"Ah." He points at Thomas; "planning domain, remind me." Then back into the brown book: "There is a trickery domain; trickery clerics have an easier time learning to lie, disguise themselves and others, and hide effectively, and the first three domain spells are Disguise Self, Invisibility, and Nondetection, which blocks scrying - it's notable for having all of its domain spells be ones that clerics can't usually cast, but it's not as good of a match as I was expecting." Blue book, this time: "Community domain. Community clerics can calm creatures near them, once a day, and they're better at diplomacy and talking people into things. Spells - Bless, which gives allies a minor ward against fear and makes them better at completing attacks; Status, which lets you monitor your allies' location and condition, and Prayer, which makes your allies slightly better at doing things in general, and your enemies worse at it. There's also..." page page... "ignore the name; clerics of the family domain can give nearby creatures the ability to dodge attacks more easily, first three spells are Bless, again, Shield Other, which lets you set up a ward on someone that transfers half the damage they take to you, instead - that should work straightforwardly on sorcery effects that cost health - and Helping Hand, which leads someone to you."