I remember we use to have the amulets implemented for clerics which seemed Interesting but a very general way of giving clerics that little something extra and nothing like the flair the current implemented perks offer, so with that thought in mind I would like to suggest the following implementation for clerics with perks implemented at Levels 1,5,8 respectively depending on which domain you choose as your primary in character creation and only apply to pure clerics:
(MORE TO COME ONLY DONE THE FIRST FEW)
Air
1 - +2 vs electric
5 - All element based spells changed to electric damage / as old perk electric based spells can chain dealing minor damage to those around spell target
8 - Air elemental pulse attack *KD effect vs save 2/day, Worn armour has on hit electric jolt.
Animal
1 - Animals don't attack you
5 - Bonus skill in wilderness areas
8 - Wildshape 1/day as druid (Limited forms)
Cavern
1 - passive +2 hide/ms in caverns
5 - No food/Bedroll/Fire needed to rest in Caverns, Darkvision
8 - 10% concealment, +1ab/ac only in caverns.
Charm
1 - +2 persuade/intimidate/bluff
5 - Charm spells have additional effects (As sorcerer)
8 - +2 charisma
Chaos
1 - Random DC spell fluctuation on spells
5 - Darkfire and element based spells will use a random element
8 - Armour gains on hit chaos shield Level 3
Darkness
1 - Darkvision
5 - +3 hide / MS passive
8 - 15% concealment passive, chance in combat for shadows to assist you
Death
1 - +2 vs death
5 - When you slay an npc small chance to become temporarily empowered
8 - Gain physical bonuses the closer to death you come (Bonuses str/con/damage immunity based on %hp left)
Destruction
1 - Cloud effect spells automatically extended
5 - FE: Constructs
8 - Crumble 1/day as spell, +1ab/dmg vs constructs on equipped weapon
Drow
1 - Invisibility 1/day as spell
5 - Passive bonus to spot/search/listen
8 - 1d6 sneak attack
I am all for this. Makes cleric more interesting and diverse, while also making some of the weaker domains up to par with the rest of them.
I would say add a static bonus to domains at level 1 and not add tiers.
I feel this would be like giving perks to wizards. They are already very strong mechanically and the domains already carry that customization feel. Maybe something to earn for DMs to hand out to exceptional clerics, but not on the get go.
Most domains are only activated and useful for the access to certain spells and the added abilities of invoking that domain to cleric's charisma. Perhaps the tier system is fine if you sacrifice other stats for a required amount of charisma in order to get the desired enhancement.
Instead of perks it might be better to change the domains themselves :) Like make elemental domains come with elemental bound perk and more appropriate spells (come on, fire domain!). Maybe even let them change their 'bless water' into creating potions to change spell damage to that element. Other bad domains changed as needed too. Stuff to make domains seem more prominent as the style of the cleric itself. To really represent that aspect of their diety, not just because of a certain spell it gives.
I think some of the domains with weaker spells could be given a nudge forward with some modifications. I think adding flavor is more important than adding mechanical benefits, though. Even without domain spells, clerics are very strong. Sea caves giving a bonus to breathing underwater is a good example of a really flavorful change, imo.
Another idea to throw out there would be "theme perks." These would be similar to bard perks, choosing one at either level 1 or level 5.
Examples:
Elemental Adept: 2/- DR of elemental domain, elemental bound perk
Holy Champion: +1 AB, +2 vs undead, +1 Divine Dmg, small turning boost
Loremaster: bonus feat: courteous magocracy, bonus xp for translating text, identify 1/day
Necromancer: Animate Dead 2/day, 2/- DR Negative Energy.
These are just some ideas, I'll try and think of some more.
In a world where gods are at risk of dying at a whim I don't see why DMs would waste their time focusing on giving one of the strongest most well rounded classes any additional perks. Maybe you should concentrate on suggesting alternative cleric playstyles similar to how ascetics and mimics work. It'd be nice for clerics to have an alternative playstyle that would make them into the support/healers they were always meant to be instead of the melee selfbuffbots they are in neverwinter nights.
Some domains like Pain could actually receive an extra kick. Earlier masochism as lvl1 spell would be sweet.