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A domain feat is associated with some aspect of existence that is considered the domain of one or more deities. To take a domain feat, a character must be a divine class and must worship a deity associated with the same domain. Each domain feat grants a benefit to its associated powers.

A character may take multiple domain feats, but only one at a time can grant a benefit to each use of a power. If a character has two or more domain feats that would grant benefits to a power, each time he or she uses that power, he or she must choose the benefit of just one domain feat.[DP:108]

Domain feats
Name Associated Powers Benefit
Power of Arcana Divine bolts, Lance of faith, Radiant Vengeance, Virtuous strike +2 to Arcana, +1 to attack rolls with arcane powers after associated powers
Power of Change Bolstering strike, Divine bolts, Overwhelming strike, Recovery Strike +2 to Thievery, +1 to attack rolls with encounter or daily powers after associated powers
Power of Civilization Leading Strike, Mantle of the infidel, Priest's shield, Valiant strike +2 to Diplomacy, +1 to the damage roll for each enemy adjacent to you with associated powers
Power of Creation Bolstering strike, Grasping shards, Radiant Vengeance, Righteous brand +2 to Religion, +1 to AC for you or ally with associated powers
Power of Darkness Ardent strike, Overwhelming strike, Priest's shield, Visions of blood +2 to Stealth, concealment from the next attack after associated powers
Power of Death Enfeebling strike, Radiant Vengeance, Righteous brand, Visions of blood +2 to Religion, +2 to damage rolls against bloodied enemies with associated powers
Power of Destruction Ardent strike, Bond of censure, Grasping shards, Righteous brand +2 to Intimidate, +2 to damage rolls against unbloodied enemies with associated powers
Power of Earth Bolstering strike, Overwhelming strike, Recovery Strike, Visions of blood +2 to Athletics, slow enemies with associated powers
Power of Fate Astral Seal, Avenging light, Bond of retribution, Holy strike +2 to Insight, +1 to attack rolls against bloodied enemies with associated powers
Power of Freedom Holy strike, Leading Strike, Righteous brand, Vanguard's lightning +2 to Acrobatics, +2 you or an ally's saving throw with associated powers
Power of Hope Enfeebling strike, Radiant Vengeance, Righteous brand, Visions of blood +2 to Diplomacy, ally gains +1 to next attack roll with associated powers
Power of Justice Bond of censure, Mantle of the infidel, Righteous brand, Virtuous strike +2 to Insight, +1 to attack rolls for bloodied allies with associated powers
Power of Knowledge Astral Seal, Grasping shards, Leading Strike, Virtuous strike +2 to History, +1 to defenses with associated powers
Power of Life Enfeebling strike, Radiant Vengeance, Righteous brand, Visions of blood +2 to Heal, ally gains temporary with associated powers
Power of Love Radiant Vengeance, Recovery Strike, Sun strike, Virtuous strike +2 to Diplomacy, exchange tamage for temporary hp for allies with associated powers
Power of Luck Bond of censure, Holy strike, Lance of faith, Vanguard's light +2 to Acrobatics, critical hit on 19-20 with associated powers
Power of Madness Enfeebling strike, Overwhelming strike, Righteous brand, Visions of blood +2 to Bluff, -1 to enemy attack rolls with associated powers
Power of the Moon Bond of censure, Enfeebling strike, Hand of radiance, Righteous brand +1 to Perception, -2 to the targeted defense after associated powers
Power of Poison Overwhelming strike, Enfeebling strike, Grasping shards, Righteous brand +2 to Bluff, change damage to poison and +2 damage with associated powers
Power of Protection Leading Strike, Priest's shield, Valiant strike, Vanguard's light +2 to Heal, ally gains +1 to defenses with associated powers
Power of the Sea Bond of censure, Divine bolts, Recovery Strike, Virtuous strike +2 to Athletics, make a saving throw or give a -2 saving throw penalty with associated powers
Power of Skill Divine bolts, Overwhelming strike, Righteous brand, Valiant strike +1 to trained skill checks, and associated powers can be used as a melee basic attack
Power of the Storm Overwhelming strike, Righteous brand, Valiant strike, Vanguard's lightning +2 to Intimidate, change damage to thunder and +2 damage with associated powers
Power of Strength Avenging light, Holy strike, Overwhelming strike, Priest's shield +2 to Athletics, +2 damage with associated powers
Power of Strife Ardent strike, Bond of retribution, Lance of faith, Sun strike +2 to Bluff, +1 damage for each enemy within 3 of the target with associated powers
Power of the Sun Lance of faith, Radiant Vengeance, Sun strike, Virtuous strike +2 to Insight, enemy gains vulnerable 3 radiant with associated powers
Power of Torment Ardent strike, Astral Seal, Overwhelming strike, Mantle of the infidel +2 to Intimidate, enemy grants combat advantage to next ally with associated powers
Power of Trickery Avenging light, Overwhelming strike, Enfeebling strike, Recovery Strike +2 to Thievery, you or an ally may shift with associated powers
Power of Tyranny Astral Seal, Bond of censure, Divine bolts, Enfeebling strike +2 to Intimidate, -2 to saving throws even on a miss with associated powers
Power of Undeath Bond of censure, Enfeebling strike, Grasping shards, Lance of faith +2 to Religion, change damage to Necrotic and +2 damage with associated powers
Power of Vengeance Astral Seal, Avenging light, Holy strike, Radiant Vengeance +2 to Intimidate, enemy takes 2 damage the first time it attacks when hit by associated powers
Power of War Bolstering strike, Bond of retribution, Priest's shield, Visions of blood +2 to History, +1 bonus to attack rolls against unbloodied targets with associated powers
Power of Wilderness Overwhelming strike, Recovery Strike, Sun strike, Valiant strike +2 to Nature, you and each adjacent ally ignore difficult terrain after hitting with associated powers
Power of Winter Bond of censure, Enfeebling strike, Hand of radiance, Lance of faith +2 to Endurance, change damage to cold and +2 damage with associated powers