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Keljoric Tulkas
2014-10-25, 01:13 PM
Hello everyone,

I am looking to play a cleric in an upcomming campaign. the DM is a first time DM and he is worry about playing anything homebrew for fear of unbalancing the game.

i would like to play a fighter/cleric whos domain is based on stregth in combat as opposed to the War Domain

can you please take a critcal look at this suggested domain and see if you think it is unbalanced compared to the other 7 domains (this is currently based heavily off the war domain to try to keep things balanced

Strength Domain Spells
1st Thunder Wave, Divine Favor
3rd Magic Weapon, Magic Vestment
5th Crusaders Mantle, ??
7th Stoneskin, Move earth
9th Destructive Wave, Hold monster

Proficiencies:
At 1st level you gain proficiency with martial weapons and heavy armor

Divine Strength:
at 1st level your god imbues you with divine strength. When you use an action you may add a +4 STR modifier to your roll. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) you regain all expended uses after a long rest.

Channel divinity: Crushing Blow:
starting at 2nd level you can use your cannel divinity to strike a crushing blow. When you make a successful attack you may choose to push the target 10ft back or knock them prone up to 5ft away. When used outside of combat can be used to sunder an item with increased damage equal to twice the strength modifier.

Channel Divinity: Kord’s Blessing:
at 6th level when a creature within 30ft of you makes a melee attack roll they gain a +4 STR modifier to the damage of that attack. They also gain +4 to oppose a grapple check.

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle:
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Amnoriath
2014-10-25, 01:32 PM
Hello everyone,

I am looking to play a cleric in an upcomming campaign. the DM is a first time DM and he is worry about playing anything homebrew for fear of unbalancing the game.

i would like to play a fighter/cleric whos domain is based on stregth in combat as opposed to the War Domain

can you please take a critcal look at this suggested domain and see if you think it is unbalanced compared to the other 7 domains (this is currently based heavily off the war domain to try to keep things balanced

Strength Domain Spells
1st Thunder Wave, Divine Favor
3rd Magic Weapon, Magic Vestment
5th Crusaders Mantle, ??
7th Stoneskin, Move earth
9th Destructive Wave, Hold monster

Proficiencies:
At 1st level you gain proficiency with martial weapons and heavy armor

Divine Strength:
at 1st level your god imbues you with divine strength. When you use an action you may add a +4 STR modifier to your roll. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) you regain all expended uses after a long rest.

Channel divinity: Crushing Blow:
starting at 2nd level you can use your cannel divinity to strike a crushing blow. When you make a successful attack you may choose to push the target 10ft back or knock them prone up to 5ft away. When used outside of combat can be used to sunder an item with increased damage equal to twice the strength modifier.

Channel Divinity: Kord’s Blessing:
at 6th level when a creature within 30ft of you makes a melee attack roll they gain a +4 STR modifier to the damage of that attack. They also gain +4 to oppose a grapple check.

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle:
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
1. Divine Strength needs some rewording and we don't know long it lasts. How about instead as a bonus action it increases your Strength by 4 until the beginning of your next turn?
2. In general bonuses should be reserved, and I am surprised there is no advantage on strength rolls, Enhance Attribute, or Enlarge/Reduce
3. Kord's Blessing needs to specify how long the bonus to grapple checks last, but this ability may be better served with advantage than this as +4 STR for a single attack isn't that significant(especially when it isn't specified when it is applied to the attack) and the grapple bonus is situational. In general numbers should be kept to minimum unless they are absolutely essential for a character to have in 5e.

Keljoric Tulkas
2014-10-25, 06:52 PM
Reworded with suggestions taken into account.

Strength Domain Spells
1st Thunder Wave, Divine Favor
3rd Magic Weapon, Magic Vestment
5th Crusaders Mantle, ??
7th Stoneskin, Move earth
9th Destructive Wave, Hold monster

Proficiencies:
At 1st level you gain proficiency with martial weapons and heavy armor

Divine Strength:
at 1st level your god imbues you with divine strength. When you use an action you may add a +4 STR modifier to your roll. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) you regain all expended uses after a long rest.

Channel divinity: Crushing Blow:
starting at 2nd level you can use your cannel divinity to strike a crushing blow. When you make a successful attack you may choose to push the target 10ft back or knock them prone up to 5ft away. When used outside of combat can be used to sunder an item with increased damage equal to twice the strength modifier.

Channel Divinity: Kord’s Blessing:
At 6th level when a creature within 30ft of you makes a melee attack roll you use your divine blessing to grant them +8 bonus to the roll and a +4 STR modifier to the damage of that attack. This effect also grants an advantage to oppose enemy grapple checks. You Make this choice after you see the roll, but before the DM says whether the attack hits of misses.

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle:
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.





also how about the spell list, do these seem balanced to the other domains?

Amnoriath
2014-10-25, 08:20 PM
Reworded with suggestions taken into account.

Strength Domain Spells
1st Thunder Wave, Divine Favor
3rd Magic Weapon, Magic Vestment
5th Crusaders Mantle, ??
7th Stoneskin, Move earth
9th Destructive Wave, Hold monster

Proficiencies:
At 1st level you gain proficiency with martial weapons and heavy armor

Divine Strength:
at 1st level your god imbues you with divine strength. When you use an action you may add a +4 STR modifier to your roll. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your wisdom modifier (a minimum of once) you regain all expended uses after a long rest.

Channel divinity: Crushing Blow:
starting at 2nd level you can use your cannel divinity to strike a crushing blow. When you make a successful attack you may choose to push the target 10ft back or knock them prone up to 5ft away. When used outside of combat can be used to sunder an item with increased damage equal to twice the strength modifier.

Channel Divinity: Kord’s Blessing:
At 6th level when a creature within 30ft of you makes a melee attack roll you use your divine blessing to grant them +8 bonus to the roll and a +4 STR modifier to the damage of that attack. This effect also grants an advantage to oppose enemy grapple checks. You Make this choice after you see the roll, but before the DM says whether the attack hits of misses.

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle:
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.





also how about the spell list, do these seem balanced to the other domains?
1. There is a reason why I said Divine Strength should be a bonus action because otherwise you are waiting for an opportunity attack or a Strength save to benefit since you have replaced the bonus action attack with this.
2. By RAW the Prone condition otherwise renders your melee attacks at disadvantage unless you are within 5 ft of them in which then they are made at advantage. So, moving them 5 ft and prone unless the DM rules otherwise makes it harder for you to hit them. It is also just easier to remember move 10 ft or prone. The ability itself is really powerful, especially at level 2, so the sundering is just unnecessary.
3. Kord's Blessing is as of now strictly better than War God's Blessing because Strength adds to attack and damage..etc as well other things you specified. This is what I would do instead, "You may spend a channel divinity use as a reaction to give yourself or an ally with in 30 ft of you advantage on any current strength based roll. If the roll is a melee attack they add 6 to the damage roll"
4. You have a lot of field spells when this should be more about buffing.