More Cleric Domains Needed!

Post/Author/DateTimePost
#1

Diffan

Sep 01, 2015 2:52:21

As the title states, I need more domains to fill out my pantheon of gods for a homebrew setting. I'm basically using the Demi-gods from Castle Age (Facebook game) as the Greater Pantheon and to flesh out the basic alignment deities. So far I have:


Corvintheus (Knowledge, War; LG deity devoted to honor and valor). Corvintheus (pronounced: cor-VIN-the-us) is a deity many noble and honorable warriors and clerics favor with their patronage. His core tennents are to be respectful, even of one's enemy and always combat an opponent with the utmost grace. That being said he also favors knowledge, mostly in war and stagecraft in order to make it easier to defeat oppoents and foes. 

Solaran (Life, Light; NG deity promoting civilization and prosperity and devoted to destroying undead). Solaran (pronounced: So-LAR-an) is one of the most popular deities among towns and cities as his dogma promotes prosperity and civility among the peaceful folks. Solarians believe in life and using the guiding light of good to maintain these tennents.

Ambrosia (Luck*, Trickery; CG deity of mischief, pranks, gambling, and parties) Ambrosia (pronounced: am-broh-zhuh) is a fickle goddess that enjoys ligh-hearted pranks and jokes. Ambrosians are often paid high coin to throw extravagant parties and her name is often called upon when someone is looking for luck on a buisness deal or gambling.

Erestute ( Knowledge, Magic*; LN deity of the promotion of all magic and the arcane). Erestute (pronounced: Err-es-tute) is a bookish deity often visualized amoung mountains of scrolls and books. His chief goal is to have the arcane touch every corner of the globe and to promote spellcasting whereever he can. His overall desire is to see magic one day be the basis for which all life lives and grows accustom to using.

Aurora (Nature, Tempest; N deity of the natural order, mother of nature and beasts). Aurora (pronounced: uh-rawr-uh) is the main goddess of all nature, both plant and animal, life. Similar to Solaran, she desires to see the prosperity of life upon the world however the encroachment of civilization is starting to strangle the natural world and it's inhabitants. Aurora also has a darker side, unleashing fearsome storms of torrential downpours to raging winds and snow storms.

Mâlekus (Tempest, War; CN deity of combat, the arena, and war). Mâlekus (pronounced: mal-uh-cus) is the god of war and all things that deal with combat. He desires the blood of the loosers and rewards those who triumph. He cares little for the reasonsings behind the war or for which side hold any moral high-ground, so long as warfare is done he is stated.

Azeron (Knowledge, Death; LE deity of death although natural death instead of reanimation and wants to bring about the ultimate death, the apocalypse),

Nether (Darkness*, Trickery; NE deity of self-interest and personal gain at any cost),

Vrrack (Abomination*?, War; CE deity of lunacy and erratic actions with only instant self-gratification and sadism being constant pursuits).

So as you can see I need a few new domains: Darkness, Luck, Magic, and something that opposes nature which is why I chose Abomination (holding out for a better name). So I could use some help in figuring out how to make these into actual mechanics. Ideas, suggestions, etc all welcome.

 

EDIT: I'll add more to the flavor as I get the opportunity.

#2

Mechatarrasque

Sep 01, 2015 7:51:13

Abomination is a good name.  I suspect Out of the Abyss will add some spells that would fit this, but for today:

 

1st:  Arms of Hadar, Dissonant Whispers

3rd: Alter Self, Enlarge/Reduce

5th:  Gaseous Form, Stinking Cloud

7th:  Giant Insect, Polymorph

9th:  Animate Objects, Antilife Shell

 

Bonus Proficiency:  At first level, you gain proficiency with Arcana and martial weapons.

 

Channel Divinity, Tongue of the Abomination:  starting at 2nd level, you can make telepathic contact with one abberation, monstrocity, or ooze within 30 feet of you that either has telepathic abilities or can understand a language. You have advantage on persuasion checks against this creature.

 

Channel Divinity:  Alter Others.  Starting at 6th level, you can grant the ability to cast alter self 2 times to one person you touch.  This ability can not be used again until you have completed a short or long rest.

 

Divine Strike:  At 8th level, you get the ability to infuse your weapon strikes with acid--a gift from your deity.  Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an extra 1d8 acid damage to the target.  When you reach 14th level, this damage increases to 2d8.

 

Awaken the Abomination:  at 17th level, you gain a modified version of the awaken spell that only works on oozes and monstrocities.  Other then what the spell can target, it is exactly the same as the awaken spell.

#3

WorBlade

Sep 01, 2015 16:51:35

My Lucl domain.

 

1st:Bless, Divine Favor

3rd: Bestow Curse, Blink

5th:Legend Lore, Reincarnate

7th: Conjure Celestial, Reverse Gravity

9th:Foresight, Wierd


 

Bonus Proficiencies: Gambling tool of your choice and martial weapon.


 

Luck Priest: Lucky touch. From first level you can use your action to touch another creature (not yourself) and grant advantage on gambling checks or persuasion skill use (pick one when action is used) for 30 minutes or until you use it again.

 

Channel Divinity,Guided Action: Starting at 2nd level, you can use your Channel Divinity ability to increase success odds with attribute (and skill) checks. When you make an attribute check (not an attack roll or save) you can use your Channel divinity to gain a +5 to the roll. You can make this choice after you see the roll buut before the DM announces success or not.


 

Channel Divinity:Lucky Break. Starting at 6th level, ou can use your Channel Divinity ability to increase success odds with any one roll. When you or an ally within 30 feet makes a d20 roll (attack, save or attribute check) you can use your Channel divinity to give advantage to that roll. You may do so after the first roll but before the DM announces success or not.


 

Divine Strike: At 8th level, you get the ability to infuse your weapon strikes with random energy.  Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an extra 1d8 energy damage to the target. When you reach 14th level, this damage increases to 2d8. The type is based on the following d6 check. 1. Cold, 2. Fire, 3. Lightning, 4. Thunder, 5. Necromatic, 6. Radiant. [To keep gaming moving, it would only be necessary to check the actual type against targets with resistant, immunity or vulnerability to an energy type.]


 

Probability Protection: at 17th level, you gain advantage on all proficient saving throws plus one more of your choice if you have only 2 proficient. (Normally wisdom and charisma for a cleric, a multiclass might have more than that).

#4

Diffan

Sep 01, 2015 17:47:47
Wow, these are great. I really appreciate the help. I plan on writing up the Darkness domain later today and maybe I can get to the magic one as well. Thanks for your contribution!
#5

BRJN

Sep 01, 2015 17:53:02

Mechatarrasque wrote:
#6

pukunui

Sep 01, 2015 18:54:26

WorBlade wrote:
#7

Elfcrusher

Sep 01, 2015 20:11:46

"Corruption"

#8

Direach

Sep 02, 2015 6:14:01

I recommend doing some player homework to reduce the amount of unneeded work for yourself. Are you allowing your players to play clerics of evil deities? Do any of them actually plan on doing so? If not, you don't have to create full domains for those deities. Really, you only need portfolios for whatever deities your players actually plan to run clerics of.

 

I fully understand if you are a meticulous completist that needs all this for your own reference (I've done it before). But if not, you can save yourself some time by just drilling down on the domains that will actually be used in play.

(Reply to #5)

Mechatarrasque

BRJN wrote:
#10

Elfcrusher

Sep 02, 2015 10:16:03

I actually don't like "Abomination".  I mean, it's an awesome word but it doesn't fit the pattern set by the other domains.  What's the name of the noun (principle/process/effect) that results in abominations?  That's the word you want.  That's why I suggested Corruption, although that's not quite right either.

#11

WorBlade

Sep 02, 2015 13:19:19

Yeah, my bad, Worked too fast and didn't double check the level of spell in the PHB write ups and made an assumption. Will rework proper spell tble and repost. The powers are all modifications of other cleric powers in the PHB so they should be okay.

(Reply to #8)

Diffan

Direach wrote:
(Reply to #10)

Diffan

Elfcrusher wrote:
#14

WorBlade

Sep 02, 2015 22:28:05

New Luck Domain spell list - correct spell levels.

 

1st:  Bless, Divine Favor

3rd: Enhance Ability, Warding Bond

5th: Blink, Protection From Eenergy

7th: Confusion, Staggering Smite

9th: Legend Lore, Reincarnate

#15

Diffan

Sep 02, 2015 22:40:40
Thank you very much WarBlade
#16

marius4

Sep 19, 2015 5:13:17

A little slow on the delivery, but here are my two cents.

 

DARKNESS DOMAIN


DARKNESS DOMAIN SPELLS

1st:  shadow spray*, sleep
3rd:  darkness, darkvision
5th:  ecliptic night*, speak with shadows*
7th:  Evard’s black tentacles, Mordenkainen’s faithful hound
9th:  dream, modify memory
SHADOWSPEAK
When you choose this domain at 1st level, you gain the message cantrip if you don’t already know it.

GLIMPSE THE VOID
Also at 1st level, you can inflict momentary blindness on an attacking enemy.  When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing darkness to rise up in the attacker’s vision before it hits or misses.  An attacker that can’t be blinded is immune to this feature.
    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).  You regain all expended uses when you finish a long rest.

CHANNEL DIVINITY: CALL FORTH THE DARKNESS
Starting at 2nd level, you can use your Channel Divinity to obscure reality, banishing magical vision and playing on the fears of your enemies.
    As an action, you present your holy symbol and any magical light, divination sensor, or magical darkvision within 30 feet of you is dispelled.  Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw or be assailed by visions of their greatest fears.  A creature takes psychic damage equal to 2d8 + your cleric level on a failed saving throw, and half as much damage on a successful one.

DEEPER DARKVISION
At 6th level, you gain darkvision out to 60 feet if you don’t already have it.  Also, when affected by magical darkvision you can see even in magical darkness.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

CLOAK OF NIGHT
At 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action.  You emit supernatural darkness in a 60-foot radius and shadowy darkness (dim light) 30 feet beyond that.  Your allies can see within the entire aura as if it were bright light, but cannot discern color, only shades of grey.

*DARKNESS DOMAIN SUPPLEMENT: SPELLS
SHADOW SPRAY
Components:  V, S, M (a pinch of powder or sand that is colored white, grey, and black)
Creates a blast of spiralling shadows.  Otherwise this spell functions as color spray.

ECLIPTIC NIGHT
Components:  V, S, M (one gold coin and one black coin)
Conjures an area of supernatural night and mind-numbing cold.  Nonmagical light cannot illuminate the area.  If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.  A daylight spell dispels it.  Otherwise this spell functions as sleet storm.

SPEAK WITH SHADOWS
You imbue shadows and darkness within 30 feet of you with limited sentience, animation, and substance to interact with the physical world.  This spell does not function in open daylight.  Otherwise this spell functions as speak with plants, affecting shadows instead of plants.

 

 

MAGIC DOMAIN


MAGIC DOMAIN SPELLS

1st:  detect magic, mage armor
3rd:  arcane lock, spiritual weapon
5th:  counterspell, glyph of warding
7th:  fabricate, stoneskin
9th:  teleportation circle, wall of force

STUDENT OF MAGIC
At 1st level, you learn one sorcerer or wizard cantrip of your choice.  You also gain proficiency in the Arcana skill.

MAGICIAN’S CRAFT
Also at 1st level, you can use an arcane focus as a spellcasting focus, in addition to a holy symbol.

CHANNEL DIVINITY: SPELL BLESSING
Starting at 2nd level, you can use your Channel Divinity to refresh exhausted spellcasters.
    As an action, you evoke energy that can restore a combined level of spell slots equal to your Wisdom modifier.  You divide the spell slot levels among any number of spellcasters within 30 feet of you.  This feature can restore a creature to no more than half of its maximum number of spell slots per day.

CHANNEL DIVINITY: SPELL TURNING
At 6th level, you can use your Channel Divinity to ward off hostile magic.
    When you or a creature within 30 feet of you is targeted by a spell or magical effect or included in such an effect’s area, you can use your reaction to turn the magic aside.  You must be aware of the magical effect to protect against it.  You grant creatures of your choice within 30 feet of you advantage on saving throws for that instance of the effect, or impose disadvantage on the source’s attack rolls, whichever is applicable.  If a saving throw results in a natural 20 or an attack roll results in a natural 1, the source suffers the intended effects.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

AWAKEN MAGIC
At 17th level, you can awaken latent magic in creatures or items.
    As an action, touch a willing creature to temporarily imbue it with the ability to cast a cantrip or spell you know of up to 2nd level and have prepared, expending a spell slot as if you had cast the spell yourself.  The imparted knowledge lasts until the creature uses the cantrip or spell once or until the next dawn, whichever comes first.  When cast by the creature, a cantrip functions as if you had cast it and a spell functions at the appropriate level for the spell slot you expended.  The creature must provide all components at the time of casting.
    Alternatively, choose a magic item within 15 feet of you to which you are attuned.  You can activate it as if you had it in hand or on your person.

 

#17

Danny_Montanny

Sep 20, 2015 19:33:46

The Natural Order, the cycle of life and death, and homeostasis.

 

The antithesis of this is Chaos.

 

#18

Slagger_the_Chuul

Sep 22, 2015 18:13:23

The other contrasting domain for "Nature" would be "Artificial" or maybe just "Artifice".  Whether this fits better than "abomination" or "corruption" depends on whether you prefer the opponents of nature to be mutants or machines.

#19

DM_Rober

Oct 08, 2015 3:57:26

Here it go..... my own dream domain using the base of warden of telehar and modify by me. I think that the original one is very useless.

 

DIVINE DOMAINS - DREAM DOMAIN
The Dream domain is concerned by the illusion energies of dreams, as well as the positive energy that gives rise to faeries
creatures, that provokes sweet dreams or darkness nightmares. Deities such as Eldath, Selune and Sune, are patrons of magic dreamers.

 

Dream Domain Spells
Cleric          Level Spells
1st                sleep, identify
3rd               locate object, blur
5th                leomunds tiny hut, hypnotic pattern
7th                locate creature, phantasmal killer
9th               dream, modify memory


DREAMTOUCHED
Starting when you choose this domain at 1st level, you gain
immunity to magical sleep effects, and when casting the sleep
spell you add 2d8 to the roll to determine how many hit points
of creatures you affect.


CHANNEL DIVINITY: Torpor
Starting at level 2 you can use your Channel Divinity to place a
powerful sleeping curse on your enemies. As an action you
present your holy symbol and summon forth a portion of the
realm of dreams. Creatures within 30 feet of you that you
designate must roll a Wisdom saving throw. If the creature fails
it’s saving throw it falls into a waked sleep nightmare for 1
minute. The creature is wake, and gain disadvantage on attacks
rolls, and abilities checks, because it can’t discern what kind of
thing are really or a dream, suffering 1d8 psychic damage on
each failed saving throw. Every round the creature gets a new
Wisdom saving throw in order to succeed the effect at the end
of each turn.


PROPHETIC DREAMS
At level 6 whilst taking a long rest you can choose to commune
with your deity to grant you and your companions a prophetic
dream. When you and your companions awaken you have no
memory of the dream, but afterwards you may experience a
case of deja vu. The dream grants you and your companions’
subconscious foreknowledge which grants the ability to declare
advantage on a single dice roll before it’s rolled (attack roll,
saving throw or ability check). If the ability is not used before
another long rest then it is wasted.


NIGHTMARE STRIKE
At level 8 once per turn when you hit a creature with a weapon
attack you can cause the attack to deal an extra 1d8 psychic
damage to the target. When you reach level 14 this damage
increases to 2d8.


DREAMWALK
At level 17 as part of a long rest you can transport yourself and
your companions into the plane of dreams. You can enter your
own Dream realm, and others creatures, and you may enter
their Dream realm. Whilst in the dream realm you have some
minor control on your environment, and the environment of
other dreamers. Roll a d20 + Wisdom modifier + your
proficiency bonus whenever you attempt to change yourself or
the environment. Choose one option bases on your check, when
you decide to use once this feature.


DC 10: Change a minor aspect of your Dream Realm. Until your
next long rest, you or an ally can reroll one failed ability check,
attack roll or saving throw.
DC 15: Move from one Dream Realm to another. Until your next
long rest, you can change the course of things, transferring one
effect that currently suffer you or one ally to another creature. If
the creature is an enemy, it can make a Wisdom saving throw
against your DC spellcasting ability.
DC 20: Change your Dream Realm Appearance. Until your next
long rest, you can get one extra action in the same turn.
DC 25: Change an aspect of another's Dream Realm. Until your
next long rest, you can force to lose an enemies turn. You
choose your Wisdom modifier enemies (minimum 1) to be
affected by this feature. That enemies, can make a Wisdom
saving throw against your DC spellcasting ability to resist the
effect. On a failed save, this creature lose the next turn, losing
all actions