Enhancements to the class features of both these classes can be found in Unearthed Arcana.
Cleric
Clerics gain their magical ability from their devotion to one of the Six Spheres. Often, particularly among humans and dwarves, this takes the form of veneration for various saints who have ascended to immortality. Though in some cases, such as among goliaths (and in early human history), religious traditions are centered on the ideals of a Sphere.
By Any Other Name. While Pracians speak of saints and archsaints (including paragons and wise ones), other races use their own terms. To the races of Raviq, these are akhu ("shining ones") and netjeru ("gods"); in Fuhon they are kami ("spirits") and ōkami ("great spirits"); while in Henjal, they are asuras ("powerful ones") and asurendras ("powerful lords").Clerics should pick a religious tradition first, which will include one or more Spheres; a domain should be selected from the Spheres available to that tradition. If a dungeon master is using only the Player's Handbook (and Dungeons Master's Guide), then only one or two domains are available to each Sphere; otherwise, two or three domains are available. Alternately, a character may choose the domain they want, and then choose a religious tradition to match.
- Aerosphere (Idealism): Arcana, Knowledge
- Hierosphere (Altruism): Light, Protection, Unity
- Hydrosphere (Dynamism): Life, Nature, Tempest
- Lithosphere (Materialism): Forge, Order, War
- Necrosphere (Nihilism): Death/Grave, Twilight
- Pyrosphere (Vitalism): Revelry, Trickery, Wanderlust