I'm surprised to see Grave so high on the list. I'm happy that Forge and War are in the double-digits since they're my current faves. I HAVE to check out Tempest though because it seems to be very popular!
for me it depends on the race of the cleric. I'm currently playing a Life Domain Drow Cleric of Eilistraee. I have played a War Domain Dwarf cleric of Clangeddin who really really hated hill giants. For an evil campaign I did once I played another drow cleric that time was trickery domain and served everyones favorite drow goddess Lolth (snakehead whips ftw lol). Overall though I do like the life domain, being able to have such more powerful heals going out definitely helps in some of the harder "boss" fights and multiple enemy fights in keeping people from going to 0 or doing death saves.
Knowledge clerics are very handy, I don't really enjoy the arcana cleric as much as I do others, but a knowledge cleric can be a great replacement for a wizard in RP situations, while still doing those great healing and utility tricks.
Favorite domain for me is life. Cuts the list of spells available to flip through down a whole lot as a large con to it. While it can be just a healer, because that 2+spell level bonus, which you eventually get that as well can help a lot. I use it to help me get some extra spells that I would prepare all the time anyways, and then can pad up some support spells to counter some of those unique and rare situations. Nothing like countering a charm or curing curses. Then when everyone thinks you just cure and heal and all that, bust out spirit guardians, spiritual weapon, and lay down some sacred flame to become that wrath people get for hurting your companions.
Light domain is cool as you can replace a wizard or sorceror for a while, and reaction to give disadvantage to attacks is pretty sweet. Maybe can convince DM that your fireball does radiant instead if you expend something.
Seems like a lot of the domains lets you mock up being another class to help cover more gaps in the party. Some give heavy armor to you so you can take higher combat risks when you gotta rush in to save people.
I think part of Grave's popularity is due to Caduceous from Critical Role, but it also makes for a really good alternative to Life as a healer. Now, it's a different style of healer than Life, whose primary focus is keeping people up whereas Grave is more about getting people back into the fight after they do down. With a ranged Bonus Action Spare the Dying, it gives you the ability to stabilize your companion within 30', then maybe hit that enemy with something to redirect their attention, then wander over for Maximized healing. Given that in-combat healing is usually not as good as simply taking out the opponent, this newer mindsight for clerics really gives Grave that extra umph over Life in my opinion.
Very difficult question, since most domains are designed to fulfill a different role. And comparing them makes little sense. For AoE damage, Light and Tempest are strongest, for Healing: Life, for information gathering: Knowledge. Which one is stronger will depend on the type of campaign, and the rest of the party.
Further complication: they are pretty well balanced. Trickery has rather sucky class abilities (much resisted Divine Strike, Blessing of the Trickster improves stealth for only 1 character, while mostly you'll need it for the entire party to work, Channel Divinty relatively weak); but it has great bonus spells.
But since this is probably not the answer you're looking for: if I had to make a cleric, without knowing either the party or the campaign, I'd probably pick Tempest. It can do all the clercy stuff, but can also be tuned towards melee or AoE damage if needed.
Even though it's not super popular, I like nature for a handful of reasons:
1. The level 6 ability gives you a solid option for your reaction, that can eliminate the need for a lot of healing, saving slots for other things.
2. The level 8 melee addition gives flexible damage type.
3. Having animal friendship and speak with animals as always memorized works really well for flavor. Given they're rituals, you can always take 10 minutes and speak with an animal or befriend a neutral animal without using a spell slot, so unless you're pressed for time, you don't have to choose between flavor and precious spell slots. It really makes you feel like a nature priest.
If I could change one thing about them, I would ditch Barkskin from their spell list in favor of something like Pass Without Trace or maybe Animal Messenger.
I love War Domain the best. It's the only class (I'm pretty sure) that can make multiple attacks at Level 1.
Plus at Level 8 you do an extra dice of whatever you are using, so if you are using a Sunblade you do 2d8 Radiant damage. I love Radiant damageas not too many things have resistance to it.
I like war, because you can use your guided strike at 2nd level to get +10 to hit.
Then you just cast inflict wounds at your highest possible level.
I’d say Order but that’s UA and not an option, so Knowledge it is.
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
Order will be coming as an official domain upon release of Ravnica.
I'm surprised to see Grave so high on the list. I'm happy that Forge and War are in the double-digits since they're my current faves. I HAVE to check out Tempest though because it seems to be very popular!
for me it depends on the race of the cleric. I'm currently playing a Life Domain Drow Cleric of Eilistraee. I have played a War Domain Dwarf cleric of Clangeddin who really really hated hill giants. For an evil campaign I did once I played another drow cleric that time was trickery domain and served everyones favorite drow goddess Lolth (snakehead whips ftw lol). Overall though I do like the life domain, being able to have such more powerful heals going out definitely helps in some of the harder "boss" fights and multiple enemy fights in keeping people from going to 0 or doing death saves.
I voted for Forge, but I'm also very partial to Tempest, Grave and Arcana.
I've always liked the Arcana domain, followed by Trickery and Knowledge.
I am one with the Force. The Force is with me.
Really surprised to see Grave that high and Trickery that low. Trickery's spell list is so far ahead of the rest.
In the grim future... there is only WAR!
my favorite Domain :D
Member of Calabozo Criollo VENEZUELA
Roleplaying in Venezuela since 2000! #WEDOPLAY
I've really enjoyed playing my Knowledge domain Cleric.
Knowledge clerics are very handy, I don't really enjoy the arcana cleric as much as I do others, but a knowledge cleric can be a great replacement for a wizard in RP situations, while still doing those great healing and utility tricks.
Favorite domain for me is life. Cuts the list of spells available to flip through down a whole lot as a large con to it. While it can be just a healer, because that 2+spell level bonus, which you eventually get that as well can help a lot. I use it to help me get some extra spells that I would prepare all the time anyways, and then can pad up some support spells to counter some of those unique and rare situations. Nothing like countering a charm or curing curses. Then when everyone thinks you just cure and heal and all that, bust out spirit guardians, spiritual weapon, and lay down some sacred flame to become that wrath people get for hurting your companions.
Light domain is cool as you can replace a wizard or sorceror for a while, and reaction to give disadvantage to attacks is pretty sweet. Maybe can convince DM that your fireball does radiant instead if you expend something.
Seems like a lot of the domains lets you mock up being another class to help cover more gaps in the party. Some give heavy armor to you so you can take higher combat risks when you gotta rush in to save people.
I think part of Grave's popularity is due to Caduceous from Critical Role, but it also makes for a really good alternative to Life as a healer. Now, it's a different style of healer than Life, whose primary focus is keeping people up whereas Grave is more about getting people back into the fight after they do down. With a ranged Bonus Action Spare the Dying, it gives you the ability to stabilize your companion within 30', then maybe hit that enemy with something to redirect their attention, then wander over for Maximized healing. Given that in-combat healing is usually not as good as simply taking out the opponent, this newer mindsight for clerics really gives Grave that extra umph over Life in my opinion.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Very difficult question, since most domains are designed to fulfill a different role. And comparing them makes little sense. For AoE damage, Light and Tempest are strongest, for Healing: Life, for information gathering: Knowledge. Which one is stronger will depend on the type of campaign, and the rest of the party.
Further complication: they are pretty well balanced. Trickery has rather sucky class abilities (much resisted Divine Strike, Blessing of the Trickster improves stealth for only 1 character, while mostly you'll need it for the entire party to work, Channel Divinty relatively weak); but it has great bonus spells.
But since this is probably not the answer you're looking for: if I had to make a cleric, without knowing either the party or the campaign, I'd probably pick Tempest. It can do all the clercy stuff, but can also be tuned towards melee or AoE damage if needed.
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Even though it's not super popular, I like nature for a handful of reasons:
1. The level 6 ability gives you a solid option for your reaction, that can eliminate the need for a lot of healing, saving slots for other things.
2. The level 8 melee addition gives flexible damage type.
3. Having animal friendship and speak with animals as always memorized works really well for flavor. Given they're rituals, you can always take 10 minutes and speak with an animal or befriend a neutral animal without using a spell slot, so unless you're pressed for time, you don't have to choose between flavor and precious spell slots. It really makes you feel like a nature priest.
If I could change one thing about them, I would ditch Barkskin from their spell list in favor of something like Pass Without Trace or maybe Animal Messenger.
Wait no changed my mind Forge is great
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
Death. A powerhouse of a domain that most look past or are afraid to have in their campaign. Embrace it.
Discord: Tully#0286
I love War Domain the best. It's the only class (I'm pretty sure) that can make multiple attacks at Level 1.
Plus at Level 8 you do an extra dice of whatever you are using, so if you are using a Sunblade you do 2d8 Radiant damage. I love Radiant damageas not too many things have resistance to it.
I love the forge domain. You never get hit. Ever. Multi class to get shield and you are unstoppable.
Sorry for the late reply (almost a year later), but you're proficient with shields and get one as your starting equipment.