their feet, but I don't think they break the game.
That said, I voted for Forge Domain, mainly because it's my favorite from a mechanics and flavor perspective, even if their channel divinity is pretty niche. Because I like them the most, that makes them the "best" in my opinion...but I don't think they are mechanically the best cleric. Life Domain is a close second, it is the most straightforward healer subclass of the cleric but something about that simplicity appeals to me. Plus, it's nice not having to waste spell slots to heal yourself.
As someone who is DMing for a party of 5 that includes a Twilight Domain Cleric, I don't think they're busted. They're definitely powerful from a support standpoint, and really help the party stay on their feet, but I don't think they break the game.
That said, I voted for Forge Domain, mainly because it's my favorite from a mechanics and flavor perspective, even if their channel divinity is pretty niche. Because I like them the most, that makes them the "best" in my opinion...but I don't think they are mechanically the best cleric. Life Domain is a close second, it is the most straightforward healer subclass of the cleric but something about that simplicity appeals to me. Plus, it's nice not having to waste spell slots to heal yourself.
I agree that it's not totally broken, but I was worried that including Twilight Cleric in the poll would skew the statistics, as most people would just vote for that. I heard about many DMs complaining about those two subclasses, but here's some advice to you nitwits. Shut up. Neither of those classes break the game. Don't prevent a player from playing what they want to play just because you are worried that they will trivialize all your combat encounters. Just consider the party's power level when building encounters. If you notice that your challenges are too easy for your party, simply MAKE THE ENCOUNTER HARDER. You have plenty of power at your fingertips to adjust monster encounters to suit your D&D games properly. Just tune up the hit points a tad bit, and potentially add a few extra damage dice to attacks. I don't appreciate it when so many DMs solve "op builds" by banning specific character options. There are other ways to solve this problem. Even flying races don't desperately NEED to be banned from your table. Remember, any powerful character build that dominates in one field will always suffer in another. Every character has an Achilles' Heel. (I do not condone exploiting a character's weaknesses, because you should not intentionally try to make a player die). Make sure your adventure has a wide variety of combat, exploration, and social encounters. That way, all character builds have a chance to shine, while all characters will have a moment where they would need help from the rest of the party.
I think not including those domains makes sense because any time Twilight is an option for "best domain" it will win by a landslide, so it's fun to see what everyone's 2nd (3rd?) choice would be.
I also agree with not banning specific character options from the table, for the most part, but if a single character can trivialize 1/3rd of the game and it makes the the game boring for everyone (else) then, as a table, they may need to look at what's allowed and not allowed. My table enjoys a tough combat with the real potential of their character dying, though they hate to lose a character, combat with no real stakes isn't fun for them. I haven't outright banned anything, but even the player playing the Twilight Cleric agreed that some of their features are quite powerful and took it upon himself (with no prompting from me) to voluntarily limit his Temp HP ability. It's not a major change, and I think it is more so he doesn't have to remember to roll the dice after every Friendly's turn, but it does limit it somewhat compared to the RAW.
On the flip side, I've also been at other tables where the players love that combat isn't a challenge, and that they are essentially superheroes. For them, the most crazy OP builds were something they strive for and as long as everyone was having fun. Banning or tweaking options for them would have ruined their fun for sure.
Tempest is definitely my favorite. I pretty much love everything about it except for not having enough lightning spells and Booming Blade not being available without multiclassing or taking a feat.
I wish I'd like Light more but it just feels too much like some low effort "here you have some fire spells, done". Like, the spell list includes Fireball so about 90% of every other spell is already obsolete and Flaming Sphere could've been super thematic and fun if it weren't a strictly worse version of Spirit Weapon and also worse than Fireball as well.
High Elf Tempest Cleric, take Booming Blade as your racial spell.
For myself my three favorite domains would be Trickery (a Cleric with Disguise Self and Polymorph), Knowledge (basically a Cleric Bard), and Light (Fireball baby).
As an aside, my preferred background for Cleric is the Azorius Functionary from Ravnica. Counterspell added to the Cleric spell list fills what I see as one of the few weaknesses in the selection.
Glad there are multiple options, because there's no way I can choose just one:
Knowledge: Is one I really like mechanically; it's features aren't super exciting but it has a decent domain spell list, and a lot of potential out of combat utility (though it also has a few in-combat tricks it can use).
Life: At first glance this is your classic "healer" cleric but I actually like it for the opposite reason; because it's so good at healing, you don't need to do nearly as much of it, meaning you can focus your spell choices on more of what you actually want, rather than simply what your party needs.
Order: This is one of the newer ones that I like a lot mechanically; it actually has a bit of crossover with knowledge but still lets you build a heavier "I cast mace" cleric, and Voice of Authority is just a really good support feature, though it's maybe a bit too multiclass friendly (a single level dip into Order gives you one of its best and most universally useful features).
Tempest: This domain's just rock solid thematically and mechanically; as others have said it could do with some more lightning/thunder spells but in general there's nothing wrong with it. I'm playing a character in some infrequent one-shots that's a multiclass Tempest Cleric and Storm Sorcerer, which is a hell of a juggling act, but a lot of fun.
War: I know this domain's quite maligned, and not always unfairly, but I really like it for multiclassing. I'm nearing the end of a campaign playing as a Way of the Kensei Monk with three levels in War Domain Cleric and I've had a blast with that character, as you get such a great package of abilities that pairs well with the Kensei IMO. Won't work with everything, but it's a great toolkit to have, and I don't think it's that bad for a pure cleric either, maybe not the strongest, but who's complaining about limited bonus action attacks once you start combining it with holy weapon?
And these are just my top picks; one of the things with Cleric is that there aren't really any domains I don't want to play. Arcana is possibly the only exception, though even that isn't bad (but its best features may be too high level). Death is cool but a bit tricky to find the right character to go with it, Forge has one of the most situational Channel Divinity powers but a lot of good stuff, Grave is interesting for a "grey" support cleric (team Clay forever!), Light is another one I like for multiclassing, Nature is good if you want a Druid mix without multiclassing (though there are options in the opposite direction now that may be better overall). And to be clear, if any of your favourites are in this paragraph rather than my picks above, they're probably only here because I haven't actually played a character with that domain… yet. 😝
Trickery is the one that I have most trouble with; I love it thematically but I've never felt like it delivers mechanically, as every time I try to build a character for it I just end up going a Bard instead. I love the idea of Invoke Duplicity, but in practice it's awkward mechanically and so-on. This is why I've been working on my own homebrew for it.
And I'm happy with the two omissions; I love Twilight thematically, and most of its features are fine, it's just the broken as hell Channel Divinity power that's the real problem (you could limit it to only creating an area of dim light for a minute and it'd still be a super useful party combo ability on one of the strongest domains, add the rest on top and it's just massively OP). Peace Domain isn't IMO as broken as Twilight, but its 1st-level feature is far too multiclass friendly (single level dip for proficiency free uses of stackable pseudo-bless!), and its channel divinity is again a bit too strong (I'd have made it a bonus action free move without opportunity attacks, which would already be good, it doesn't need the ability to also heal).
But yeah, those are my thoughts, and I'm sure I'll contradict them in a few weeks times, heh.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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All good points, I'd forgotten about Order Domain. I had an idea in my mind a while back for making a wild west bounty hunter-like character. Order Domain Cleric with a crossbow (or guns if my DM allowed) who traveled with an adventuring party to hunt down outlaws, brigades, and other folks with a price on their head. Haven't gotten to play the character yet, but maybe some day.
I don't think you needed to remove Twilight and Peace when asking which is people's favorite cleric domain as I doubt most people will like those only because of their high powerlevel.
My favorite Cleric domain is Life domain. It is my favorite domain to roleplay and I just love being the party healer. Having a subclass dedicated to this is good as that signals to the DM that I do indeed intend to be the healer and they hopefully catch my cue and gives magic items fitted for that purpose. My only gripe with it is that its class features could use a little bit of a buff to allow for even better healing, but hey, if they did that back when PHB was the only book that class would risk to be much more powerful than all other subclasses, and is more of a problem with how power creep has made many PHB classes feel underwhelming next to a few of the newer subclasses.
In itself the flavor and feel of Life cleric is definitely my favorite cleric, and highlights what I want to focus on when I play as a cleric, to heal people and to hold up powerful buffs and combat effects.
Yeah, you get it. A person's choice for best subclass shouldn't merely be the most powerful, because even if Twilight or Peace are very powerful as support clerics, you can't beat Life when it comes to pure healing ability. If the theme, features, and mechanics of a subclass all speak to you, it should be your favorite. Which is why Forge is my favorite even though I know it isn't the most "optimal" for the traditional roles clerics fill in a party. But it is the most fun in my mind.
I definetly think grave domain is one of the best. I enjoy it's mechanics and flavour. And it basically says. Oh you want this target dead rogue? Heres a pseudo-crit for ya. Oh you got crit, wizard? oh you'll be fine. Oh you got downed fighter? Here, get back to full health with one spell. Oh you got killed this time Fighter? I got a quick revivify spell auto prepared. Oh you got downed fighter, and are too far away from me? Lemme just move a couple of feet and stabilise you from far away. My favorite domain for sure
I have not played a Cleric yet but would really like to as one of my next characters. Thinking ahead, the Arcana Domain has piqued my interest, especially post-Tashas. The spell list isnt fantastic, but otherwise I find its mechanics to be really fun.
Arcane Abjuration gives a way to turn creatures that are not undead (and a free quasi-banishment later on). This could become more potent at later levels. Many high-level Undead have Turn Immunity to combat Turn Undead, but the same cannot be said for Celestials, Elementals, etc. Normally, having only two "turning" channel divinity effects wouldnt be that appealing, but thanks to Tasha's optional rules you at least have an alternative use for your channel divinity if the situation does not present itself for the other two
Spell Breaker is really interesting, especially if you pick up healing spells that heal over time or can be used multiple times per fight (like Regenerate or Aura of Vitality now that it is added to the Cleric's spell list from Tashas)
Potent Spellcasting is more interesting on this cleric than others since you have two wizard cantrips to play with. Things that damage multiple times like Booming Blade or Green Flame blade or cantrips with much longer range (120ft for Firebolt) are especially interesting
So, when I get the chance to play a Cleric, Arcana is at the top of my list
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There are so many domains that I love! I feel like since none of the cleric domains are completely useless, we can throw optimization aside, which is probably what this post intended. I'll list briefly why I think each domain I selected is so great.
Forge domain This domain is pretty much a specialist - it does only a few jobs, and it does them insanely well. I'm usually not a huge fan of specialists, but I love this one because of what that job is. It combines fire-empowered melee damage and tanky defense with surprising utility value. Its domain spells reflect its interesting double nature as well. Xanthanar's Guide is by far the best book Wizards of the Coast has ever published.
Life Domain These clerics have a bad reputation as "healbots," but their versatility as a cleric allows them to do more than just heal. Their roleplay potential within the party is why I love life cleric characters - someone who watches out for the party, both nurturing and fiercely defending them, without the tendency of some clerics and paladins to be excessively rigid or religious. Also, if your DM throws something you can't beat at you by mistake, you'll be glad you have one of these guys around in the aftermath.
Light domain I like the AoE damage, Okay? It's not something clerics get much of.
Nature domain According to the poll, this one isn't too popular (only two votes including mine while I write this), but I feel differently about it. The idea of clerics that serve nature gods specifically in a way that druids usually don't is interesting, and I typically think of them serving as specific gods' ambassadors in druid circles. In other words, they're like druids with a more cleric-y background. I guess what it boils down to is, I like it for the same reason everyone else dislikes it.
War domain I think this subclass has all the fighter's versatility and combat cunning without the fighter's boringness. In a one-shot I DMed once, I had a war cleric at my table who worshipped some elven god I forgot the name of. He basically fought with a combination of fencing, archery, and ranged spells, while dabbling in a handful of other cleric abilities. What I love about this class overall is that it isn't situationally useless pretty much at all. There's a subclass for any playstyle, and a feature for every situation regardless of your subclass. Thanks for taking the time to read this, and have a good existence on this short-lived, insignificant ball of rock floating in space :)
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Clerics and wizards have several stuff in common. Both are incredably versatile spellcasters, able to swap out their spell loadouts each day. Both have a healthy mix of support, damage, and utility spells. But the biggest similarity is both classes have a broad spectrum for members of that class. Clerics and wizards have more subclasses than any other class in D&D. DDB hasn't even finished the "Class 101" series for clerics and wizards. There are just too many subclasses for the DDB writers to handle. Then Tasha's came out, and the DDB team was set back farther. Eventually, they had to abandon the "Class 101" series to do other things, like "Class 201." Because clerics have so much domains, I want to see which Divine Domain is your favorite. Twilight and Peace were removed, because everybody agrees that those are "busted." I figured that including those two subclasses would distort the results of the poll, as nearly everyone would be voting for those.
(Please pick a no more than 2 subclasses)
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
I like the Tempest Domain! It has a nice theme for roleplaying, gives you good proficiencies (heavy armor AND martial weapons!) and adds a lot of spells, that are otherwise not available for clerics. Only the channel divinity falls a bit short at later levels.
This is interesting. Death Domain has more votes than Grave or Forge Domain. I expected it to be the other way around.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
I don't agree. Statement is false, as I am a part of the group "everyone."
A lot of people think they're busted, sure, especially Twilight. A lot of people also love the subclasses and think they're awesome. They're good, a welcome addition to any party. I'd still rather have a druid instead after level 6. Leaving some of the most popular subclasses off of a poll about the best domain? Kinda silly.
I think its reasonable to remove those two, and the very even split of the poll results is more interesting than yet another poll telling us Twilight is powerful.
As someone who is DMing for a party of 5 that includes a Twilight Domain Cleric, I don't think they're busted. They're definitely powerful from a support standpoint, and really help the party stay on their feet, but I don't think they break the game.
That said, I voted for Forge Domain, mainly because it's my favorite from a mechanics and flavor perspective, even if their channel divinity is pretty niche. Because I like them the most, that makes them the "best" in my opinion...but I don't think they are mechanically the best cleric. Life Domain is a close second, it is the most straightforward healer subclass of the cleric but something about that simplicity appeals to me. Plus, it's nice not having to waste spell slots to heal yourself.
I agree that it's not totally broken, but I was worried that including Twilight Cleric in the poll would skew the statistics, as most people would just vote for that. I heard about many DMs complaining about those two subclasses, but here's some advice to you nitwits. Shut up. Neither of those classes break the game. Don't prevent a player from playing what they want to play just because you are worried that they will trivialize all your combat encounters. Just consider the party's power level when building encounters. If you notice that your challenges are too easy for your party, simply MAKE THE ENCOUNTER HARDER. You have plenty of power at your fingertips to adjust monster encounters to suit your D&D games properly. Just tune up the hit points a tad bit, and potentially add a few extra damage dice to attacks. I don't appreciate it when so many DMs solve "op builds" by banning specific character options. There are other ways to solve this problem. Even flying races don't desperately NEED to be banned from your table. Remember, any powerful character build that dominates in one field will always suffer in another. Every character has an Achilles' Heel. (I do not condone exploiting a character's weaknesses, because you should not intentionally try to make a player die). Make sure your adventure has a wide variety of combat, exploration, and social encounters. That way, all character builds have a chance to shine, while all characters will have a moment where they would need help from the rest of the party.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
I think not including those domains makes sense because any time Twilight is an option for "best domain" it will win by a landslide, so it's fun to see what everyone's 2nd (3rd?) choice would be.
I also agree with not banning specific character options from the table, for the most part, but if a single character can trivialize 1/3rd of the game and it makes the the game boring for everyone (else) then, as a table, they may need to look at what's allowed and not allowed. My table enjoys a tough combat with the real potential of their character dying, though they hate to lose a character, combat with no real stakes isn't fun for them. I haven't outright banned anything, but even the player playing the Twilight Cleric agreed that some of their features are quite powerful and took it upon himself (with no prompting from me) to voluntarily limit his Temp HP ability. It's not a major change, and I think it is more so he doesn't have to remember to roll the dice after every Friendly's turn, but it does limit it somewhat compared to the RAW.
On the flip side, I've also been at other tables where the players love that combat isn't a challenge, and that they are essentially superheroes. For them, the most crazy OP builds were something they strive for and as long as everyone was having fun. Banning or tweaking options for them would have ruined their fun for sure.
High Elf Tempest Cleric, take Booming Blade as your racial spell.
For myself my three favorite domains would be Trickery (a Cleric with Disguise Self and Polymorph), Knowledge (basically a Cleric Bard), and Light (Fireball baby).
As an aside, my preferred background for Cleric is the Azorius Functionary from Ravnica. Counterspell added to the Cleric spell list fills what I see as one of the few weaknesses in the selection.
Glad there are multiple options, because there's no way I can choose just one:
And these are just my top picks; one of the things with Cleric is that there aren't really any domains I don't want to play. Arcana is possibly the only exception, though even that isn't bad (but its best features may be too high level). Death is cool but a bit tricky to find the right character to go with it, Forge has one of the most situational Channel Divinity powers but a lot of good stuff, Grave is interesting for a "grey" support cleric (team Clay forever!), Light is another one I like for multiclassing, Nature is good if you want a Druid mix without multiclassing (though there are options in the opposite direction now that may be better overall). And to be clear, if any of your favourites are in this paragraph rather than my picks above, they're probably only here because I haven't actually played a character with that domain… yet. 😝
Trickery is the one that I have most trouble with; I love it thematically but I've never felt like it delivers mechanically, as every time I try to build a character for it I just end up going a Bard instead. I love the idea of Invoke Duplicity, but in practice it's awkward mechanically and so-on. This is why I've been working on my own homebrew for it.
And I'm happy with the two omissions; I love Twilight thematically, and most of its features are fine, it's just the broken as hell Channel Divinity power that's the real problem (you could limit it to only creating an area of dim light for a minute and it'd still be a super useful party combo ability on one of the strongest domains, add the rest on top and it's just massively OP). Peace Domain isn't IMO as broken as Twilight, but its 1st-level feature is far too multiclass friendly (single level dip for proficiency free uses of stackable pseudo-bless!), and its channel divinity is again a bit too strong (I'd have made it a bonus action free move without opportunity attacks, which would already be good, it doesn't need the ability to also heal).
But yeah, those are my thoughts, and I'm sure I'll contradict them in a few weeks times, heh.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
All good points, I'd forgotten about Order Domain. I had an idea in my mind a while back for making a wild west bounty hunter-like character. Order Domain Cleric with a crossbow (or guns if my DM allowed) who traveled with an adventuring party to hunt down outlaws, brigades, and other folks with a price on their head. Haven't gotten to play the character yet, but maybe some day.
I don't think you needed to remove Twilight and Peace when asking which is people's favorite cleric domain as I doubt most people will like those only because of their high powerlevel.
My favorite Cleric domain is Life domain. It is my favorite domain to roleplay and I just love being the party healer. Having a subclass dedicated to this is good as that signals to the DM that I do indeed intend to be the healer and they hopefully catch my cue and gives magic items fitted for that purpose. My only gripe with it is that its class features could use a little bit of a buff to allow for even better healing, but hey, if they did that back when PHB was the only book that class would risk to be much more powerful than all other subclasses, and is more of a problem with how power creep has made many PHB classes feel underwhelming next to a few of the newer subclasses.
In itself the flavor and feel of Life cleric is definitely my favorite cleric, and highlights what I want to focus on when I play as a cleric, to heal people and to hold up powerful buffs and combat effects.
Yeah, you get it. A person's choice for best subclass shouldn't merely be the most powerful, because even if Twilight or Peace are very powerful as support clerics, you can't beat Life when it comes to pure healing ability. If the theme, features, and mechanics of a subclass all speak to you, it should be your favorite. Which is why Forge is my favorite even though I know it isn't the most "optimal" for the traditional roles clerics fill in a party. But it is the most fun in my mind.
I definetly think grave domain is one of the best. I enjoy it's mechanics and flavour. And it basically says. Oh you want this target dead rogue? Heres a pseudo-crit for ya. Oh you got crit, wizard? oh you'll be fine. Oh you got downed fighter? Here, get back to full health with one spell. Oh you got killed this time Fighter? I got a quick revivify spell auto prepared. Oh you got downed fighter, and are too far away from me? Lemme just move a couple of feet and stabilise you from far away. My favorite domain for sure
I have not played a Cleric yet but would really like to as one of my next characters. Thinking ahead, the Arcana Domain has piqued my interest, especially post-Tashas. The spell list isnt fantastic, but otherwise I find its mechanics to be really fun.
Arcane Abjuration gives a way to turn creatures that are not undead (and a free quasi-banishment later on). This could become more potent at later levels. Many high-level Undead have Turn Immunity to combat Turn Undead, but the same cannot be said for Celestials, Elementals, etc. Normally, having only two "turning" channel divinity effects wouldnt be that appealing, but thanks to Tasha's optional rules you at least have an alternative use for your channel divinity if the situation does not present itself for the other two
Spell Breaker is really interesting, especially if you pick up healing spells that heal over time or can be used multiple times per fight (like Regenerate or Aura of Vitality now that it is added to the Cleric's spell list from Tashas)
Potent Spellcasting is more interesting on this cleric than others since you have two wizard cantrips to play with. Things that damage multiple times like Booming Blade or Green Flame blade or cantrips with much longer range (120ft for Firebolt) are especially interesting
So, when I get the chance to play a Cleric, Arcana is at the top of my list
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The best domains are your favorite ones.
Arcana, Forge, Grave, Light, Order, and Tempest are mine.
Not sure if they're best but Tempest and War are my favorite domains.
There are so many domains that I love! I feel like since none of the cleric domains are completely useless, we can throw optimization aside, which is probably what this post intended. I'll list briefly why I think each domain I selected is so great.
Forge domain This domain is pretty much a specialist - it does only a few jobs, and it does them insanely well. I'm usually not a huge fan of specialists, but I love this one because of what that job is. It combines fire-empowered melee damage and tanky defense with surprising utility value. Its domain spells reflect its interesting double nature as well. Xanthanar's Guide is by far the best book Wizards of the Coast has ever published.
Life Domain These clerics have a bad reputation as "healbots," but their versatility as a cleric allows them to do more than just heal. Their roleplay potential within the party is why I love life cleric characters - someone who watches out for the party, both nurturing and fiercely defending them, without the tendency of some clerics and paladins to be excessively rigid or religious. Also, if your DM throws something you can't beat at you by mistake, you'll be glad you have one of these guys around in the aftermath.
Light domain I like the AoE damage, Okay? It's not something clerics get much of.
Nature domain According to the poll, this one isn't too popular (only two votes including mine while I write this), but I feel differently about it. The idea of clerics that serve nature gods specifically in a way that druids usually don't is interesting, and I typically think of them serving as specific gods' ambassadors in druid circles. In other words, they're like druids with a more cleric-y background. I guess what it boils down to is, I like it for the same reason everyone else dislikes it.
War domain I think this subclass has all the fighter's versatility and combat cunning without the fighter's boringness. In a one-shot I DMed once, I had a war cleric at my table who worshipped some elven god I forgot the name of. He basically fought with a combination of fencing, archery, and ranged spells, while dabbling in a handful of other cleric abilities. What I love about this class overall is that it isn't situationally useless pretty much at all. There's a subclass for any playstyle, and a feature for every situation regardless of your subclass. Thanks for taking the time to read this, and have a good existence on this short-lived, insignificant ball of rock floating in space :)
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair