While many adventuring parties in 2e have a cleric ready to heal and protect their allies, the origin of their power can sometimes be unorthodox. As the prime class for party support, a cleric is adept at both keeping their allies alive and weakening their foes. In, players have several options for domains and deities that can enhance those aspects and more, however, this abundance of choices means a cleric’s domain may be a bit more complicated than just simple healing or destruction.
In 2e, a domain is the source of the cleric’s powers and abilities and usually represents their beliefs. Just as fighters have several weapons for character builds, clerics have many domains and deities for different themes and powers. The most common of these domains are those inherently good-natured, like the healing powers of the Sun or the righteous cause of Protection, along with the more nefarious domains, like Destruction or Tyranny. Domains can also represent a facet of existence, such as the elements and disease, as well as worldly pursuits like wealth and knowledge. Then there are those domains that go beyond the expectancies of a typical fantasy setting, providing players with curious but nonetheless entertaining concepts for these pious warriors.
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Peasantry and laborers are in abundance with, making one of the first oddly specific domains a cleric can represent the Toil domain. Dedicated to hard work and perseverance, these clerics can grant significant bonuses on skill checks and suppress harmful conditions that hinder physical performance. Depending on a character's alignment or the setting a GM (game master) has provided, Clerics who choose the
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