Most powerful Domain / Sub-Domain?


Pathfinder First Edition General Discussion


I'm curious as to which Domains or Sub-Domains people think are the most powerful. Take into account everything - all of the granted powers, Domain spells, etc.

For my money, its got to be the Madness Domain. Visions of Madness has got to be one of the most potent and most versatile buff/de-buffs in the game with the ability to absolutely floor an opponents saves, render him ineffective in melee or to grant an ally a huge boost to a crucial skill. The fact that its effects last 3 rounds makes is almost obscene. I have a mad Dwarf who uses this ability with impugnity and to great effect.

Usually if one of your granted powers is great, the other one is, well, not so much... but Aura of Madness has the potential to be VERY potent, even with its relatively average save DC.

Finally, its domain spells are meh, but Phantasmal Killer or Weird combined with Visions of Madness pretty much spells win. Plus the flavor of the Domain is pure awesomeness.

If I had to select a runner up, it'd probably be the Heroism Sub-Domain. As a whole its pretty average, but the fact that Aura of Heroism can be activated as a Swift action jumps it to the head of the line. Mass Heroism as a quickened spell, usable in 1 round increments? Yes, please.


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Which Domain is the most powerful is going to depend a lot on what you want out of your domain.

For my money, the Feather subdomain of Animal is a very solid choice. Getting an Animal Companion is hugely beneficial and Feather gives you a 1/2 level boost to the most rolled skill (Perception). The spell list is also very solid, especially since all of the spells aren't normally on the cleric list.

I'm also rather fond of the Demon subdomain domain for battle clerics, since a swift action to gain 1/2 your level to attack and damage rolls is huge, and the other domain ability lets you make your weapon unholy/anarchic. The spell offerings aren't amazing, but on a battle cleric a weaker spell selection isn't that much of an issue.


Travel. It's kind of boring, but it's usually the boring stuff that ends up strongest.

I'm also a fan of almost every domain that grants a familiar or animal companion.


Healing. If you can make a powerful character with that, then you're good at it.

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In terms of providing support to the rest of the group, the Bit of Luck power of the Luck domain is very, very popular. Doesn't do very much to help the cleric himself, but it makes him a welcome addition to any adventuring band. The rest of the domain isn't too bad, either.


I'm a huge fan of the Deception subdomain, swift 10ft teleport on a missed attack? On a full casting class that can easily buff to one of the highest AC'S?

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Merged threads.


Charm (Love) has a really nice defensive ability. Immediate action Sanctuary on Melee and Ranged attacks.

Law (Inevitable) has a really nice 3+WIS times per day of the Command spell with a save DC that scales with level.

Destruction (Rage, I think) is nice for adding damage to an attack. And then getting Rage as a barbarian at level 8 is sweet for a combat cleric.

War (Tactics) is an instant double Init roll for the ally of your choosing. And then at 8th level, the ability to pick a combat at will? Nice.


TGMaxMaxer wrote:

I'm a huge fan of the Deception subdomain, swift 10ft teleport on a missed attack? On a full casting class that can easily buff to one of the highest AC'S?

Played a cleric with that domain and I've barely used it. Granted that's mostly because I use my immediate actions for Divine Vessel.

Getting Mirror Image as a 2nd level bonus spel is awesome though...

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