Okay! It took me a while, but I finally created a list of granted domain powers. I know Veekie created several, and I used some of that as ideas for these. While I did post powers for each core domain, I'm not sure I'd consider this list complete yet. I think some are more powerful than others. I'll have to see what you think.
A few I'm kind of iffy about are Plant (I couldn't think of anything other than making the cleric a plant
), Knowledge and Magic (bonus feats are so bland), and Strength and Protection (basically, the same PHB ability, but usable more times per day).
[spoiler=Granted Domain Powers]
Air Level 1:Level 10:Gain the Air subtype.
Gain a fly speed (perfect maneuverability) equal to base land speed.
Level 20:Type changes to Outsider (native).
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Animal Level 1:Gain Speak With Animals as a spell-like ability at will.
You may spend a spell slot to summon an animal or several animals to fight for you. You may pick any animal from the Summon Monster list of equal level to the spell slot you spent. For example, spending a third level slot would allow you to pick a monster from the Summon Monster III list. You may only summon animals or vermin, and any animals summoned do not have the celestial or fiendish template applied. In all other respects, treat this if you had cast Summon Monster.
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ChaosLevel 1:Any weapon you wield (natural or manufactured) is treated as chaotic aligned for purposes of overcoming damage reduction.
You gain damage reduction equal to half your cleric level overcome by lawful aligned weapons. So, a second level cleric would have damage reduction 1/lawful.
Level 10:You gain the Chaos subtype
Level 20:Your subtype changes to Outsider (native).
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DeathLevel 1:DestructionLevel 1:EarthLevel 1:Gain one point of acid resistance per cleric level.
You can ignore the hardness of any stone object and the damage reduction of any stone-based creature (such as a gargoyle or stone golem) or creature with the Earth subtype.
Any spell you cast that heals hit point damage can be used to heal stone objects, stone-based creatures, and creatures with the Earth subtype.
Level 5:You gain a burrow speed equal to half your base land speed (minimum five feet).
Level 10:Gain the Earth subtype.
Your burrow speed increases to your base land speed, and you can burrow through solid stone.
Level 15:You gain earth glide (as an earth elemental) with a speed equal to half your base land speed (minimum five feet).
Level 20:Type changes to Outsider (native).
Your earth glide speed increases to your base land speed.
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EvilLevel 1:Any weapon you wield (natural or manufactured) is treated as evil aligned for purposes of overcoming damage reduction.
You gain damage reduction equal to half your cleric level overcome by good aligned weapons. So, a second level cleric would have damage reduction 1/good.
Level 10:You gain the Evil subtype
Level 20:Your subtype changes to Outsider (native).
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Fire Level 1:Level 10:Gain the Fire subtype.
Level 20:Type changes to Outsider (native).
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GoodLevel 1:Any weapon you wield (natural or manufactured) is treated as good aligned for purposes of overcoming damage reduction.
You gain damage reduction equal to half your cleric level overcome by evil aligned weapons. So, a second level cleric would have damage reduction 1/evil.
Level 10:You gain the Good subtype
Level 20:Your subtype changes to Outsider (native).
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HealingLevel 1:You roll d10 instead of d8 for any Cure spell you cast (not counting spells from items).
Level 5:You roll d12 instead of d10 for any Cure spells you cast (not counting spells from items).
Level 10:When casting a Cure spell, you can heal one point of ability damage per 5 HP healed (this does not reduce the amount of HP healed). You can do this for each target if using Mass Cure spells.
When casting Heal, you heal 15 HP per caster level instead of 10 HP.
Level 15:When casting a Cure spell, you can one condition normally removed by Heal per 10 HP healed (this does not reduce the amount of HP healed). You can do this for each target if using Mass Cure spells.
Level 20:You can apply the Maximize spell feat for free on any Cure spell you cast.
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KnowledgeLevel 1:Add all Knowledge skills to your list of cleric class skills.
Level 5:Gain Skill Focus (Knowledge), any one type.
Level 10:Gain Skill Focus (Knowledge), any one type.
Level 15:Gain Skill Focus (Knowledge), any one type.
Level 20:Gain Skill Focus (Knowledge), any one type.
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LawLevel 1:Any weapon you wield (natural or manufactured) is treated as lawful aligned for purposes of overcoming damage reduction.
You gain damage reduction equal to half your cleric level overcome by chaotic aligned weapons. So, a second level cleric would have damage reduction 1/chaotic.
Level 10:You gain the Lawful subtype
Level 20:Your subtype changes to Outsider (native).
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LuckLevel 1:MagicLevel 1:Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Level 5:Gain a bonus metamagic or item creation feat.
Level 10:Gain a bonus metamagic or item creation feat.
Level 15:Gain a bonus metamagic or item creation feat.
Level 20:Gain a bonus metamagic or item creation feat.
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PlantLevel 1:Gain immunity to poison.
Gain low-light vision.
Level 5:You do not need to sleep.
Gain immunity to sleep effects, paralysis, polymorph, and stunning.
Level 10:You gain 25% fortification.
You gain a +2 bonus to saves against mind-affecting spells and effects.
Level 15:Your fortification increases to 50%.
Your bonus to saves against mind-affecting spells and effects increases to +4.
Level 20:Your type changes to Plant.
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ProtectionLevel 1:You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day plus once per three cleric levels.
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StrengthLevel 1:You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a swift action, the power lasts 1 round, and it is usable once per day plus once per three cleric levels.
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SunLevel 1:When turning undead, you may spend two turn attempts to maximize the damage roll. This only applies to damage when turning, and not to healing living creatures.
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TravelLevel 1:Add Survival to your list of cleric class skills.
You gain the Endurance feat.
Level 5:Your base land speed increases by five feet. The base land speed of all allies within ten feet of you increases by five feet.
Level 10:Your base land speed increases by ten feet. The base land speed of all allies within ten feet of you increases by ten feet.
Level 15:Your base land speed increases by fifteen feet. The base land speed of all allies within ten feet of you increases by fifteen feet.
Level 20:Your base land speed increases by twenty feet. The base land speed of all allies within ten feet of you increases by twenty feet.
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TrickeryLevel 1:WarLevel 1:Level 5:Aura: you radiate an aura as a supernatural ability. You may only have one of these auras active at a time, and may switch between auras as a swift action. You may keep any aura active so long as you are conscious. The aura affects you and any allies within ten feet of you. Any ally that leaves the radius of the aura immediately loses its benefit.
Aura of Battle: this aura grants a +1 sacred/profane bonus on their attack rolls +1 additional point per five cleric levels.
Aura of Protection: this aura grants a +1 sacred/profane bonus on their armor class +1 additional point per five cleric levels.
Aura of Resolve: this aura grants one temporary hit point per cleric level. These temporary hit points replenish each round at the beginning of your turn, and last as long as this aura is active.
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WaterLevel 1:Level 10:Gain the Water subtype.
Level 20:Type changes to Outsider (native).
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