Surrealistik
2014-08-17, 12:24 AM
Thought I'd address the sad paucity of Cleric domains, starting with the Destruction Domain:
Destruction Domain: (https://www.youtube.com/watch?v=o55jfknqRzI)
Cleric Level
Spells
1st
thunderwave, thunderous smite
3rd
shatter, scorching ray
5th
call lightning, fireball
7th
blight, ice storm
9th
destructive wave, insect plague
Initiate of Destruction
At 1st level you can either gain proficiency with all martial weapons or gain a cantrip that deals damage from any spell list. Your casting ability for this cantrip is Wisdom.
Embrace Oblivion
At 1st level when you deal damage with a spell or weapon attack, you can take necrotic damage up to your Wisdom modifier. This damage can’t be reduced or prevented. If you do, that spell or weapon attack deals extra fire, force, necrotic or thunder damage (your choice) equal to twice the damage taken in this way. This extra damage is doubled vs structures and objects. If a spell benefiting from this effect makes multiple attacks, you choose to which attack this extra damage applies. If a spell benefiting from this effect has multiple targets, you divide this extra damage between those targets however you choose.
Channel Divinity: Wake of Destruction
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures and objects up to your Wisdom modifier (minimum 1), within a 30 foot radius of you that you can see. Creatures and attended objects chosen must make a Constitution saving throw against your Cleric spell save DC (a creature handling an attended object makes a save for it). Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity. A target reduced to 0 or fewer hit points in this way is destroyed and reduced to dust per the Disintegrate spell.
Channel Divinity: Annihilating Edict
From the 6th level when you cast a spell that rolls for damage or use the Attack action, you can use your Channel Divinity and take 5 necrotic damage per level of that spell (minimum 5 damage, this amount is doubled if the spell is 6th level or higher) or 5 necrotic damage per attack made with that Attack action. This damage can’t be reduced or prevented. If you do, that spell or each weapon attack made with that Attack action deals maximum damage, ignores immunity and resistance and deals double damage to structures and objects. A target reduced to 0 or fewer hit points from a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.
Great Eradicator
At 8th level, Embrace Oblivion now grants extra damage equal to three times the damage you’ve taken from that ability. A target reduced to 0 hit points or fewer by a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.
At 14th level, Embrace Oblivion now grants extra damage equal to four times the damage you’ve taken from that ability, and this extra damage ignores resistance and immunity.
Avatar of Destruction
At 17th level, you gain Chain Lightning, Disintegrate, Finger of Death, Fire Storm, Tsunami, Earthquake, Storm of Vengeance and Meteor Swarm as domain spells.
Your Wake of Destruction feature now targets any number of creatures, objects and structures you choose within its radius.
Creation Domain (WIP):
Cleric Level
Spells
1st
create or destroy water, tenser's floating disk
3rd
arcane lock, spike growth
5th
create food and water, leomund's tiny hut
7th
fabricate, stone shape
9th
wall of stone, creation
Initiate of Creation
At 1st level you double your proficiency bonus for up to three tools you already have proficiency with and/or you gain proficiency with up to three tools in any combination. These tools must be artisan tools or a herbalism kit or poisoner kit. You also gain the Mending, Dancing Lights and Prestidigitation cantrips.
Eureka!
At 1st level you can give a creature you touch (including yourself) advantage on a skill or ability check made to craft an object with a set of artisan tools or herbalism kits or poisoner kits. That creature may use your Wisdom modifier in place of any other ability modifier to craft an object with these tools or kits. You can't use this ability again until you complete a short rest, or you spend a Channel Divinity to do so.
Channel Divinity: Rite of Creation
From the 2nd level, as an action, you can use your Channel Divinity to create a non-magical object described in Chapter 5: Equipment in an unoccupied space adjacent to you in which it can fit. The value of this object may be up to 100 GP per Cleric level. If more objects are created in this way than your Wisdom modifier (minimum 1), you must dismiss an object of your choice created in this way. Weapons created in this way count as magical for the purpose of bypassing resistances and immunities. If you ever surrender ownership of an object created in this way (such as by selling them, or gifting them), are more than 100 feet away from such an object for more than 1 round, or choose to dismiss one, it immediately disintegrates, leaving no trace.
Channel Divinity: Guardians of Creation
From the 6th level you can expend your Channel Divinity as an action to create construct in an unoccupied space adjacent to you in which it can fit with the following stat block. The construct is equipped and proficient with a weapon and shield or up to two weapons of your choice. Ranged weapons created in this way come with 20 units of appropriate mundane ammunition for them. Thrown weapons created in this way come with 4 copies. Weapons and ammo created in this way count as magical for the purposes of bypassing resistance and immunity, but are otherwise mundane. If this gear is more than 5 feet away from the construct it came with for longer than a round, it disappears, rematerializing in the construct's possession. This is a concentration effect that lasts for 1 minute.
Guardian of Creation
Large construct, true neutral
Armor Class: 13 + your Wisdom modifier (not including shield)
Hit Points: Varies (your Cleric level x 5 + Con mod x your Cleric level)
Speed: 20 ft.
STR DEX CON INT WIS CHA
Varies, see Divine Construct.
Skills: Athletics (X + your proficiency modifier)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, poison, psychic
Condition Immunities: charmed, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages: Understands but does not speak languages you know. Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the Guardian.
Traits:
Bodyguard: While the Guardian is adjacent to a creature that's the target of an attack you may have it spend its reaction to switch places with that creature before that attack is rolled. If it does, it becomes the target of that attack instead if it's a legal target.
Divine Construct: The Guardian has Strength, Dexterity and Constitution scores equal to your Wisdom score, Intelligence and Wisdom scores of 8 and a Charisma score of 3.
Telepathic Connection: The Guardian has a two way telepathic connection to you at all times. This telepathy has unlimited range.
Actions:
Standard Attack: Melee or Ranged Weapon Attack: Varies (Str or Dex mod + your proficiency bonus)
reach (varies, minimum 10 ft), one creature. Hit: Varies.
The construct also has the following properties:
Has its own initiative and turn. Its initiative is immediately after yours.
Disappears with its gear when reduced to 0 or fewer hit points.
Is always friendly to you and your companions.
Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.
Master of Creation
At 8th level, when you create a weapon or armour with Rite of Creation you may enhance it. If you do, a weapon enhanced in this way gains a +1 bonus to its attack and damage rolls. Armor enhanced in this way gains a +1 bonus to its AC. Only one weapon or piece of armour can be enhanced in this way. Your Guardian of Creation gains +1 to its attack rolls, AC, saving throws and skill checks, a fly speed of 20, a climb or swim speed of 30, or a walk speed of 50 as you choose until it disappears. This is choice is made each time you use your Guardians of Creation feature.
At 14th level, the bonuses to your Guardian of Creation's AC and to weapons and armour this class feature applies are increased to +2. While a weapon is enhanced by this feature, it counts as being silvered and adamantine. Your Guardian of Creation also gains resistance against a damage type of your choice when summoned until it disappears.
Avatar of Creation
At 17th level, you gain proficiency with all artisan tools, the poisoner kit, and the herbalist kit. If you already have proficiency with one of these tools, you double its your proficiency bonus. For each tool that already has a doubled proficiency bonus, you gain Advantage on checks made with that tool instead.
Your Guardian of Creation gains Darkvision 120' that ignores magical darkness, Blindsight 60' or Truesight 30' as you choose until it disappears (this is choice is made each time you use your Guardians of Creation feature), resistance to all damage from non-magical sources and its bonuses from Master of Creation increase to +3.
Destruction Domain: (https://www.youtube.com/watch?v=o55jfknqRzI)
Cleric Level
Spells
1st
thunderwave, thunderous smite
3rd
shatter, scorching ray
5th
call lightning, fireball
7th
blight, ice storm
9th
destructive wave, insect plague
Initiate of Destruction
At 1st level you can either gain proficiency with all martial weapons or gain a cantrip that deals damage from any spell list. Your casting ability for this cantrip is Wisdom.
Embrace Oblivion
At 1st level when you deal damage with a spell or weapon attack, you can take necrotic damage up to your Wisdom modifier. This damage can’t be reduced or prevented. If you do, that spell or weapon attack deals extra fire, force, necrotic or thunder damage (your choice) equal to twice the damage taken in this way. This extra damage is doubled vs structures and objects. If a spell benefiting from this effect makes multiple attacks, you choose to which attack this extra damage applies. If a spell benefiting from this effect has multiple targets, you divide this extra damage between those targets however you choose.
Channel Divinity: Wake of Destruction
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures and objects up to your Wisdom modifier (minimum 1), within a 30 foot radius of you that you can see. Creatures and attended objects chosen must make a Constitution saving throw against your Cleric spell save DC (a creature handling an attended object makes a save for it). Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity. A target reduced to 0 or fewer hit points in this way is destroyed and reduced to dust per the Disintegrate spell.
Channel Divinity: Annihilating Edict
From the 6th level when you cast a spell that rolls for damage or use the Attack action, you can use your Channel Divinity and take 5 necrotic damage per level of that spell (minimum 5 damage, this amount is doubled if the spell is 6th level or higher) or 5 necrotic damage per attack made with that Attack action. This damage can’t be reduced or prevented. If you do, that spell or each weapon attack made with that Attack action deals maximum damage, ignores immunity and resistance and deals double damage to structures and objects. A target reduced to 0 or fewer hit points from a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.
Great Eradicator
At 8th level, Embrace Oblivion now grants extra damage equal to three times the damage you’ve taken from that ability. A target reduced to 0 hit points or fewer by a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.
At 14th level, Embrace Oblivion now grants extra damage equal to four times the damage you’ve taken from that ability, and this extra damage ignores resistance and immunity.
Avatar of Destruction
At 17th level, you gain Chain Lightning, Disintegrate, Finger of Death, Fire Storm, Tsunami, Earthquake, Storm of Vengeance and Meteor Swarm as domain spells.
Your Wake of Destruction feature now targets any number of creatures, objects and structures you choose within its radius.
Creation Domain (WIP):
Cleric Level
Spells
1st
create or destroy water, tenser's floating disk
3rd
arcane lock, spike growth
5th
create food and water, leomund's tiny hut
7th
fabricate, stone shape
9th
wall of stone, creation
Initiate of Creation
At 1st level you double your proficiency bonus for up to three tools you already have proficiency with and/or you gain proficiency with up to three tools in any combination. These tools must be artisan tools or a herbalism kit or poisoner kit. You also gain the Mending, Dancing Lights and Prestidigitation cantrips.
Eureka!
At 1st level you can give a creature you touch (including yourself) advantage on a skill or ability check made to craft an object with a set of artisan tools or herbalism kits or poisoner kits. That creature may use your Wisdom modifier in place of any other ability modifier to craft an object with these tools or kits. You can't use this ability again until you complete a short rest, or you spend a Channel Divinity to do so.
Channel Divinity: Rite of Creation
From the 2nd level, as an action, you can use your Channel Divinity to create a non-magical object described in Chapter 5: Equipment in an unoccupied space adjacent to you in which it can fit. The value of this object may be up to 100 GP per Cleric level. If more objects are created in this way than your Wisdom modifier (minimum 1), you must dismiss an object of your choice created in this way. Weapons created in this way count as magical for the purpose of bypassing resistances and immunities. If you ever surrender ownership of an object created in this way (such as by selling them, or gifting them), are more than 100 feet away from such an object for more than 1 round, or choose to dismiss one, it immediately disintegrates, leaving no trace.
Channel Divinity: Guardians of Creation
From the 6th level you can expend your Channel Divinity as an action to create construct in an unoccupied space adjacent to you in which it can fit with the following stat block. The construct is equipped and proficient with a weapon and shield or up to two weapons of your choice. Ranged weapons created in this way come with 20 units of appropriate mundane ammunition for them. Thrown weapons created in this way come with 4 copies. Weapons and ammo created in this way count as magical for the purposes of bypassing resistance and immunity, but are otherwise mundane. If this gear is more than 5 feet away from the construct it came with for longer than a round, it disappears, rematerializing in the construct's possession. This is a concentration effect that lasts for 1 minute.
Guardian of Creation
Large construct, true neutral
Armor Class: 13 + your Wisdom modifier (not including shield)
Hit Points: Varies (your Cleric level x 5 + Con mod x your Cleric level)
Speed: 20 ft.
STR DEX CON INT WIS CHA
Varies, see Divine Construct.
Skills: Athletics (X + your proficiency modifier)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, poison, psychic
Condition Immunities: charmed, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages: Understands but does not speak languages you know. Has a telepathic link with you that you can use to communicate with it at any distance as long as you're on the same plane as the Guardian.
Traits:
Bodyguard: While the Guardian is adjacent to a creature that's the target of an attack you may have it spend its reaction to switch places with that creature before that attack is rolled. If it does, it becomes the target of that attack instead if it's a legal target.
Divine Construct: The Guardian has Strength, Dexterity and Constitution scores equal to your Wisdom score, Intelligence and Wisdom scores of 8 and a Charisma score of 3.
Telepathic Connection: The Guardian has a two way telepathic connection to you at all times. This telepathy has unlimited range.
Actions:
Standard Attack: Melee or Ranged Weapon Attack: Varies (Str or Dex mod + your proficiency bonus)
reach (varies, minimum 10 ft), one creature. Hit: Varies.
The construct also has the following properties:
Has its own initiative and turn. Its initiative is immediately after yours.
Disappears with its gear when reduced to 0 or fewer hit points.
Is always friendly to you and your companions.
Will defend itself from hostile creatures but otherwise takes no actions if you don't give it any orders.
Master of Creation
At 8th level, when you create a weapon or armour with Rite of Creation you may enhance it. If you do, a weapon enhanced in this way gains a +1 bonus to its attack and damage rolls. Armor enhanced in this way gains a +1 bonus to its AC. Only one weapon or piece of armour can be enhanced in this way. Your Guardian of Creation gains +1 to its attack rolls, AC, saving throws and skill checks, a fly speed of 20, a climb or swim speed of 30, or a walk speed of 50 as you choose until it disappears. This is choice is made each time you use your Guardians of Creation feature.
At 14th level, the bonuses to your Guardian of Creation's AC and to weapons and armour this class feature applies are increased to +2. While a weapon is enhanced by this feature, it counts as being silvered and adamantine. Your Guardian of Creation also gains resistance against a damage type of your choice when summoned until it disappears.
Avatar of Creation
At 17th level, you gain proficiency with all artisan tools, the poisoner kit, and the herbalist kit. If you already have proficiency with one of these tools, you double its your proficiency bonus. For each tool that already has a doubled proficiency bonus, you gain Advantage on checks made with that tool instead.
Your Guardian of Creation gains Darkvision 120' that ignores magical darkness, Blindsight 60' or Truesight 30' as you choose until it disappears (this is choice is made each time you use your Guardians of Creation feature), resistance to all damage from non-magical sources and its bonuses from Master of Creation increase to +3.