weaseldust
2015-07-12, 07:17 PM
Strength Domain
I didn’t give this archetype much more than bonus proficiencies at 1st level because the ones it gets are very good. With respect to the Channel Divinity, I hope that carrying ten times as much isn’t too big an increase. It lets you carry loads on the order of a ton, which I think is appropriate for magically enhanced strength.
EDIT: I toned down the bonus proficiencies. Before, you got Athletics in addition to your other skills, and strength save proficiency on top of charisma save proficiency.
Since the current solution is somewhat unconventional in replacing a class save, you might prefer the following variant: Athletics can no longer be chosen as a Cleric skill and you cannot swap proficiency in charisma saves out for proficiency in strength saves, but you gain the ability to roll a d6 and add the result to any strength check or save a number of times per long rest equal to your wisdom modifier.
As a worshipper of a god of physical might, you are dedicated to performing feats of strength and despise weakness. You are granted various magical abilities related to using, bestowing, or depleting athletic ability. For you, their somatic components tend to involve flexing, shadow boxing, or pounding the floor until it shakes.
Bonus Proficiencies (Level 1)
You gain proficiency in the use of heavy armour and all heavy melee weapons.
Further, you may add Athletics to the list of Cleric skills to choose from, and you may choose to have proficiency in strength saving throws instead of charisma saving throws.
Mighty Voice (Level 1)
You may use the voice-amplifying effect of the cantrip Thaumaturgy at any time, without expending an action to cast it.
Channel Divinity: Beast of Burden (Level 2)
As a bonus action, you may expend one use of your Channel Divinity and touch a creature; for one minute, their carrying capacity increases tenfold and they can lift, push and drag objects up to ten times more than the usual weight, so long as those objects are free to move and are not part of any larger object.
Burst of Strength (Level 6)
Whenever you start your turn grappled or restrained, you may expend your reaction and a use of your Channel Divinity to end the effect. If you were restrained by a physical device, you break it. Further, whenever an effect would forcibly move you some distance or knock you prone, you may use your reaction and Channel Divinity to remain still and upright; if the effect was the result of a melee attack, the attacker is instead pushed backwards the distance they attempted to push you, or knocked prone if they attempted to knock you prone.
Divine Strike (Level 8)
You may add d8 magical bludgeoning damage to one hit with a melee weapon or unarmed strike per turn. This increases to 2d8 at level 14.
Overpowering Might (Level 17)
When you hit a creature with a melee attack, you may use your reaction to attempt to shove or grapple it, regardless of its size.
Domain Spells:
Level 1: Earth Tremor, Jump
Level 3: Enlarge/Reduce, Ray of Enfeeblement
Level 5: Haste, Slow
Level 7: Dominate Beast, Stoneskin
Level 9: Bigby’s Hand, Destructive Wave
Travel Domain
This archetype gets quite a few abilities, but they are mostly movement oriented and pretty much necessary to capture the concept properly. The immunity to falling damage at level 17 could get a bit silly, but most characters at that level can survive arbitrarily high falls anyway, so it’s not a big increase in silliness. I think it’s fitting for the subclass to be able to avoid damage from tumbles down cliff faces, pit traps, or waterfalls.
As a worshipper of a god of travel, you are devoted to exploration, self-sufficiency, and the protection of fellow travellers from the manifold dangers of the road. You have various abilities, either directly from your god or just as a result of being exceptionally well-travelled yourself, which relate to getting about at speed, providing for yourself on the way, and avoiding hazards and impediments to movement.
Proficient Explorer (Level 1)
You gain proficiency in the Survival skill and may add your proficiency bonus to all checks to climb, swim and jump. You move 50% faster overland than normal and up to 7 companions can do the same while you are present.
Burst of Speed (Level 1)
You may use either the Dash action or the Disengage action as a bonus action a number of times per day equal to your wisdom modifier.
Channel Divinity: Avoid Pitfalls (Level 2)
As a bonus action, you may expend your Channel Divinity and touch a creature; for one minute, they are resistant to damage from falling, opportunity attacks, and traps.
Indefatigable Explorer (Level 6)
As a bonus action, you may expend one use of your Channel Divinity to grant any one of the following four abilities to yourself or a creature you touch, with a duration of 10 minutes:
You can hold your breath for up to 5 minutes and have a swim speed equal to your movement.
You have a climb speed equal to your movement.
You cannot be slowed by non-magical difficult terrain.
You have advantage on checks and saves against being restrained.
Divine Strike (Level 8)
You may add d8 damage of the same type dealt by your weapon to one hit with the weapon per turn. This increases to 2d8 at level 14.
Unstoppable Explorer (Level 17)
You are immune to damage from falling, opportunity attacks, and traps.
Domain Spells:
Level 1: Comprehend Languages, Longstrider
Level 3: Knock, Spider Climb
Level 5: Fly, Phantom Steed
Level 7: Dimension Door, Freedom of Movement
Level 9: Passwall, Tree Stride
Magic Domain
This archetype can also serve as a cut-price Mystic Theurge. It gets much more flexibility in its domain spells than most domains do, so I hope the rest of the subclass is restrained enough to keep it balanced.
EDIT: I changed Upwelling Magic - before, it was the same as the wizard's arcane recovery. I also changed Arcane Absorption - before, it let you permanently add learned spells to the list of spells you can prepare.
EDIT2: I cut the ability to replace your domain spells when you gain more. Now you can only replace spells using your Channel Divinity.
As a worshipper of a god of magic, you become able to understand, manipulate, and counter the arcane arts in ways denied to most clerics. You can learn or be gifted some of the spells usually studied only by wizards, and may find yourself adopting wizardly eccentricities to match.
Arcane Proficiency (Level 1)
You gain proficiency in the Arcana skill. When you learn cantrips at this level and later you may choose from wizard cantrips as well as cleric cantrips, but wisdom is your casting ability for them all. Additionally, for the purpose of using magic items your cleric levels count as wizard levels.
Upwelling Magic (Level 1)
Once per day, when you finish a short rest, you may recover a single level 1 spell slot. At level 5, when you use this ability, you may instead recover a number of spell slots of combined level no greater than two. The cap on the combined level of the slots you can recover increases by one again at levels 9, 13, and 17.
Channel Divinity: Arcane Absorption (Level 2)
Over the course of 1 hour of study, you may use your Channel Divinity to learn how to cast a spell from a scroll or spellbook, provided it is of a level you can cast. Once you do so, you have it prepared for the rest of the day, and when you next prepare spells, so long as it is of level no higher than 5, you may choose for it to replace any one of your domain spells other than Identify, Magic Weapon, or Counterspell. If you do not replace a domain spell with it at that time then you lose the ability to cast it.
Turn Aside Magic (Level 6)
As an action, you may expend a spell slot to become resistant to damage from magical weapons and from spells of level no greater than the slot expended for one minute. Maintaining this effect requires your Concentration.
Potent Spellcasting (Level 8)
You may add your wisdom modifier to the damage you deal with cleric and wizard cantrips.
Turn Back Magic (Level 17)
When you take damage from a spell or magic weapon while your Turn Aside Magic is in effect, your attacker takes the half of the damage you resisted.
Domain Spells:
Level 1: Identify and any one wizard spell of a level you can cast
Level 3: Magic Weapon and any one wizard spell of a level you can cast
Level 5: Counterspell and any one wizard spell of a level you can cast
Level 7: Any two wizard spells of levels you can cast
Level 9: Any two wizard spells of levels you can cast
Wisdom remains your casting ability even for spells from the wizard list.
I didn’t give this archetype much more than bonus proficiencies at 1st level because the ones it gets are very good. With respect to the Channel Divinity, I hope that carrying ten times as much isn’t too big an increase. It lets you carry loads on the order of a ton, which I think is appropriate for magically enhanced strength.
EDIT: I toned down the bonus proficiencies. Before, you got Athletics in addition to your other skills, and strength save proficiency on top of charisma save proficiency.
Since the current solution is somewhat unconventional in replacing a class save, you might prefer the following variant: Athletics can no longer be chosen as a Cleric skill and you cannot swap proficiency in charisma saves out for proficiency in strength saves, but you gain the ability to roll a d6 and add the result to any strength check or save a number of times per long rest equal to your wisdom modifier.
As a worshipper of a god of physical might, you are dedicated to performing feats of strength and despise weakness. You are granted various magical abilities related to using, bestowing, or depleting athletic ability. For you, their somatic components tend to involve flexing, shadow boxing, or pounding the floor until it shakes.
Bonus Proficiencies (Level 1)
You gain proficiency in the use of heavy armour and all heavy melee weapons.
Further, you may add Athletics to the list of Cleric skills to choose from, and you may choose to have proficiency in strength saving throws instead of charisma saving throws.
Mighty Voice (Level 1)
You may use the voice-amplifying effect of the cantrip Thaumaturgy at any time, without expending an action to cast it.
Channel Divinity: Beast of Burden (Level 2)
As a bonus action, you may expend one use of your Channel Divinity and touch a creature; for one minute, their carrying capacity increases tenfold and they can lift, push and drag objects up to ten times more than the usual weight, so long as those objects are free to move and are not part of any larger object.
Burst of Strength (Level 6)
Whenever you start your turn grappled or restrained, you may expend your reaction and a use of your Channel Divinity to end the effect. If you were restrained by a physical device, you break it. Further, whenever an effect would forcibly move you some distance or knock you prone, you may use your reaction and Channel Divinity to remain still and upright; if the effect was the result of a melee attack, the attacker is instead pushed backwards the distance they attempted to push you, or knocked prone if they attempted to knock you prone.
Divine Strike (Level 8)
You may add d8 magical bludgeoning damage to one hit with a melee weapon or unarmed strike per turn. This increases to 2d8 at level 14.
Overpowering Might (Level 17)
When you hit a creature with a melee attack, you may use your reaction to attempt to shove or grapple it, regardless of its size.
Domain Spells:
Level 1: Earth Tremor, Jump
Level 3: Enlarge/Reduce, Ray of Enfeeblement
Level 5: Haste, Slow
Level 7: Dominate Beast, Stoneskin
Level 9: Bigby’s Hand, Destructive Wave
Travel Domain
This archetype gets quite a few abilities, but they are mostly movement oriented and pretty much necessary to capture the concept properly. The immunity to falling damage at level 17 could get a bit silly, but most characters at that level can survive arbitrarily high falls anyway, so it’s not a big increase in silliness. I think it’s fitting for the subclass to be able to avoid damage from tumbles down cliff faces, pit traps, or waterfalls.
As a worshipper of a god of travel, you are devoted to exploration, self-sufficiency, and the protection of fellow travellers from the manifold dangers of the road. You have various abilities, either directly from your god or just as a result of being exceptionally well-travelled yourself, which relate to getting about at speed, providing for yourself on the way, and avoiding hazards and impediments to movement.
Proficient Explorer (Level 1)
You gain proficiency in the Survival skill and may add your proficiency bonus to all checks to climb, swim and jump. You move 50% faster overland than normal and up to 7 companions can do the same while you are present.
Burst of Speed (Level 1)
You may use either the Dash action or the Disengage action as a bonus action a number of times per day equal to your wisdom modifier.
Channel Divinity: Avoid Pitfalls (Level 2)
As a bonus action, you may expend your Channel Divinity and touch a creature; for one minute, they are resistant to damage from falling, opportunity attacks, and traps.
Indefatigable Explorer (Level 6)
As a bonus action, you may expend one use of your Channel Divinity to grant any one of the following four abilities to yourself or a creature you touch, with a duration of 10 minutes:
You can hold your breath for up to 5 minutes and have a swim speed equal to your movement.
You have a climb speed equal to your movement.
You cannot be slowed by non-magical difficult terrain.
You have advantage on checks and saves against being restrained.
Divine Strike (Level 8)
You may add d8 damage of the same type dealt by your weapon to one hit with the weapon per turn. This increases to 2d8 at level 14.
Unstoppable Explorer (Level 17)
You are immune to damage from falling, opportunity attacks, and traps.
Domain Spells:
Level 1: Comprehend Languages, Longstrider
Level 3: Knock, Spider Climb
Level 5: Fly, Phantom Steed
Level 7: Dimension Door, Freedom of Movement
Level 9: Passwall, Tree Stride
Magic Domain
This archetype can also serve as a cut-price Mystic Theurge. It gets much more flexibility in its domain spells than most domains do, so I hope the rest of the subclass is restrained enough to keep it balanced.
EDIT: I changed Upwelling Magic - before, it was the same as the wizard's arcane recovery. I also changed Arcane Absorption - before, it let you permanently add learned spells to the list of spells you can prepare.
EDIT2: I cut the ability to replace your domain spells when you gain more. Now you can only replace spells using your Channel Divinity.
As a worshipper of a god of magic, you become able to understand, manipulate, and counter the arcane arts in ways denied to most clerics. You can learn or be gifted some of the spells usually studied only by wizards, and may find yourself adopting wizardly eccentricities to match.
Arcane Proficiency (Level 1)
You gain proficiency in the Arcana skill. When you learn cantrips at this level and later you may choose from wizard cantrips as well as cleric cantrips, but wisdom is your casting ability for them all. Additionally, for the purpose of using magic items your cleric levels count as wizard levels.
Upwelling Magic (Level 1)
Once per day, when you finish a short rest, you may recover a single level 1 spell slot. At level 5, when you use this ability, you may instead recover a number of spell slots of combined level no greater than two. The cap on the combined level of the slots you can recover increases by one again at levels 9, 13, and 17.
Channel Divinity: Arcane Absorption (Level 2)
Over the course of 1 hour of study, you may use your Channel Divinity to learn how to cast a spell from a scroll or spellbook, provided it is of a level you can cast. Once you do so, you have it prepared for the rest of the day, and when you next prepare spells, so long as it is of level no higher than 5, you may choose for it to replace any one of your domain spells other than Identify, Magic Weapon, or Counterspell. If you do not replace a domain spell with it at that time then you lose the ability to cast it.
Turn Aside Magic (Level 6)
As an action, you may expend a spell slot to become resistant to damage from magical weapons and from spells of level no greater than the slot expended for one minute. Maintaining this effect requires your Concentration.
Potent Spellcasting (Level 8)
You may add your wisdom modifier to the damage you deal with cleric and wizard cantrips.
Turn Back Magic (Level 17)
When you take damage from a spell or magic weapon while your Turn Aside Magic is in effect, your attacker takes the half of the damage you resisted.
Domain Spells:
Level 1: Identify and any one wizard spell of a level you can cast
Level 3: Magic Weapon and any one wizard spell of a level you can cast
Level 5: Counterspell and any one wizard spell of a level you can cast
Level 7: Any two wizard spells of levels you can cast
Level 9: Any two wizard spells of levels you can cast
Wisdom remains your casting ability even for spells from the wizard list.