Master of Your Domain: Deities and Domains
Master of Your Domain: Deities and Domains
Domains make their return in 4e, and this time around, they affect your fundamental prayers, your at-will powers. These benefits come in the form of domain feats, the access of which is tied to your deity and the domains in his/her portfolio. While the rest of the feats (including the domain-specific divinity feats) will be described later, domain feats may influence your choice of at-wills. So they will be detailed here, instead. All these domain feats also come with a feat bonus to a skill (or skills in some cases).
You can only apply the benefits of one domain feat per at-will. Note that domain feats are optional. But it is recommended you at least consider them, as many of them do provide fairly significant extra bonuses on your at-will powers.
As a general rule of thumb, there is one type of domain feat to avoid: Those that grant +2/+3/+4 damage bonuses on a single at-will power and do nothing else. NEVER take those without first taking Superior Weapon Proficiency and Weapon Focus (or their racial equivalents, if appropriate). And by the time you took those general damage feats, you probably won't want this type of domain feat, anyway, unless you're just trying to squeeze out every ounce of at-will DPR.
[[sblock=Core|Deities and Associated Domains]]Avandra: Change, Freedom, Luck Bahamut: Hope, Justice, Protection Corellon: Arcana, Skill, Wilderness Erathis: Civilization, Creation, Justice Ioun: Fate, Knowledge, Skill Kord: Storm, Strength, War Melora: Life, Sea, Wilderness Moradin: Creation, Earth, Protection Pelor: Hope, Life, Sun The Raven Queen: Death, Fate, Winter Sehanine: Love, Moon, Trickery
Asmodeus: Civilization, Tyranny Bane: Skill, War Gruumsh: Destruction, Strength Lolth: Darkness, Trickery Tharizdun: Destruction, Madness Tiamat: Strife, Vengeance Torog: Earth, Torment Vecna: Knowledge, Undeath Zehir: Darkness, Poison[[/sblock]]
[[sblock=Domain|Feats]]Power of Arcana (AP): Makes your Virtuous Strike an Arcane power as well. If you plan on taking even just the multiclass entry feat for an Arcane class, you want this, plain and simple. You'll be able to outfit your melee basic attack power with the same shenanigans Half-Elves had been doing with Eldritch Strike. Fun stuff like the White Lotus line and Quickened Spellcasting. And let's not forget Arcane Admixture ... I know some Dragonborn, Genasi and Tieflings who could follow that one up with some crazy things.
Power of Change (DP): Bolstering Strike, hit or miss, becomes a setup for an easier hit with an encounter or daily power (+1 attack bonus). Not bad at all. But only consider it after taking your Weapon and Implement Expertise feats.
Power of Civilization (DP): +1 damage bonus per enemy next to you with Valiant Strike. This one is even worse than those +2/+3/+4 feats you have already been told to avoid.
Power of Creation (DP): +1 power bonus to AC for either you or an ally when you hit with Bolstering Strike. Decent.
Power of Darkness (DP): Concealment against the next attack for hitting with Ardent Strike. This one's pretty good.
Power of Death (DP): One of those. And this one only works against bloodied enemies with Enfeebling Strike.
Power of Destruction (DP): And another one of those, only against unbloodied enemies with Ardent Strike.
Power of Earth (DP): A hit with Bolstering Strike slows the enemy until the start of your next turn. Now this one makes Bolstering Strike worth considering. At-will slow makes for some nice stickiness, just what you want.
Power of Fate (DP): +1 to attack a bloodied enemy with Holy Strike. Not bad, but don't look at it until after you got your Expertise feats.
Power of Freedom (DP): A +2 to saves for you or an ally if you hit with Holy Strike. Not bad at all.
Power of Hope (DP): Grant a +1 power bonus to attack to an ally when you hit with Valiant Strike. Solid. Allows a Straladin to show a little leadership.
Power of Justice (DP): A hit with Virtuous Strike grants a +1 power bonus to attack for all bloodied allies within 10 squares. Situational, but it comes up often enough to warrant a look.
Power of Knowledge (DP): A hit with Virtuous Strike gives you a +1 power bonus to all defenses. Solid.
Power of Life (DP): A hit with Bolstering Strike also gives your ally some temporary hit points. This one's pretty good.
Power of Love (DP): Temporary hit points at the expense of all damage done with Virtuous Strike? Not a good deal. At all. Ever. Shun this like the Spellplague.
Power of Luck (DP): Crit on 19-20 with Holy Strike. You want this. If you qualify for a weapon mastery feat in Epic Tier, retrain this one out for it.
Power of Madness (DP): You increase Enfeebling Strike's attack debuff to -3. Good one.
Power of the Moon (DP): Enfeebling Strike now also debuffs the enemy's AC by -2 if it hits. Beautiful.
Power of Poison (DP): Enfeebling Strike gets the Poison keyword along with the +2/+3/+4 to damage. Not a good choice because (a) poison is the most commonly resisted damage type in the game, (b) very few things are vulnerable to poison, and (c) the keyword gets lousy support.
Power of Protection (DP): A hit with Valiant Strike gives an ally +1 power bonus to all defenses. This one's nice. You'll be in position to grant this a lot.
Power of the Sea (DP): A hit with Virtuous Strike either allows you to make a save or slaps a -2 penalty on the enemy's save. Solid choice, and very versatile. It can save you or help prolong an enemy's misery from a save-ends status power.
Power of Skill (DP): Makes Valiant Strike a melee basic attack. A melee basic attack that will strike true often. You want this.
Power of the Storm (DP): Gives Valiant Strike the Thunder keyword, along with the +2/+3/+4 damage bonus. This one is actually really nice. The Thunder keyword gets good support from feats and other features. A Stormsoul Genasi will love this one. And if you're in Eberron and have the Mark of Storm Dragonmark, even better.
Power of Strength (DP): Another one of those, this one for Holy Strike. At least this one's non-conditional, so it's a step above some of the others.
Power of Strife (DP): Tier-scaling damage bonus on Ardent Strike, but this one's a lot better than the others of that type. +1/2/3 bonus for each enemy within 3 squares of the target, which means in some cases you could really pile on the damage with this one. You should still pick up the general damage feats first, but unlike those domain feats, this one's actually worth a look.
Power of the Sun (DP): Cause tier-scaling Radiant vulnerability (3/5/8) when you hit with Virtuous Strike. This one's actually really good, and not just for the extra damage on follow-up Radiant attacks from you or anyone else until the end of your next turn. It also makes violating your Divine Challenge and Divine Sanction hurt more. And certain powers (such as Bless Weapon) can really punish Radiant vulnerability.
Power of Torment (DP): A hit with Ardent Strike sets up combat advantage for your ally's next attack. Decent.
Power of Trickery (DP): A hit with Enfeebling Strike lets you or an ally shift a square. Nice one. This can help set up flanks.
Power of Tyranny (DP): Enfeebling Strike, hit or miss, imposes a -2 penalty to saves. Beautiful if you want to improve the mileage of save-ends status effects.
Power of Undeath (DP): Enfeebling Strike becomes Necrotic, along with the +2/3/4 damage. Necrotic is a commonly resisted damage type, so this sucks.
Power of Vengeance (DP): This one's even worse than those. The "deterrent" damage from a Holy Strike hit is no better than the damage from those, and at least those deliver the damage up front. This one couldn't possibly fail more.
Power of War (DP): Bolstering Strike gets a +1 to attack unbloodied enemies. Not bad, but pick up the Expertise feats first.
Power of the Wilderness (DP): On a hit with Valiant Strike, you and adjacent allies ignore difficult terrain. Not bad.
Power of Winter (DP): Gives Enfeebling Strike the Cold keyword, along with the +2/3/4 damage bonus. This one's good. Cold gets great feat support. Wintertouched + Lasting Frost, anyone?[[/sblock]]