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View Full Version : [3.5] Cleric fix - Casts only from Domains



Rogue Shadows
2011-08-11, 01:00 PM
Of course, I had a thread asking about the viability of this awhile back, but below is the actual fix. It has pulled heavily from Pathfinder, in that I actually pretty much just straight ripped Pathfinder off; having said that this is intended for 3.5, and not Pathfinder, so feats at every 3rd level, skill points, etc.

The goal is to power down clerics. I'm shooting for Tier 3, but a mid-to-low Tier 2 would be acceptable. The basic idea behind the fix is that clerics can cast spells only from their domains. There is no "cleric spell list;" only the thirty-six domains listed below (All domains now grant a 0-level spell, as well). To make up for the drastic cut to power, clerics gain all the domains granted by their deities. Each deity would, under this system, grant five domains. Further, clerics are now spontaneous casters.

Clerics who do not worship a deity can pick between any four domains, with the usual restriction on alignment.

A minor fix is also that clerics now cast based off of two ability scores. Wisdom determines spell save DCs; Charisma determines bonus spells and maximum spellcasting capability. Because in D&D, we're all MAD here. Or we should be, anyway.

A note on Fortitude saves: The Star Wars RPG Revised Edition had "medium" saves, which I always liked.

http://i53.tinypic.com/2h2qr2r.png

Class Features
All of the following are class features of the cleric
Weapon and Armor Proficiency: A cleric is proficient with all simple weapons, all armor, and all shields (except tower shields). Clerics are also proficient with their deity’s favored weapon.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how other see him. A cleric gain access to all the domains granted by his or her deity at 1st level; these domains together comprise the cleric’s spell list.

If a cleric is not devoted to a particular deity, he instead selects four domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity, or a cleric who is not devoted to a deity, must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 for every two cleric levels beyond 1st (2d6 and 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled energy receive a Will save to take half damage. The DC of this save is equal to 10 + ½ the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost.

A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that provokes an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.

Orisons: Orisons are extremely simple spells, considered to be of level ‘0.’ They function like spells in all respects (see below), except an cleric can use each orison they know any number of times per day. Each domain grants access to a single orison.

Spells: A cleric casts divine spells, but in a different manner from other spellcasting classes. Clerics do not have a single unified spell list, but instead gain spells according to their domain choices. In effect, each cleric has a unique list of spells to choose from.

To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty class for a saving throw against a cleric’s spell is 10 + the spell’s level + the cleric’s Charisma modifier. Like other spellcasters, a cleric can cast only a certain number of spell of each spell level per day. His base daily spell allotment is given on Table 2-4: the Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells.

Like a sorcerer, a cleric does not need to prepare his spells before casting them. He can cast any spell he knows at any time, provided he has not used up his daily allotment of spells for a given level.

Healing touch (Su): Beginning at 2nd level, a cleric who channels positive energy with his Channel Energy ability and with a Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his cleric level x his Wisdom modifier (if positive). A cleric may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a cleric can use any or all of this healing power to deal damage to undead creatures. Using healing Touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The cleric decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

A cleric who channels negative energy with his Channel Energy ability does this in reverse – his Healing Touch ability heals undead and harm the living.

Domain Power: At 2nd level, the cleric chooses a domain power from among the five domains he has access to. The cleric gains that domain power. He repeats this process at 4th, 6th, 8th, and 10th levels.

Greater Power: At 8th level, the cleric chooses a greater domain power from among the five domains he has access to. The cleric gains that domain power. He repeats this process at 12th, 16th, and 20th levels.

Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

Rogue Shadows
2011-08-11, 01:02 PM
Aaand here's the domains.

A major change to most domains is that any granted power that previously was dependent on an ability score other than Charisma for uses (i.e., "3 + Wisdom modifier per day), is now dependant on Charisma. This is intended to step up MAD.

Air Domain
Your deity grants you some dominion over the forces of elemental air.

Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Power - Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Electricity Resistance (Ex): You gain resist lectricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Air Domain Spells
0 – Daze
1 – Obscuring mist
2 – Wind wall
3 – Gaseous form
4 – Air walk
5 – Control winds
6 – Chain lightning
7 – Control weather
8 – Whirlwind
9 – Elemental swarm*
*Cast as an air spell only.

Animal Domain
Through your deity, you gain the ability to manipulate and enhance animals.

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Handle Animal and Knowledge (nature) as a class skill.

Power - Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Greater Power - Animal Companion (Ex): You gain the service of an animal companion. Your effective ranger level for this animal companion is equal to your cleric level – 3.

Animal Domain Spells
0 – Guidance
1 – Calm animals
2 – Hold animal
3 – Dominate animal
4 – Summon nature’s ally IV*
5 – Commune with nature
6 – Antilife shell
7 – Animal shapes
8 – Summon nature’s ally VIII*
9 – Shapechange
*can only turn its target into an animal

Artifice Domain
Your deity concerns himself with the creation of physical objects.

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Power - Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Dancing Weapons (Su): You can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Artifice Domain Spells
0 – Mending
1 – Animate rope
2 – Wood shape
3 – Stone shape
4 – Minor creation
5 – Fabricate
6 – Major creation
7 – Hardening
8 – True creation
9 – Prismatic sphere

Chaos Domain
Your deity is a being of chaos, and bestows chaotic powers on you as well.

Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

Power - Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Chaos Blade (Su): You can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Chaos Domain Spells
0 – Daze
1 – Protection from law
2 – Shatter
3 – Magic circle against law
4 – Chaos hammer
5 – Dispel law
6 – Animate objects
7 – Word of chaos
8 – Cloak of chaos
9 – Summon Monster IX*
*summons chaos creatures only.

Charm Domain
Your deity is a deity of charisma and personal magnitism
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Power - Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Charming Smile (Sp): You can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Charisma modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Charm Domain Spells
0 – Daze
1 – Charm person
2 – Calm emotions
3 – Suggestion
4 – Emotion
5 – Charm monster
6 – geas/quest
7 – Insanity
8 – Demand
9 – Dominate monster

Community Domain
The needs of the many are all that concern your deity and, by extension, you.
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Power - Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Unity (Su): Whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Community Domain Spells
0 – Virtue
1 – Bless
2 – Shield other
3 – Prayer
4 – Status
5 – Rary’s telepathic bond
6 – Heroes’ feast
7 – Refuge
8 – Mass heal
9 – Miracle

Creation Domain
Your god is a god of creation, and he grants boons to you in the form of creation as well.

Granted Power: You gain the ability to erect magical defenses and create and animate magical objects.

Power - Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Greater Power - Animate Servant (Su): As a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Creation Domain Spells
0 – Purify food and drink
1 – Create water
2 – Minor image
3 – Create food and water
4 – Minor creation
5 – Major creation
6 – Heroes’ feast
7 – Permanent image
8 – True creation
9 – Genesis

Darkness Domain
The shadows know…

Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Power - Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Eyes of Darkness (Su): Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Darkness Domain Spells
0 – Ghost sound
1 – Obscuring mist
2 – Blindness
3 – Blacklight
4 – Armor of darkness
5 – Summon monster V (only summons 1d3 shadows)
6 – Prying eyes
7 – Nightmare
8 – Power word blind
9 – Power word kill

Death Domain
Your deity grants you power over death itself.

Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Power - Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Death's Embrace (Ex): You heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Death Domain Spells
0 – Inflict minor wounds
1 – Cause fear
2 – Death knell
3 – Animate dead
4 – Death ward
5 – Slay living
6 – Create undead
7 – Destruction
8 – Create greater undead
9 – Wail of the banshee

Destruction Domain
Your deity revels in destruction, and so do you.

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Power - Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Destructive Aura (Su): You can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Destruction Domain Spells
0 – Inflict minor wounds
1 – Inflict light wounds
2 – Inflict moderate wounds
3 – Contagion
4 – Inflict critical wounds
5 – Mass inflict light wounds
6 – Harm
7 – Disintegrate
8 – Earthquake
9 – Implosion

Earth Domain
Your deity grants you dominion over the forces of elemental earth.

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Power - Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Acid Resistance (Ex): You gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Earth Domain Spells
0 – Resistance
1 – Magic stone
2 – Soften earth and stone
3 – Stone shape
4 – Spike stones
5 – Waoon9fnst9he
6 – Stoneskin
7 – Earthquake
8 – Iron body
9 – Elemental swarm*
*Cast as an earth spell only

Evil Domain
Your deity is a being of pure evil, and he grants you the ability to use that evil for your own ends – and his.

Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Power - Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Scythe of Evil (Su): You can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Evil Domain Spells
0 – Inflict minor wounds
1 – Protection from good
2 – Desecrate
3 – Magic circle against good
4 – Unholy blight
5 – Dispel good
6 – Create undead
7 – Blasphemy
8 – Unholy aura
9 – Summon monster IX*
*Cast as an evil spell only

Fire Domain
Your deity grants you dominion over the forces of elemental fire.

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Power - Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Fire Resistance (Ex): You gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Fire Domain Spells
0 – Flare
1 – Burning hands
2 – Produce flame
3 – Resist energy*
4 – Wall of fire
5 – Fire shield
6 – Fire seeds
7 – Fire storm
8 – Incendiary cloud
9 – Elemental swarm**
*Resist cold or fire only
**Cast as a fire spell only

Glory Domain
The glories of your deity are yours to spread across the land.

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Power - Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Divine Presence (Su): You can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Charisma modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Glory Domain Spells
0 – Virtue
1 – Disrupt undead
2 – Bless weapon
3 – Searing light
4 – Holy smite
5 – Holy sword
6 – Bolt of glory
7 – Sunbeam
8 – Crown of glory
9 – Gate

Good Domain
Your deity is a being of pure good, and you are expected to carry that goodness across the land.

Granted Powers: You have pledged your life and soul to goodness and purity.

Power - Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Holy Lance (Su): You can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Good Domain Spells
0 – Virtue
1 – Protection from evil
2 – Aid
3 – Magic circle against evil
4 – Holy smite
5 – Dispel evil
6 – Blade barrier
7 – Holy word
8 – Holy aura
9 – Summon monster IX*
*Cast as a good spell only

Healing Domain
Your deity grants you the ability to heal the wounds of others.

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Power – Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature or a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to your 3 + your Charisma modifier.

Greater Power - Healer's Blessing (Su): All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Healing Domain Spells
0 – Virtue
1 – Vigor
2 – Lesser restoration
3 – Remove disease
4 – Restoration
5 – Raise dead
6 – Heal
7 – Resurrection
8 – Mass heal
9 – Ressurection

Knowledge Domain
All things are known you your deity, and he has deigned to bestow some of that knowledge on you.

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Power - Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Charisma modifier.

Greater Power - Remote Viewing (Sp): You can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Knowledge Domain Spells
0 – Read magic
1 – Detect secret doors
2 – Detect thoughts
3 – Clairaudience/clairvoyance
4 – Divination
5 – True seeing
6 – Find the path
7 – Legend lore
8 – Discern location
9 – Foresight

Law Domain
Your deity is a being of pure law, and he expects you to bring order to the world.

Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Power - Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Staff of Order (Su): You can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Law Domain Spells
0 – Guidance
1 – Protection from chaos
2 – Calm emotions
3 – Magic circle against chaos
4 – Order’s wrath
5 – Dispel chaos
6 – Hold monster
7 – Dictum
8 – Shield of law
9 – Summon monster IX*
*Cast as a law spell only

Liberation Domain
Freedom! Your deity hates seeing others in bonds and chains, and expects you to spread liberation across the land.

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Power - Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Greater Power - Freedom's Call (Su): You can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Liberation Domain Spells
0 – Resistance
1 – Remove fear
2 – Remove paralysis
3 – Remove curse
4 – Freedom of movement
5 – Break enchantment
6 – Greater dispelling
7 – Refuge
8 – Mind blank
9 – Unbinding

Luck Domain
Your deity has dominion over pure chance, and bestows a limited form of good luck over you.

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Power - Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Good Fortune (Ex): As an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every six cleric levels beyond 8th.

Luck Domain Spells
0 – Resistance
1 – Entropic shield
2 – Aid
3 – Protection from energy
4 – Freedom of movement
5 – Break enchantment
6 – Mislead
7 – Spell turning
8 – Moment of prescience
9 – Miracle

Madness Domain
Your deity is quite mad, and so are you.

Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Power - Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Aura of Madness (Su): You can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Charisma modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Madness Domain Spells
0 – Dancing lights
1 – Random action
2 – Touch of madness
3 – Rage
4 – Confusion
5 – Bolts of bedevilment
6 – Phantasmal killer
7 – Insanity
8 – Maddening scream
9 – Weird

Magic Domain
Magic, one of the most powerful forces of the world, is at the beck and call of your deity – and you, as well.

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

Power - Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Dispelling Touch (Sp): You can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Magic Domain Spells
0 – Detect magic
1 – Nystul’s magic aura
2 – Identify
3 – Dispel magic
4 – Imbue with spell ability
5 – Spell resistance
6 – Antimagic field
7 – Spell turning
8 – Protection from spells
9 – Mordenkainen’s disjunction0

Plant Domain
The flora of the world is of key concern to your deity.

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Power - Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Greater Power - Bramble Armor (Su): You can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Plant Domain Spells
0 – Create water
1 – Entangle
2 – Barkskin
3 – Plant growth
4 – Command plants
5 – Wall of thorns
6 – Repel wood
7 – Repel wood
8 – Animate plants
9 – Shambler

Protection Domain
Preventing others from coming to harm is the task you have been charged with by your deity

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Power - Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + /your Charisma modifier.

Greater Power - Aura of Protection (Su): You can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Protection Domain Spells
0 – Resistance
1 – Sanctuary
2 – Shield other
3 – Protection from energy
4 – Spell immunity
5 – Spell resistance
6 – Antimagic field
7 – Repulsion
8 – Mind blank
9 – Prismatic sphere

Strength Domain
Your deity leads with blade and fist! You must take care of the details

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Power - Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Might of the Gods (Su): You can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Strength Domain Spells
0 – Virtue
1 – Enlarge person
2 – Bull’s strength
3 – Magic vestment
4 – Spell immunity
5 – Righteous might
6 – Stoneskin
7 – Bigby’s grasping hand
8 – Bigby’s clenched fist
9 – Bigby’s crushing hand

Sun Domain
That bright, burning ball of fire in the sky is at least partially under the dominion of your divinity – and its warmth spreads to you as well

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Power - Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Greater Power - Nimbus of Light (Su): You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a Daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Sun Domain Spells
0 – Flare
1 – Endure elements
2 – Heat metal
3 – Searing light
4 – Fire shield
5 – Flame strike
6 – Fire seeds
7 – Sunbeam
8 – Sunburst
9 – Prismatic sphere

Travel Domain
The open road – the uncharted territories – the blank map – these are where your god can be found

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Power - Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Dimensional Hop (Sp): You can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Travel Domain Spells
0 – Know direction
1 – Longstrider
2 – Locate object
3 – Fly
4 – Dimension door
5 – Teleport
6 – Find the path
7 – Greater teleport
8 – Phase door
9 – Astral projection

Trickery Domain
Your deity plays tricks on everything, for good, for ill, but mostly for their own amusement.

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Power - Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Master's Illusion (Sp): You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Charisma modifier. The rounds do not need to be consecutive.

Trickery Domain Spells
0 – Ghost sound
1 – Disguise self
2 – Invisibility
3 – Nondetection
4 – Confusion
5 – False vision
6 – Mislead
7 – Screen
8 – Polymorph any object
9 – Time stop

War Domain
The glories of war are the glories espoused by your deity

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Power - Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Weapon Master (Su): As a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

War Domain Spells
0 – Virtue
1 – Magic weapon
2 – Spiritual weapon
3 – Magic vestment
4 – Divine power
5 – Flame strike
6 – Blade barrier
7 – Power word blind
8 – Power word stun
9 – Power word kill

Water Domain
Your deity grants you dominion over the forces of elemental water

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Power - Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Cold Resistance (Ex): You gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Water Domain Spells
0 – Create water
1 – Obscuring mist
2 – Fog cloud
3 – Water breathing
4 – Control water
5 – Ice storm
6 – Cone of cold
7 – Acid fog
8 – Horrid wilting
9 – Elemental swarm*
*Cast as a water spell only

Weather Domain
Your deity has control over the turning of weather patterns and some of the more primal forces of nature.

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Power - Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Greater Power - Lightning Lord (Sp): You can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Weather Domain Spells
0 – Ray of frost
1 – Obscuring mist
2 – Fog cloud
3 – Call lightning
4 – Sleet storm
5 – Ice storm
6 – Control winds
7 – Control weather
8 – Whirlwind
9 – Storm of vengeance

Get it? C'est la vie? "Such is life?" It's a pun!

Amechra
2011-08-11, 02:11 PM
Looks nice.

I might have to test this out...

jiriku
2011-08-11, 10:36 PM
You could also implement a "substitution domain" feature by which clerics could get different spell sets without increasing their total spells known, as there are a LOT of fun, interesting cleric spells that get left out in the cold through this system.

My biggest concern would be healing. Most clerics won't have healing spells in-list, and the ones they do get are the crappy ones. Channel energy scales much too slowly to keep up with either monster damage output or party hit point totals (and doesn't scale much at all in number of uses per day). It makes me sad to see a cleric who heals so badly.

Rogue Shadows
2011-08-11, 11:01 PM
You could also implement a "substitution domain" feature by which clerics could get different spell sets without increasing their total spells known, as there are a LOT of fun, interesting cleric spells that get left out in the cold through this system.

Mmn, that is a concern that I've had. I haven't yet done an overhaul of the spell system, which I do intend to do. I'll get to work on that soon.


My biggest concern would be healing. Most clerics won't have healing spells in-list, and the ones they do get are the crappy ones. Channel energy scales much too slowly to keep up with either monster damage output or party hit point totals (and doesn't scale much at all in number of uses per day). It makes me sad to see a cleric who heals so badly.

I...don't actually have a problem with clerics that heal poorly, actually. While I understand their traditional party role, the fact is that most gods don't really care too much about healing...and the ones that do, have the Healing domain.

Hmm. Still, there is that traditional party roll.

Any suggestions? Perhaps a lay on hands-type ability?

Yitzi
2011-08-11, 11:07 PM
Having a spell list of only 4 or so spells per level (as most deities seem to have somewhere in that vicinity) is pretty constricting, especially without spontaneous casting. I'd say that if clerics can only cast from domains, each domain should have all thematically appropriate spells.

Also, this is a side point, but rather than trying to make every class MAD (not that it'd be a bad idea for a few classes, particularly a tier 3 upgrade to the fighter) it would seem to me more reasonable to rearrange the available ability score bonuses to boost MAD classes and depower SAD classes.

jiriku
2011-08-11, 11:07 PM
Well, LoH works, if it scales properly. Or more daily uses of channel energy. Or faster scaling of channel energy. Or an advanced learning feature, which healing-minded clerics can use to snag a couple of good healing spells. Or reinstate the spontaneous conversion ability, which was actually a pretty innovative approach, IMO. Spontaneous conversion has the advantage of being something that everyone is already familiar with. It devalues the healing domain somewhat, but you could fix that by changing up the healing domain spells to something other than the cure line (there are better healing spells available in Spell Compendium and Complete Champion anyhow).

Ziegander
2011-08-11, 11:15 PM
Spontaneous conversion has the advantage of being something that everyone is already familiar with. It devalues the healing domain somewhat, but you could fix that by changing up the healing domain spells to something other than the cure line (there are better healing spells available in Spell Compendium and Complete Champion anyhow).

This is not a bad idea in my opinion. While not all deities care much for healing, the ability to swap out prepared spells in order to rescue ones allies does seem like a useful ability from the Cleric's point of view.

If it were me, I would strongly consider allowing Clerics of any alignment the ability to spontaneously convert prepared spell slots into Cure spells, and then, as Jiriku suggested, make the Healing domain more useful by throwing in the more powerful healing spells from other sources.

Rogue Shadows
2011-08-11, 11:21 PM
Having a spell list of only 4 or so spells per level (as most deities seem to have somewhere in that vicinity) is pretty constricting, especially without spontaneous casting. I'd say that if clerics can only cast from domains, each domain should have all thematically appropriate spells.

5 spells per level, you mean, unless you're assuming there would be alignment issues at each spell level (or assuming a large number of no-deity-in-particular clerics). Also, clerics are spontaneous casters under this system; unless you were referring to the loss of spontaneous cure/inflict casting.

I'm also not sure about adding more spells per domain. Consider that under this system, clerics with a deity (5 domains) know either as many, or more, spells at each spell level than a sorcerer of equal level (apart from 0-level spells). A cleric of no deity in particular (4 domains) still knows as many or more spells of levels 3rd-9th than a sorcerer of equal level.


Also, this is a side point, but rather than trying to make every class MAD (not that it'd be a bad idea for a few classes, particularly a tier 3 upgrade to the fighter) it would seem to me more reasonable to rearrange the available ability score bonuses to boost MAD classes and depower SAD classes.

Well...I don't want to make every class MAD so much as make the SAD classes a little peeved, and give the MAD classes a chill pill. Mostly this just means making the main casters (Cleric, Druid, Sorcerer, Wizard) depend on 2 scores rather than 1 for casting; I grabbed the idea from the Shadowcaster.

EDIT
Oh, I forgot, the Bard, too. In case you care...
- Bard: Charisma for save DCs; Intelligence for spells per day
- Cleric: Wisdom for save DCs; Charisma for spells per day
- Druid: Wisdom for save DCs; Charisma for spells per day
- Sorcerer: Charisma for save DCs; Constitution for spells per day
- Wizard: Intelligence for save DCs; Wisdom for spells per day

Basically any partial and main caster will need two goods scores. This won't extend to prestige classes; all prestige classes that grant spells will require only one good score for their granted spells. Also this won't extend to classes that only grant a small number of spells, like the paladin and ranger.


Well, LoH works, if it scales properly.

If I were to do this, I'd make it the same as a paladin's. Is that good enough, or should it be faster?


Or more daily uses of channel energy.

Mmn...there will be feats for that.


Or faster scaling of channel energy.

How about upping it to d8s? No, actually, that's not as good because smaller numbers are more likely...

What if it was xd6 + cleric level?


Or reinstate the spontaneous conversion ability, which was actually a pretty innovative approach, IMO. Spontaneous conversion has the advantage of being something that everyone is already familiar with.

Meh, it was innovative at the time...10 years ago...now it's kind of old hat. And I don't think it meshes well with this sytem, as it begs the question, "why worship a god with the Healing domain if I can just spontaneously cast the cure spells anyway?"

EDIT
While I was responding, you answered the question, it seems.

Any suggestions for a revised Healing Domain spell list? Remember to include an orison!

Seerow
2011-08-11, 11:27 PM
Meh, it was innovative at the time...10 years ago...now it's kind of old hat. And I don't think it meshes well with this sytem, as it begs the question, "why worship a god with the Healing domain if I can just spontaneously cast the cure spells anyway?"


Perhaps buff up the heal domain's power to compensate? Like free empower or maximizes on all heal spells cast. Hardly going to break the game since it only applies to healing, but definitely something most healers will look at as a must-have. Especially if you only use the cure spells from the healing domain as filler for when better spells aren't available (for example Heal/Mass Heal could remain exclusive to the Healing Domain, and you could toss the Raise Dead line or at least 1-2 of the spells from it in there as well).

There's plenty of ways you can have cure available to all clerics and still have domains matter.



My biggest concern is the specification of getting every domain on your Deity's domain list. I'd outright say you get 4 domains from your deity, and you get to choose freely if your deity doesn't have enough. Otherwise you have to worry about some deities having too many domains, some having too few, and having to go through and rewrite all of them as well.

Rogue Shadows
2011-08-11, 11:30 PM
...and having to go through and rewrite all of them as well.

Actually that's exactly what I'm going to do. Well, not fully: just the domains; I do not plan on touching the Deities & Demigods material, because I don't, personally, give stats to gods outside of STR :smallsigh:, DEX :smallsmile:, CON :smallconfused:, and so on.

eftexar
2011-08-11, 11:54 PM
I like the idea of domains granting the spells. Not only does it feel more like gods are actually granting the cleric the spells, but you can also weed out some of the overpowered stuff (though, admittedly, divine casting isn't as bad as arcane) with this.
My only problem is that all of its features are per day uses. It has no abilities to back it up after a long day of fighting. You could argue this isn't a problem, because the sorcerer and wizard are the same way, as is the original cleric, but my opinion still stands that a class should always have something up its sleeve that is at-will.

Ziegander
2011-08-11, 11:56 PM
My biggest concern is the specification of getting every domain on your Deity's domain list. I'd outright say you get 4 domains from your deity, and you get to choose freely if your deity doesn't have enough. Otherwise you have to worry about some deities having too many domains, some having too few, and having to go through and rewrite all of them as well.

He's already done this, though, so it's not really a big deal.

As far as the new Healing Domain line up? Well, I'll take a crack at it:

0 - Healthful Rest (SC)
1 - Vigor (SC)1
2 - Greater Vigor (SC)1
3 - Healing Spirit (PHB2)1
4 - Regenerate
5 - Vigorous Circle (SC)2
6 - Heal
7 - Fortunate Fate (SC)
8 - Greater Vigorous Circle3
9 - Mass Heal

1 - Duration is 1 minute, +1 minute/five caster levels.
2 - Duration is as Vigor; fast healing equals half your caster level.
3 - As Vigorous Circle, but fast healing is equal to your caster level.

The other option would be to ditch the Healing domain and merge it with the Life domain as follows:

Granted Powers: Your deity has blessed you with the gift of healing and tasks you with granting relief to those that need it.

Power - Restorative Touch

Greater Power - Healer's Blessing

0 - Virtue
1 - Vigor
2 - Lesser Restoration
3 - Remove Disease
4 - Restoration
5 - Raise Dead
6 - Heal
7 - Resurrection
8 - Mass Heal
9 - True Resurrection

Rogue Shadows
2011-08-11, 11:57 PM
My only problem is that all of its features are per day uses. It has no abilities to back it up after a long day of fighting. You could argue this isn't a problem, because the sorcerer and wizard are the same way, as is the original cleric, but my opinion still stands that a class should always have something up its sleeve that is at-will.

http://i51.tinypic.com/s2qstl.jpg


The other option would be to ditch the Healing domain and merge it with the Life domain as follows:

Hmm. I like this version; I think I'll do this.

eftexar
2011-08-12, 12:12 AM
Lol. I suppose I did deserve that... But what I meant was a couple of neat abilities that are above and beyond the simplicity of mashing someones face in. Like a bonus when using certain weapons that are associated with a deity (such as if you worship, lets say Nerull, you get the ability to recover hit points based on the damage you deal everytime you strike someone with a scythe).

Rogue Shadows
2011-08-12, 12:19 AM
Lol. I suppose I did deserve that... But what I meant was a couple of neat abilities that are above and beyond the simplicity of mashing someones face in. Like a bonus when using certain weapons that are associated with a deity (such as if you worship, lets say Nerull, you get the ability to recover hit points based on the damage you deal everytime you strike someone with a scythe).

Well...between wands, scrolls, staves, rings, wondrous items, and feats, I'm pretty sure a cleric will never really want for something to do.

jiriku
2011-08-12, 12:35 AM
If you ask someone to "fix" the healing domain, you'll get as many domains as you have respondents, but here goes.

Domain Granted Power: You gain Augment Healing as a bonus feat
0: cure light wounds
1: cure moderate wounds
2: close wounds
3: insignia of healing
4: healing spirit
5: darts of healing
6: heal
7: fortunate fate
8: renewal pact
9: mass heal

Rogue Shadows
2011-08-12, 12:43 AM
Domain Granted Power: You gain Augment Healing as a bonus feat

You did notice I'm using the Pathfinder version of domains, right?


0: cure light wounds
1: cure moderate wounds
2: close wounds
3: insignia of healing
4: healing spirit
5: darts of healing
6: heal
7: fortunate fate
8: renewal pact
9: mass heal

Hmm. This would allow me to keep a distinct Life domain...

NosferatuZodd
2011-08-12, 12:59 AM
Would it trouble you to do the Gluttony domain?

Rogue Shadows
2011-08-12, 01:01 AM
Would it trouble you to do the Gluttony domain?

I didn't think up any of the domain powers above; they're all from Pathfinder.

Lord_Gareth
2011-08-12, 01:38 AM
I didn't think up any of the domain powers above; they're all from Pathfinder.

*Points at the [3.5] in the thread title*

Either change the thread name or make your stance on conversions for 3.X domains transparent, friend - you're confusing people.

Rogue Shadows
2011-08-12, 01:42 AM
*Points at the [3.5] in the thread title*

Either change the thread name or make your stance on conversions for 3.X domains transparent, friend - you're confusing people.

I thought I had:


Of course, I had a thread asking about the viability of this awhile back, but below is the actual fix. It has pulled heavily from Pathfinder, in that I actually pretty much just straight ripped Pathfinder off; having said that this is intended for 3.5, and not Pathfinder, so feats at every 3rd level, skill points, etc.

That, and the fact that the domains post uses entirely Domains from Pathfinder (except for the Life domain and some minor wording or ability changes), set up according to the Pathfinder template, and I thought that this would be kind of...very...obvious.

Labeling the thread [3.P] or whatever would be the misleading thing, since this Cleric is not meant to run alongside the Pathfinder classes or using the Pathfinder system of skills or feats.

Yitzi
2011-08-12, 01:02 PM
5 spells per level, you mean, unless you're assuming there would be alignment issues at each spell level (or assuming a large number of no-deity-in-particular clerics).

The list on PHB p.32 has only 3 or 4 for each deity (well, except Obad-Hai, who gets 6). If you're adding more domains for various deities, that probably should be mentioned.


Also, clerics are spontaneous casters under this system; unless you were referring to the loss of spontaneous cure/inflict casting.

Ah, I missed that. Yes, that would definitely help it. The cleric still ends up somewhat less versatile than a sorcerer (he has more spells per level, but with a lot more overlap in effect), but Pathfinder-style channeling should help make up for that.

Rogue Shadows
2011-08-12, 01:18 PM
The list on PHB p.32 has only 3 or 4 for each deity (well, except Obad-Hai, who gets 6). If you're adding more domains for various deities, that probably should be mentioned.

Um...I did.


To make up for the drastic cut to power, clerics gain all the domains granted by their deities. Each deity would, under this system, grant five domains. Further, clerics are now spontaneous casters.

Yitzi
2011-08-12, 02:42 PM
Whoops, I missed that. :smallredface:

TheOneWhoWalks
2011-08-13, 11:57 AM
Well...between wands, scrolls, staves, rings, wondrous items, and feats, I'm pretty sure a cleric will never really want for something to do.

True, and there are always reserve feats to consider...

But I feel it's worth mentioning that the domain abilities and other class features of the Pathfinder cleric presuppose that all the full caster classes get their 0th-level spells at will, by way of the Cantrips or Orisons class features. I'm not saying that this is what the class needs, necessarily, but it might be worth considering. If, in fact, you haven't already. The group I've been playing with for the last year or so house-ruled at-will cantrips and orisons into 3.5, simply removed Cure Minor, much as Pathfinder did, and we've never found it to upset the balance. What it has done is give the Full casters something interesting and usually useful - but not overly *powerful* - to do each round, without having to blow through all their spells in one or two encounters just to avoid "uh, I guess I shoot it with my crossbow..." rounds.

Anyway, that's my two cents. In general, I really like this fix, and I'm actually gonna give the class a try in a game that's beginning from level 3 in a few days, so I'll let you know how it ends up working. :smallbiggrin:

Rogue Shadows
2011-08-13, 12:58 PM
But I feel it's worth mentioning that the domain abilities and other class features of the Pathfinder cleric presuppose that all the full caster classes get their 0th-level spells at will, by way of the Cantrips or Orisons class features. I'm not saying that this is what the class needs, necessarily, but it might be worth considering. If, in fact, you haven't already. The group I've been playing with for the last year or so house-ruled at-will cantrips and orisons into 3.5, simply removed Cure Minor, much as Pathfinder did, and we've never found it to upset the balance. What it has done is give the Full casters something interesting and usually useful - but not overly *powerful* - to do each round, without having to blow through all their spells in one or two encounters just to avoid "uh, I guess I shoot it with my crossbow..." rounds.

Hmm. Not a bad idea overall...

...yeah, sure. Let's say orisons are at-will abilities and remove cure minor wounds.

I also have given the cleric a Wisdom-based lay on hands ability to grant better Healing.

Lastly, I merged the Healing and Life domain together as per Ziegander's suggestion.

Also I added Listen and Spot to class skills, because...come on.

I'll get a revised table, etc., up in a few minutes.

EDIT
It's up.

Oh, for the default pantheon, some suggested domains for each deity:
- Bahamut: Air, Good, Law, Luck, Protection
- Boccob: Creation, Destruction, Knowledge, Magic, Trickery
- Corellon Larethian: Chaos, Good, Magic, Protection, War
- Eholnna: Animal, Community, Good, Plant, Sun
- Erythnul: Chaos, Destruction, Evil, Trickery, War
- Garl Glittergold: Earth, Good, Magic, Protection, Trickery
- Gruumsh: Chaos, Destruction, Evil, Strength, War
- Heironeous: Glory, Good, Fire, Law, War
- Hextor: Destruction, Evil, Glory, Law, War
- Kord: Chaos, Glory, Good, Luck, Strength
- Kurtulmak: Darkness, Evil, Law, Luck, Trickery
- Lolth: Chaos, Darkness, Destruction, Evil, Trickery
- Moradin: Earth, Fire, Good, Law, Protection
- Nerull: Darkness, Death, Evil, Madness, Trickery
- Obad-Hai: Air, Animal, Earth, Fire, Plant, Water*
- Olidammara: Chaos, Charm, Luck, Madness, Trickery
- Pelor: Fire, Good, Healing, Strength, Sun
- St. Cuthbert: Destruction, Glory, Law, Protection, Strength
- Tiamat: Destruction, Evil, Law, Magic, Trickery
- Vecna: Darkness, Death, Evil, Knowledge, Magic
- Wee Jas: Death, Law, Protection, Magic, Madness
- Yondalla: Community, Good, Healing, Law, Protection

*Clerics of Obad-Hai may only choose 5 of Obad-Hai's 6 domains at 1st level; they do not get access to all six of his domains.

Craftnburn
2016-06-07, 12:19 AM
I know this is SERIOUS thread Necro!! But I really like this idea! I have only a few tweaks to suggest based upon using this in my game...

Instead of:


Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how other see him. A cleric gain access to all the domains granted by his or her deity at 1st level; these domains together comprise the cleric’s spell list.

If a cleric is not devoted to a particular deity, he instead selects four domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
I used:


Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how other see him. A cleric gain access to all the domains granted by his or her deity at 1st level; these domains together comprise the cleric’s spell list. If a cleric is not devoted to a particular deity, he instead selects four domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Note that all clerics have lesser access to either the Healing domain or the Death domain, depending on their god’s alignment (clerics of neutral deities must choose and once this choice is made, it cannot be reversed). If a cleric’s deity does not grant either the Healing or Death domain, the cleric still has access and can cast spells as normal except that for the purposes of spell effects their caster level is equal to their cleric level minus 3 (minimum 1). This means that even at 5th level, clerics without access to the Healing domain cast (not gain) healing domain spells as if they were 1st level.
This also meant that I left the deities with their original 4 domains.

I used the following for the Healing Domain:

Healing Domain
Your deity grants you the ability to heal the wounds of others.

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Power – Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature or a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to your 3 + your Charisma modifier.

Greater Power - Healer's Blessing (Su): All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Healing Domain Spells

0: Stabilize
1: Cure light wounds
2: Cure moderate wounds
3: Cure serious wounds
4: Cure critical wounds
5: Cure light wounds, mass
6: Heal
7: Regenerate
8: Cure critical wounds, mass
9: Heal, mass
I also left the Healing touch ability to sort of bridge the gap between the two.

*Edit* I also substituted the following spells in the Strength domain: Level 0: Mage Hand, and Level 3: Rage

nonsi
2016-06-07, 01:21 AM
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1. Animal Domain - the asterisks seem to be misplaced (according to the description).
2. Earth Domain - 5th level spell is corrupt.
3. Plant Domain has Repel wood twice (6th & 7th)
4. Neutralize Poison & Remove Curse are nowhere to be found. I think you need more domains.
5. You have some minor his-her mixes.
6. Notice that the progression rate of Greater Power means that even by level 20, one domain would be left out. You could grant 2 greater powers at 20th, as a capstone.
7. Consider granting a bonus domain at levels 6, 12 and 18, where the cleric may choose any domain that doesn't conflict with his deity's ethos or his alignment. 5 domains to start with is reasonable and 8 domains to finish with is solid and not over the top. Yes, it's more than the Sorc. gets, but divine spells are a bit weaker than arcane spells and you don't get to hand-pick them one-by-one to your convenience.

Craftnburn
2016-06-08, 09:10 PM
*Edit* I should also point out that the Strength Orison is the PF Stabilize[/QUOTE]